Game machine

The gaming machine dynamically displays identification information and suggests lottery outcomes to enhance player engagement and improve performance through a control mechanism and performance display.

JP2025178273AActive Publication Date: 2025-12-05SANYO BUSSAN KK
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Patent Information

Application Number
JP2025150943
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-09-11
Publication Date
2025-12-05
Estimated Expiration
2041-03-18

AI Technical Summary

Technical Problem

Existing gaming machines lack innovative presentations to enhance player engagement and improve performance.

Method used

A gaming machine with a control mechanism for determining special benefits based on specific conditions, featuring a variable display that dynamically shows identification information and a performance display that suggests the lottery outcome, allowing benefits to be awarded regardless of the display mode, and a mode to change the mode of the awarding effect display.

Benefits of technology

Enhances presentation and player engagement by dynamically displaying identification information and suggesting lottery results, improving the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine which can increase performance property.SOLUTION: A Pachinko machine 10 includes variable display means capable of executing variation display of identification information corresponding to the result of a win / lose lottery to determine whether or not a privilege is to be imparted, and performance display means capable of deriving a performance display informing or suggesting the result of the win / lose lottery in response to the variation display of identification information of the variable display means. When a mode that can be derived in the variation display of identification information is determined on the basis of the win / lose lottery and at least a specific mode can be derived in the variation display of identification information, a specific privilege can be won. When the specific mode is determined to be derivable and the specific privilege is imparted, the specific privilege is imparted regardless of the derivation of the specific mode. The modes of the performance display to be performed corresponding to the variation display of identification information of the variable display means differ depending on whether the mode of the variable display means is a specific mode or a mode different from the specific mode.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

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

[0002] One type of gaming machine is a reel-type gaming machine, such as a slot machine. A slot machine has multiple reels with multiple symbols on them. When a player inserts medals and operates a start lever, each reel begins to spin. After each reel starts spinning, the reels stop sequentially by operating a stop switch or waiting for a predetermined time to pass. Furthermore, in a slot machine, a lottery is held on the condition that a predetermined number of medals are inserted and the start lever is operated. If a predetermined benefit (a predetermined number of medals or a special game state advantageous to the player) is won based on the lottery, the predetermined benefit is awarded on the condition that the symbol associated with the benefit stops on a predetermined pay line (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2003-126337 Summary of the Invention [Problem to be solved by the invention]

[0004] Furthermore, innovative presentations are always required for gaming machines.

[0005] The present invention has been made to solve the problems exemplified above, and its object is to provide a gaming machine that can improve the performance. [Means for solving the problem]

[0006] The gaming machine according to claim 1 comprises: A control means for performing a lottery to determine whether or not to grant a special benefit to a player based on the establishment of a specific condition; a variable display means that starts variably displaying a plurality of types of identification information when the winning / losing lottery is held, and can stop displaying the identification information corresponding to the result of the winning / losing lottery; and a performance display means capable of deriving a performance display that is performed in accordance with the variable display of the identification information of the variable display means and that indicates or suggests the result of the winning or losing lottery; A configuration in which a derivable pattern in the variable display of the identification information is determined based on the winning / losing lottery, and when at least a specific pattern can be derived in the variable display of the identification information, the specific benefit is won or can be won, and when the specific pattern can be derived and the specific benefit is won, the specific benefit is granted not only when the specific pattern is derived but also when the specific pattern is not derived, When the specific benefit is awarded, the performance display means is configured to be able to derive a performance display that instructs or suggests the awarding of the specific benefit, The display is characterized in that it is provided with a means for changing the mode of the awarding effect display depending on whether the mode of the variable display means when the awarding effect display is derived is the specific mode or a mode different from the specific mode.

[0007] The gaming machine according to claim 2 comprises: A control means for performing a lottery to determine whether or not to grant a special benefit to a player based on the establishment of a specific condition; a variable display means that starts variably displaying a plurality of types of identification information when the winning / losing lottery is held, and can stop displaying the identification information corresponding to the result of the winning / losing lottery; and a performance display means capable of deriving a performance display that is performed in accordance with the variable display of the identification information of the variable display means and that indicates or suggests the result of the winning or losing lottery; When a specific benefit is won based on the winning / losing lottery, a specific mode can be derived in the variable display of the identification information, and the specific benefit is granted not only when the specific mode is derived but also when the specific mode is not derived, When the specific benefit is awarded, the performance display means is configured to be able to derive a performance display that instructs or suggests the awarding of the specific benefit, The display is characterized in that it is provided with a means for changing the mode of the awarding effect display when the mode of the variable display means when the awarding effect display is derived is the specific mode and when it is a mode different from the specific mode.

[0008] The gaming machine may be a slot machine. [Effects of the Invention]

[0009] According to the present invention, it is possible to improve the presentation. [Brief explanation of the drawings]

[0010] [Figure 1] FIG. 1 is a front view of a slot machine according to an embodiment (first embodiment). [Figure 2] 1 is a perspective view of the slot machine with the front door closed. FIG. [Figure 3] 1 is a perspective view of the slot machine with the front door open. FIG. [Figure 4] FIG. [Figure 5] FIG. [Figure 6] FIG. [Figure 7] This is a diagram of the symbols on each reel. [Figure 8] FIG. 1 is a block circuit diagram of a slot machine. [Figure 9] 10 is a flowchart showing an NMI interrupt process. [Figure 10] 10 is a flowchart showing a timer interrupt process. [Figure 11] 10 is a flowchart showing a process during a power outage. [Figure 12] 10 is a flowchart showing a main process. [Figure 13] 10 is a flowchart showing a normal process. [Figure 14] 10 is a flowchart showing lottery processing. [Figure 15] 10 is a flowchart showing a reel control process. [Figure 16] 10 is a flowchart showing a medal payout process. [Figure 17] 10 is a flowchart showing bonus state processing. [Figure 18] 10 is a flowchart showing a bonus symbol determination process. [Figure 19] 10 is a flowchart showing RT state processing. [Figure 20] 10 is a flowchart showing a guide game setting process. [Figure 21] 10 is a flowchart showing freeze game processing. [Figure 22] 10 is a flowchart showing processing during freeze gameplay. [Figure 23] 10 is a flowchart showing a guidance game performance setting process. [Figure 24] 10 is a flowchart showing a freeze effect setting process. [Figure 25] 10 is an explanatory diagram showing the display mode of a reel unit and an effect display device. FIG. [Figure 26] 10 is an explanatory diagram showing the display mode of a reel unit and an effect display device. FIG. [Figure 27] 10 is a flowchart showing AT start freeze processing in the second embodiment. [Figure 28] 10 is a flowchart showing a process during a start freeze. [Figure 29] 10 is a flowchart showing a process during a start freeze. [Figure 30] 10 is a flowchart showing a process during a start freeze. [Figure 31]10 is a flowchart showing a specific AT freeze process. [Figure 32] FIG. 10 is an explanatory diagram showing the configuration of a modified example. DETAILED DESCRIPTION OF THE INVENTION

[0011] (First embodiment) An embodiment of the present invention, which is applied to a reel-type gaming machine, specifically a slot machine, will be described in detail below with reference to the drawings. Figure 1 is a front view of the slot machine 10, Figure 2 is a perspective view of the slot machine 10 with the front door 12 closed, Figure 3 is a perspective view of the slot machine 10 with the front door 12 open, Figure 4 is a rear view of the front door 12, and Figure 5 is a front view of the cabinet 11.

[0012] As shown in FIGS. 1 to 5, a slot machine 10 includes a housing 11 that forms its outer shell. The housing 11 is made up of a top panel 11a, a bottom panel 11b, a back panel 11c, a left panel 11d, and a right panel 11e, each of which is formed like a wooden board. Adjacent panels 11a to 11e are fixed together by adhesive or other fixing means, forming the entire housing into a box-like shape with an open front. The panels 11a to 11e may be made of synthetic resin or metal panels, or may be formed into a single box-like shape using synthetic resin or metal materials, in addition to wooden panels. The housing 11 thus constructed is attached to the so-called island equipment by nailing or the like when installed in a gaming hall.

[0013] A front door 12 serving as an opening / closing member is attached to the front side of the housing 11 in an openable / closable manner. Specifically, a pair of upper and lower support shafts 25a, 25b are provided on the left side plate 11d of the housing 11. The support shafts 25a, 25b have tapered shaft portions that protrude upward. Meanwhile, the front door 12 is provided with support shaft fittings 26a, 26b that correspond to the support shafts 25a, 25b and have insertion holes into which the shaft portions of the support shafts 25a, 25b are inserted. Then, by positioning the support fittings 26a, 26b above the support shafts 25a, 25b and then lowering the front door 12, the shaft portions of the support shafts 25a, 25b are inserted into the insertion holes of the support fittings 26a, 26b. As a result, the front door 12 is supported rotatably relative to the housing 11 around an opening / closing axis extending in the vertical direction connecting the two support shafts 25a, 25b, and is configured so that the front open side of the housing 11 can be opened or closed by this rotation.

[0014] The front door 12 is locked and cannot be opened by a locking device provided on the back side of the front door 12. A key cylinder 20, which serves as an unlocking operation unit, is provided at the upper right end of the front door 12. The key cylinder 20 is integrated with the locking device, and is configured so that the locked state can be released by operating a predetermined key on the key cylinder 20. Here, an overview of the locking mechanism including the locking device will be explained.

[0015] A locking device is provided on the back side of the right end of the front door 12, i.e., the side opposite the opening axis of the front door 12. The locking device includes a base frame extending vertically and fixed to the front door 12, a key cylinder 20 provided to extend from the top of the base frame to the front of the front door 12, and a long interlocking rod 21 attached to the base frame so as to be movable vertically. Of the locking device, only the key cylinder 20 is provided to protrude forward of the front door 12. The key cylinder 20 is provided at an upper position on the front door 12 where the wall thickness is thin, allowing the use of a versatile key cylinder 20 with a short overall length. The interlocking rod 21 is moved downward by turning the key inserted into the key cylinder 20 clockwise. The interlocking rod 21 is provided with a pair of upper and lower hook-shaped metal fittings 22, and when the front door 12 is closed relative to the housing 11, the metal fittings 22 are engaged with support metal fittings 23 on the housing 11 side, thereby locking the door. The metal fittings 22 are provided with a biasing member such as a coil spring that biases the metal fittings 22 in a direction that maintains the locked state. When the key is operated clockwise relative to the key cylinder 20, the interlocking rod 21 moves downward, and the metal fittings 22 are moved against the biasing force of the biasing member, thereby releasing the engagement between the metal fittings 22 and the support metal fittings 23, and the front door 12 is unlocked relative to the housing 11.

[0016] A game panel 30 is provided near the upper center of the front door 12 to instruct or suggest the game status to the player. The game panel 30 has three vertically long display windows 31L, 31M, and 31R arranged side by side. The display windows 31L, 31M, and 31R are made of a transparent or translucent material (e.g., synthetic resin, tempered glass, etc.), and the interior of the slot machine 10 can be seen through each of the display windows 31L, 31M, and 31R. The display windows 31L, 31M, and 31R may be combined into one common display window.

[0017] As shown in FIG. 3, the interior of the housing 11 is divided into two sections, upper and lower, by a partition plate 40. A reel unit 41, which constitutes a variable display means, is attached to the upper portion of the partition plate 40. The reel unit 41 includes a left reel 42L, a center reel 42M, and a right reel 42R, each of which is a cylindrical (annular) rotating body (rotating body). Each of the reels 42L, 42M, and 42R is rotatably supported so that its central axis coincides with the axis of rotation of the reel. The axes of rotation of the reels 42L, 42M, and 42R are arranged on the same axis extending substantially horizontally, and each of the reels 42L, 42M, and 42R corresponds one-to-one to each of the display windows 31L, 31M, and 31R. Therefore, a portion of the surface of each of the reels 42L, 42M, and 42R is visible through the corresponding display window 31L, 31M, and 31R. Furthermore, when the reels 42L, 42M, and 42R rotate forward, the surfaces of the reels 42L, 42M, and 42R are projected through the respective display windows 31L, 31M, and 31R as if they are moving from top to bottom. LEDs (not shown) are built into the upper and lower edges of the respective display windows 31L, 31M, and 31R, and the LEDs corresponding to the reels 42L, 42M, and 42R that should stop are illuminated as appropriate.

[0018] Each of the reels 42L, 42M, and 42R is connected to a stepping motor 61L, 61M, or 61R, which serves as a driving means. The stepping motors 61L, 61M, and 61R drive each of the reels 42L, 42M, and 42R to rotate independently. Because each of the reels 42L, 42M, and 42R has the same configuration, the left reel 42L will be described below with reference to FIG. 6. FIG. 6 is an exploded perspective view of the left reel 42L. In this embodiment, a hybrid (HB) two-phase stepping motor employing a one-two phase excitation method is used as the stepping motor 61. The stepping motor is not limited to hybrid or two-phase motors; various other stepping motors, such as four-phase or five-phase motors, can also be used.

[0019] The left reel 42L includes a cylindrical frame member 50 forming a cylindrical basket and a strip-shaped sheet endlessly wound around its outer periphery. These components constitute the rotating body in this embodiment. The sheet is attached to the cylindrical frame member 50 via a pair of seals formed along both long sides of the sheet to maintain its wound state. Numerous patterns serving as identification information are printed at equal intervals on the outer periphery of the sheet. A boss 51 constituting a support shaft is formed in the center of the cylindrical frame member 50 and is attached to the drive shaft of the left reel stepping motor 61L via a disk-shaped boss reinforcing plate 52. Therefore, when the drive shaft of the left reel stepping motor 61L rotates, the cylindrical frame member 50 rotates about the drive shaft, causing the left reel 42L to revolve along the annular reel surface.

[0020] The left reel stepping motor 61L is fixed with screws 54 to the side of a motor plate 53, which is positioned upright within the reel unit 41 (Fig. 3). A reel index sensor (rotational position detection sensor) 55 serving as detection means is installed at a predetermined detection position on the motor plate 53. In this embodiment, a transmission-type photosensor is used as the reel index sensor 55, in which a light-emitting element 55a serving as a light-emitting portion and a light-receiving element 55b serving as a light-receiving portion are held at a predetermined distance.

[0021] Meanwhile, a first sensor strip 56 and a second sensor strip 57 extending radially are attached to a boss reinforcing plate 52 integrated with the left reel 42L. The first sensor strip 56 and the second sensor strip 57 have their base ends 56b, 57b fixed with screws 58. The tip of the first sensor strip 56 is bent at a substantially right angle, and a first protrusion 56a serving as a first detectable portion is formed at the tip, protruding along the rotational axis direction of the left reel 42L. Similarly, a second protrusion 57a ​​serving as a second detectable portion is formed at the tip of the second sensor strip 57. The first sensor strip 56 and the second sensor strip 57 are aligned so that the first protrusion 56a and the second protrusion 57a, respectively, can pass between the elements 55a, 55b of the reel index sensor 55. The reel index sensor 55 detects the passage of the first protrusion 56a and the second protrusion 57a ​​every time the left reel 42L makes approximately half a revolution, and outputs a detection signal to the main control device 131 (described later) each time. The reel index sensor 55 is configured to perform this detection periodically (every 1.49 msec in this embodiment). Therefore, the main control device 131 can check and correct the rotational position (rotational angle position) of the left reel 42L every approximately half a revolution based on this detection signal.

[0022] The stepping motor 61L is set to rotate once by applying, for example, a 504-pulse drive signal (also called an excitation signal or excitation pulse; the same applies below). In other words, it is configured to rotate the left reel 42L by an amount corresponding to the number of drive signals, such that a 7-pulse drive signal causes the left reel 42L to change angle by 5°. Furthermore, the rotational position of the stepping motor 61L, i.e., the rotational position of the left reel 42L, is controlled by this drive signal.

[0023] On each sheet of each reel 42L, 42M, and 42R, multiple symbols (specifically, 21 symbols) are drawn along the long side (circumferential direction). Therefore, switching from one symbol to the next at a predetermined position requires 24 pulses (= 504 pulses ÷ 21 symbols). Depending on the number of pulses counted from the point in time when the rotational position of the left reel 42L is detected (for example, the point in time when the starting end 56s of the first sensor cut band 56 (first protrusion 56a) is detected), it is possible to determine which symbol is visible through the display window 31L, or to control the state of any symbol being visible through the display window 31L.

[0024] Of the symbols on each reel 42L, 42M, and 42R, the number of symbols that can be seen through the display windows 31L, 31M, and 31R is limited to a predetermined number that is determined mainly by the vertical lengths of the display windows 31L, 31M, and 31R. In this embodiment, there are three symbols on each reel. Therefore, when all of the reels 42L, 42M, and 42R are stopped, 3 x 3 = 9 symbols are visible to the player. Of the three top, middle and bottom symbols displayed in each display window 31L, 31M and 31R, the symbols displayed at the top are also referred to as "the symbol on the top row of the left reel 42L, the symbol on the top row of the middle reel 42M and the symbol on the top row of the right reel 42R", the symbols displayed in the middle are also referred to as "the symbol on the middle row of the left reel 42L, the symbol on the middle row of the middle reel 42M and the symbol on the middle row of the right reel 42R", and the symbols displayed at the bottom are also referred to as "the symbol on the bottom row of the left reel 42L, the symbol on the bottom row of the middle reel 42M and the symbol on the bottom row of the right reel 42R".

[0025] Here, the symbols on each of the reels 42L, 42M, and 42R will be described. FIG. 7 shows the arrangement of symbols on the sheets wound around the left reel 42L, the center reel 42M, and the right reel 42R. As shown in the figure, 21 symbols are arranged in a row on each of the reels 42L, 42M, and 42R. Numbers 1 to 21 are assigned to the reels 42L, 42M, and 42R, respectively, but these are assigned for the sake of convenience and are not actually assigned to the reels 42L, 42M, and 42R. However, these numbers will be used in the following explanation.

[0026] The symbols include a "red 7" symbol (e.g., the 15th symbol on the left reel) for transitioning to a big bonus game, a "bar" symbol (e.g., the 9th symbol on the left reel) for transitioning to a regular bonus game, and a "white 7" symbol (e.g., the 5th symbol on the left reel) used to transition to the replay time state, which will be described in detail later. There is also a "replay" symbol (e.g., the 1st symbol on the left reel) for transitioning to a replay game (replay). There are also "watermelon" symbols (e.g., the 3rd symbol on the left reel), "bell" symbols (e.g., the 2nd symbol on the left reel), and "cherry" symbols (e.g., the 10th symbol on the left reel) for payout of minor winning combinations. The number and arrangement order of the various symbols differ on the sheets wound on each of the reels 42L, 42M, and 42R. Additionally, the left reel 42L has blank symbols (relatively small square symbols, the 4th and 14th symbols on the left reel) that are not used in winning combinations. The reels 42L, 42M, and 42R of the reel unit 41 are an example of a variable display means that variably displays (variably displays) the identification information, and constitute a main display section.

[0027] As shown in FIG. 1 , the gaming panel 30 has five combination lines, three parallel horizontal lines and two diagonally crossing lines, connecting the display windows 31L, 31M, and 31R. Of course, the maximum number of combination lines may be six or more, or less than five, and the maximum number of combination lines may be varied according to predetermined conditions. Corresponding to each of these combination lines, active line indicators 32, 33, and 34 are provided on the left side of the display windows 31L, 31M, and 31R as viewed from the front. The first active line indicator 32 is illuminated or otherwise indicated when the center horizontal line (center line) of the combination lines is activated. The second active line indicator 33 is illuminated or otherwise indicated when the upper and lower horizontal lines (upper line and lower line) of the combination lines are activated. The third active line indicator 34 is illuminated or otherwise indicated when a pair of diagonal lines (a downward-right line and an upward-right line) of the combination lines is activated. When the symbols stop in a predetermined combination on an activated combination line, i.e., an active line, a prize is won, and a predetermined medal payout process or a process for transitioning to a specific game is executed.

[0028] Here, we will explain the number of medals awarded (payouts) when each symbol wins. When the "watermelon" symbols as a minor win line up on the left, center, and right of a predetermined effective line (hereinafter also referred to as "the watermelon combination is stopped and displayed, and a prize is won"), 15 medals are awarded. When the "bell" symbols as a minor win line up on the left, center, and right of a predetermined effective line (hereinafter also referred to as "the bell combination is stopped and displayed, and a prize is won"), 8 medals are awarded. When the "cherry" symbol on the left reel 42L as a minor win line stops on an effective line (hereinafter also referred to as "the cherry is stopped and displayed, and a prize is won"), 2 medals are awarded. In other words, the "cherry" symbols on the center reel 42M and the right reel 42R are unrelated to the awarding of medals. Furthermore, since medals are awarded only for the "cherry" symbol, regardless of the combination with other symbols, when the "cherry" symbol stops at a position where multiple active lines on the left reel 42L overlap (specifically, the upper or lower row), medals are awarded in the number multiplied by the number of active lines that overlap, resulting in four medals being awarded in this embodiment.In this embodiment, the active lines that can form the watermelon combination are only the upper line, the line that slopes downward to the right, and the line that slopes upward to the right, but a configuration that allows the middle line and the lower line to be formed may also be used.

[0029] When the "Red 7" symbols as a bonus combination (special minor combination) line up on the left, center, and right of a designated effective line (hereinafter also referred to as "the BB symbol combination is stopped and displayed, and a prize is won"), 0 medals are awarded (no medals are awarded) and the game moves to the big bonus game. When the "BAR" symbols as a bonus combination line up on the left, center, and right of a designated effective line (hereinafter also referred to as "the RB symbol combination is stopped and displayed, and a prize is won"), 0 medals are awarded (no medals are awarded) and the game moves to the regular bonus game.

[0030] When "replay" symbols align on the left, center, and right of an active line as a replay combination (hereinafter also referred to as "the replay symbol combination is stopped and displayed, and a prize is won"), no medals are awarded, but the next game (the next display of the changing identification information) is treated as a replay game (replay). In this embodiment, when "white 7" symbols align on the left, center, and right of a predetermined active line (hereinafter also referred to as "special replay A is stopped and displayed, and a prize is won"), no medals are awarded, and the next game is treated as a replay game, and the game shifts to the second replay time (hereinafter also referred to as "RT2"), where the probability of winning a replay is relatively high. Furthermore, if a combination of "white 7, red 7, and watermelon" stops on a designated effective line in such a way that three of the same symbols do not line up (for example, there are cases where a combination is completed, such as "white 7, white 7, watermelon" or "watermelon, red 7, watermelon," and there are also cases where a combination is not completed, such as "white 7, watermelon, red 7") (hereinafter also referred to as "Special Replay B is stopped and displayed, a win has been made"), no medals are awarded, the next game is treated as a replay game, and the game moves to the second replay time (RT2).

[0031] In this embodiment, if Special Replay A is won, Special Replay B is also won (they are won simultaneously), and if Special Replay A is not stopped and displayed, Special Replay B is stopped and displayed. Furthermore, if Special Replay A is won, an instruction to aim for and stop displaying Special Replay A, which is the corresponding combination, is output from the effect display device 15, which will be described later. Furthermore, Special Replay A is controlled to align with the center line of the active lines. Special Replay B, which includes "White 7" (a combination where White 7 tenpai is not negated), is controlled to align with the center line of the active lines, and other combinations are controlled to align with a line other than the center line.

[0032] In addition, when controlling the stops of reels 42L, 42M, and 42R, priority is given to symbols that have many combinations in a winning combination (winning combinations are drawn as close to the winning line as possible). For example, in Special Replay B, there are six possible combinations for the "White 7," "Red 7," and "Watermelon" symbols to stop on the left reel (the number of combinations for these symbols to stop on the center and right reels is the same). Here, when Special Replay A, which wins at the same time as Special Replay B, is stopped, there is one more possible combination for the "White 7" to stop on each reel than for the "Red 7" and "Watermelon" to stop on the winning combination (Special Replay A and Special Replay B), so the "White 7" is controlled to stop on the center line with priority over the "Red 7" and "Watermelon."

[0033] In this embodiment, even if special replay B is won, there may be cases where special replay A is not won. Also, as will be described in detail later, in this embodiment, in a winning game of a single special replay B that does not overlap with special replay A (simultaneous win), no effect is performed to suggest or instruct that special replay B has been won, but such an effect may be performed. Furthermore, the constituent symbols and number of patterns of special replays A and B are not particularly limited, and can be set appropriately for each machine.

[0034] In addition, even if a "Replay-Bell-Replay" combination is aligned on an active line (hereinafter also referred to as "a fake replay is stopped and displayed, and a prize is won"), no medals will be awarded, and the next game will be a replay game. When the third stop occurs on the right reel 42R, fake replays are controlled to line up on the upper line, when the third stop occurs on the center reel 42M, fake replays are controlled to line up on the downward right line, and when the third stop occurs on the left reel 42L, fake replays are controlled to line up on the lower line. That is, first, performing a stop operation when the white 7 or its vicinity is displayed on the left reel causes a replay to appear on the upper row of the left reel and a white 7 to appear in the middle row of the left reel, then performing a stop operation when the white 7 or its vicinity is displayed on the center reel causes a bell to appear on the upper row of the center reel and a white 7 to appear in the middle row of the center reel, and finally performing a stop operation when the white 7 or its vicinity is displayed on the right reel causes a replay to appear on the upper row of the right reel and a white 7 to appear above or below the frame of the right reel. Also, for example, first, performing a stop operation when the white 7 or its vicinity is displayed on the left reel causes a replay to appear on the upper row of the left reel and a white 7 to appear in the middle row of the left reel, then performing a stop operation when the white 7 or its vicinity is displayed on the right reel causes a replay to appear on the lower row of the right reel and a white 7 to appear in the middle row of the right reel, and finally performing a stop operation when the white 7 or its vicinity is displayed on the center reel causes a bell to appear in the middle row of the center reel and a white 7 to appear in the upper or lower row of the center reel. Furthermore, for example, first, by performing a stop operation when the white 7 appears on the right reel, a replay will appear on the bottom row of the right reel and the white 7 will stop in the middle row of the right reel, then, by performing a stop operation when the white 7 appears on the middle reel, a bell will appear on the bottom row of the middle reel and the white 7 will stop in the middle row of the middle reel, and finally, by performing a stop operation when the white 7 appears on the left reel, a replay will appear on the bottom row of the left reel and the white 7 will stop above or below the frame of the left reel. In other words, if you aim for the "white 7" on an active line, you can make it on the center line, but you cannot make a "white 7 line" (fake replays will be lined up behind the scenes).Furthermore, it is also possible to arrange the symbols in such a way that there is a button press sequence in which the white 7s are not lined up at the time of the second stop or the first stop, and it becomes clear that special replay A has not been won.

[0035] Furthermore, even if a fake replay (fake role) wins, the replay time will not change. Also, a "first stop" is when the first of the three spinning reels stops, a "second stop" is when the second of the spinning reels stops (when one of the three reels stops and the reel that is spinning stops while the other two are still spinning), and a "third stop (final stop)" is when the third of the spinning reels stops (when two of the three reels stop and the reel that is last of the spinning stops while the other two are still spinning).

[0036] In the case of any other symbol combination, i.e., if the "cherry" symbol on the left reel 42L does not stop on the active line, and the above symbol combinations do not line up on the active line, it is a "miss" and no medals or replays are awarded.

[0037] In this embodiment, after the end of a big bonus and a regular bonus, a transition to a first replay time (hereinafter also referred to as "RT1") occurs, in which the probability of winning Special Replay A (Special Replay B) is increased. In this embodiment, RT1 is set for 20 games after the big bonus and for one game after the regular bonus. In RT1, the probability of winning Special Replay A is approximately 3 / 32. Note that, except for RT1, Special Replay A, Special Replay B, and Fake Replay are set not to be won (although they may be set to win with a significantly lower probability). In addition, for example, in RT2, in the role lottery (win / lose lottery) for determining whether a small role, a replay role, or a bonus role will be won, a role that was determined to correspond to a "miss" in RT0 or RT1 is determined to correspond to a "replay" by referring to a small role determination table (a table showing the correspondence between random number values ​​and small roles, with multiple tables provided corresponding to the game state).

[0038] If a big bonus or regular bonus is won in RT1 or RT2, the game will transition to normal replay time (hereinafter also referred to as "RT0"). If a win other than the replay role (such as a miss) is won, the big bonus or regular bonus will be displayed (winning).

[0039] By winning a big bonus or a regular bonus, the game transitions to a bonus state (hereinafter referred to as "RT3" when explaining the replay probability). In the bonus state, a small role determination table with no (or few) allocations corresponding to "misses" and "replays" is referenced. As a result, during the bonus, small roles are basically displayed as stopped roles every game. The allocation probabilities to "watermelon" and "cherry" differ between the small role determination table for the big bonus and the small role determination table for the regular bonus (for example, in the regular bonus, overlapping roles of "watermelon" or "cherry" and "bell" are set).

[0040] As shown in FIG. 2 etc., a start lever 71 is provided on the lower left side of the game panel 30, which is operated to start the rotation of each of the reels 42L, 42M, 42R (basically, they all start spinning at the same time, but this does not necessarily have to be simultaneous), i.e., to start the variable display of the identifying information. The start lever 71 constitutes a start operating means or a start operating means that is operated to start the rotation of the reels 42L, 42M, 42R, i.e., to start the variable display. The start lever 71 is a lever that is pressed by the player's hand when starting a game, and automatically returns to its original position after the player's hand is released. When a medal is inserted (and reels 42L, 42M, and 42R are displayed as stopped), and this start lever 71 is operated (specific conditions are met), a lottery (win / lose lottery) is held to determine whether or not the player has won the above-mentioned small win, replay win, or bonus win (a special benefit that is advantageous to the player), and each of the reels 42L, 42M, and 42R basically begins to spin simultaneously.

[0041] To the right of the start lever 71 are provided button-shaped left stop switch 72, center stop switch 73, and right stop switch 74, which are operated to individually stop the rotating reels 42L, 42M, and 42R. Each stop switch 72, 73, and 74 is located directly below the display window 31L, 31M, and 31R corresponding to the reel 42L, 42M, and 42R to be stopped. The stop switches 72, 73, and 74 constitute stop operation means operated to stop the variable display based on the rotation of the reels 42L, 42M, and 42R. Each stop switch 72, 73, and 74 becomes capable of being stopped a predetermined time after the left reel 42L begins spinning. During this state, a lamp (not shown) lights up to indicate that the stop operation is possible, and the lamp goes out when the spinning stops.

[0042] In this embodiment, when stopping the spinning reels 42L, 42M, and 42R, even if the stop switches 72, 73, and 74 are operated at a timing when the symbol corresponding to the winning combination is shifted forward of the pay line, as long as the shift is within four symbols, an assist function is provided to move (pull) the symbol corresponding to the winning combination onto the pay line. Also, when a small combination is won in a game in which a bonus has been won (a flag indicating a bonus win is turned on but a prize has not yet been awarded), the small combination is preferentially stopped on the pay line (if it can be pulled in). However, when both a bonus and a small combination have been won, it is also possible to adopt a configuration in which the bonus is preferentially stopped on the pay line.

[0043] In this embodiment, one game is played from the time when all reels 42L, 42M, and 42R of the reel unit 41 have rotated until all reels 42L, 42M, and 42R are displayed as stopped, and the variable display of the symbols on the reels 42L, 42M, and 42R (hereinafter simply referred to as "variable display of symbols") accompanying the rotation of the reels 42L, 42M, and 42R corresponds to the variable display of the identification information (of the variable display means). In addition, stopping one of the rotating reels 42L, 42M, and 42R is also referred to as the "first stop," stopping the second is also referred to as the "second stop," and stopping the third is also referred to as the "third stop."

[0044] At the top of the front door 12 (above the display windows 31L, 31M, 31R) there are provided an upper lamp 13 that lights up and flashes as the game progresses, a pair of left and right speakers 14 that play various sound effects as the game progresses and notify (instruct or suggest) the player of the game status, and a performance display device 15 that is made up of a liquid crystal display device and serves as a performance display means for instructing or suggesting various information to the player. The effect display device 15 is capable of deriving effect displays that are performed in conjunction with the changing display of the patterns on the reel unit 41 and that tell or suggest the results of the lottery (for example, an effect with a story that begins with the rotation of reels 42L, 42M, and 42R, develops as the first and second of the rotating reels stop, and ends with the third reel stopping, or an effect with a story that does not end with the third reel stopping but is carried over to the next game and ends in the next game or later). Note that the positions and numbers of the lighting means such as the upper lamp 13 and the speaker 14 are not limited to those specifically described. The effect display device 15 may also use other displays such as an EL display device or a dot matrix display device.

[0045] A medal insertion slot 75 for inserting medals as investment value (game value) is provided below and to the right of the display windows 31L, 31M, and 31R. The medal insertion slot 75 constitutes input means for inputting investment value. Also, considering that the medal insertion slot 75 involves the action of the player directly inserting medals, it can also be said to constitute direct input means for directly inputting investment value.

[0046] Medals inserted through the medal insertion slot 75 are guided to either a storage passage 81 or a discharge passage 82 by a selector 84 serving as a passage switching means provided on the back surface of the front door 12. That is, the selector 84 is provided with a medal passage switching solenoid 83, and when the medal passage switching solenoid 83 is not energized, it is set to the discharge passage 82 side, and when energized, it is switched to the storage passage 81 side. Medals guided to the storage passage 81 are guided to a hopper device 91 stored inside the housing 11. Meanwhile, medals guided to the discharge passage 82 are guided from a medal discharge port 17 provided at the bottom front of the front door 12 to a medal tray 18 and are returned to the player.

[0047] As shown in FIG. 3 and other figures, a hopper device 91, which serves as a payout means for awarding medals to a player, is composed of a storage tank 92 for storing medals and a payout device 93 for paying out medals to a player. The payout device 93 rotates a medal payout rotating plate (not shown) to discharge medals into an opening 94 provided in the right central portion of the discharge passage 82, and then pays out the medals to the medal tray 18 via the discharge passage 82. A reserve tank 95 (see FIG. 5) is provided to the right of the hopper device 91 to prevent medals from being accumulated in the storage tank 92 beyond a predetermined amount. A guide plate 96 (see FIGS. 3 and 5) is provided inside the storage tank 92 of the hopper device 91 to discharge medals from the storage tank 92 to the reserve tank 95. Therefore, if medals accumulate above the height at which the guide plate 96 is provided, the medals will be accumulated in the reserve tank 95.

[0048] As shown in Figure 2 etc., a button-shaped return switch 76 is provided below the medal insertion slot 75. The return switch 76 is a switch that is pressed when a medal inserted into the medal insertion slot 75 becomes stuck in the selector 84. When this switch is pressed, the selector 84 is mechanically linked and operated, and the medal stuck in the selector 84 is returned through the medal discharge slot 17.

[0049] The slot machine 10 has a credit function in which, when more medals than can be used (bet) for executing a game are inserted into the medal insertion slot 75, the medals inserted in excess of the usable number are stored (also referred to as "credited") as virtual medals up to a specified number (for example, up to 50 medals). Furthermore, when the upper limit of the virtual medal storage (credit) limit has not been reached, medals acquired upon winning a small winning combination are also credited as virtual medals. Furthermore, when medals are inserted into the medal insertion slot 75 when the credit limit has already been reached, or when medals acquired upon winning a small winning combination cause the credit limit to be exceeded, the real medals in excess of the upper limit are paid out (returned) to the player. Incidentally, even if medals are inserted into the medal insertion slot 75 while the reel unit 41 is fluctuating, they are not credited but are returned to the player. Furthermore, when medals are inserted into the medal insertion slot 75 during a replay winning state, they may be credited or returned to the player.

[0050] Below the left side of the display windows 31L, 31M, and 31R, there is provided a button-shaped first credit insertion switch 77 (max bet button) for inserting the maximum number of virtual medals credited as investment value that can be used to play the game (three in the normal game state, and two or one during the bonus game if the configuration is such that the number of active lines is reduced in the bonus game (special game state)). In other words, by operating the first credit insertion switch 77 when virtual medals are stored in the normal game state, three stored virtual medals are consumed, and the game becomes ready to be played.

[0051] Furthermore, to the left of the first credit insertion switch 77 are provided a second credit insertion switch 78 and a third credit insertion switch 79, which are button-like switches smaller than the first credit insertion switch 77. The second credit insertion switch 78 is for inserting two credited virtual medals at a time, and the third credit insertion switch 79 is for inserting one virtual medal. The credit insertion switches 77-79, together with the medal insertion slot 75, constitute input means for inputting investment value. Also, considering that the medal insertion slot 75 involves the player directly inserting medals, while the credit insertion switches 77-79 merely involve the insertion of virtual medals based on stored memory, they can also be said to constitute indirect input means for indirectly inputting investment value. In addition, when a predetermined number of medals have been bet by operating any of the first credit insertion switch 77, the second credit insertion switch 78, and the third credit insertion switch 79, if a different first credit insertion switch 77, the second credit insertion switch 78, and the third credit insertion switch 79 is operated, the input is overwritten and the number of medals corresponding to the first credit insertion switch 77, the second credit insertion switch 78, and the third credit insertion switch 79 that was last operated is bet.

[0052] The first credit insertion switch 77 has a built-in lamp (not shown) as a light-emitting member to prompt the player that the maximum number of medals (three medals) that can be inserted per game has not been reached. The lamp is lit when the switch operation of the first credit insertion switch 77 is valid, prompting the player to operate the switch 77, but is turned off when there are no credited virtual medals or when three medals have already been inserted. Here, instead of lighting up, the lamp may be made to flash to make the prompt to insert medals more easily understood by the player.

[0053] A button-shaped credit return switch 80 is provided to the left of the start lever 71. When the credit return switch 80 is operated while virtual medals have been credited, real medals equivalent to the credited virtual medals are paid out (returned) to the player (the medals that have been bet are also returned). Note that a configuration in which the credit function can be switched on and off may be employed, in which case the credit return switch 80 may serve as a switch for switching.

[0054] Below the display windows 31L, 31M, and 31R of the game panel 30 are provided a remaining number display unit 35 that displays the number of credited (stored) medals, a game number display unit 36 ​​that displays, for example, the number of games remaining during special game states such as big bonuses and regular bonuses, and an acquired medal number display unit 37 that displays the number of acquired medals. These displays 35 to 37 are configured with 7-segment displays, but can of course be replaced with LCD displays or the like. The acquired medal number display unit 37 basically displays the number of medals acquired in each game, but, for example, during a bonus, it may be configured so that after the number of medals acquired in each game is displayed, the total number of medals acquired during that bonus is displayed.

[0055] Here, the procedure for betting medals will be explained. When the first medal is inserted into the medal insertion slot 75 at the start of a game, the first active line indicator 32 lights up, and the corresponding center line becomes an active line. When the second medal is inserted into the medal insertion slot 75, the second active line indicator 33 lights up, and a total of three combination lines including the corresponding upper and lower lines become active lines. When the third medal is inserted into the medal insertion slot 75, the third active line indicator 34 lights up, and a total of five combination lines including the corresponding pair of diagonal lines become active lines.

[0056] Furthermore, when four or more medals are inserted into the medal insertion slot 75, if the credited virtual medals have reached the upper limit, the remaining medals exceeding three are switched to the discharge passage 82 by the selector 84 and returned from the medal discharge slot 17 to the medal tray 18. On the other hand, if the credit limit has not been reached, the remaining medals are stored inside the slot machine 10 (storage tank 92, spare tank 95), and the number of medals stored is displayed on the remaining number display unit 35.

[0057] When the number of reserved medals is displayed in the remaining number display unit 35, pressing any of the first to third credit insertion switches 77 to 79 also inserts a virtual medal and places a bet. When the third credit insertion switch 79 is pressed, it is assumed that one virtual medal has been inserted, and the number displayed in the remaining number display unit 35 is decremented by one, the first active line display unit 32 lights up, and the center line becomes the active line. When the second credit insertion switch 78 is pressed, it is assumed that two virtual medals have been inserted, and the number displayed in the remaining number display unit 35 is decremented by two, and the first active line display unit 32 and the second active line display unit 33 light up, and a total of three combination lines become active lines. When the first credit insertion switch 77 is pressed, it is assumed that three virtual medals have been inserted, and the number displayed in the remaining number display unit 35 is decremented by three, and all of the active line display units 32 to 34 light up, and a total of five combination lines become active lines.

[0058] If there are no virtual medals stored to be inserted when any of the first to third credit insertion switches 77 to 79 is pressed, for example, if the first credit insertion switch 77 is pressed when the remaining number display unit 35 displays 2, all values ​​in the remaining number display unit 35 are decremented to 0, and only the number of virtual medals that can be inserted is bet. Furthermore, if three medals are required for each game in the normal gaming state (in the case of a machine exclusively for betting three medals), only the first credit insertion switch 77 may be provided among the first to third credit insertion switches 77 to 79, or the second credit insertion switch 78 may be omitted even if the configuration allows betting one medal.

[0059] Between the first credit insertion switch 77 and the medal insertion slot 75, there are provided an effect button 101 and a cross button 102 as effect operation means. The effect button 101 is a cylindrical transparent operation body with a closed top that can be displaced up and down, and is always biased upward (in the direction protruding from the mounting surface) by a spring. It has a built-in light-emitting means (e.g., LED) and has letters and figures (e.g., PUSH) on the top surface of the operation body. By pressing the effect button 101 depending on the situation, a corresponding effect can be derived from the effect display device 15 or the like, or the effect content can be changed. The cross button 102 has five input sections: up, down, right, left, and center, and the center input section is mainly operated to confirm settings made by input to the other input sections.

[0060] In addition, the slot machine 10 of this embodiment allows adjustment of the volume and light intensity. The volume can be adjusted by operating the left and right input sections of the cross button 102, and the light intensity can be adjusted by operating the up and down input sections of the cross button 102. When adjusting the volume and light intensity, a volume and light intensity setting screen (display showing the adjustable range and current setting, as well as guidance for adjustment) is displayed on the effect display device 15. Furthermore, when the symbol variation display is not being performed, a menu screen is displayed on the effect display device 15 by operating either the center input section of the cross button 102 or the effect button 101. The menu screen includes an item for opening a volume and light intensity setting screen (in this example, the volume and light intensity setting screen can also be opened by directly operating the up, down, right, and left input sections of the cross button 102 without opening the menu screen), an item for opening an effect customization screen for setting customization of a specific effect, an item for opening a screen introducing the composition of winning combinations, and an item for closing the menu screen. In this example, there is a character selection function that allows a character selected by the player in a predetermined game state to be displayed in a predetermined position (selected character display section) on the effect display device 15, and the character to be displayed in the selected character display section can be set on the effect customization screen (it is also possible to set it to not be displayed). Also, during the game (from the time when reels 42L, 42M, and 42R start to move based on the operation of the start lever 71 until all reels 42L, 42M, and 42R are stopped and displayed, or until the corresponding medal payout is completed), the menu screen cannot be displayed (if the game is started with the menu screen displayed, the menu screen will be closed) (although it may be possible to adjust the volume and brightness without opening the menu screen).

[0061] It is also possible to provide separate buttons for setting the volume and the light intensity. Furthermore, the size, color, etc. of the characters displayed on the effect display device 15 may be configured to be changeable based on the player's operation. The LED built into the effect button 101 may be configured to emit different light (e.g., emitted color) depending on whether the effect button 101 is in an inactive state, in which the visual appearance of the slot machine 10 does not change when the effect button 101 is operated; an active state, in which the visual appearance of the slot machine 10 changes when the effect button 101 is operated; or an operation state (during operation or after operation) in the active state, in which the effect button 101 is operated. Instead of a light-emitting device, a display device capable of displaying characters, etc. may be provided inside the effect button 101. In addition to the light-emitting device, an object (which may be a display object on a display device) may be provided that visually creates a sense of unity with the characters or figures of the operating body when the effect button 101 is operated or not operated.

[0062] A sub-controller 111 as a sub-control means and a display controller 112 are detachably attached to the back of the effect display device 15, stacked one on top of the other. The upper lamp 13 and speaker 14 are controlled by the sub-controller 111. The effect display device 15 is used to execute various display effects as the game progresses, and the sub-controller 111 determines the auxiliary display content based on commands from the main controller 131 so as to correspond to the results displayed on the reel unit 41, and the display is performed by the display controller 112 based on this determination. In the normal game state, the effect display device 15 is configured to be able to derive effect displays that instruct or suggest the results of the winning combination lottery, which are performed in conjunction with the varying display of the symbols on the reel unit 41 (starting at the start of the game and ending in correspondence with the stop display).

[0063] A lower plate 16, which displays the name of the machine and characters related to the game, is attached above the medal tray 18. Also, a reversible ashtray 19 is provided on the left side of the medal tray 18, below the front side.

[0064] A power supply box 121 is provided inside the housing 11 to the left of the hopper device 91. The power supply box 121 is equipped with a power switch 122, a reset switch 123, a setting key insertion hole 124, etc. The power supply switch 122 is a start switch for supplying power to each part including the main control device 131.

[0065] The reset switch 123 is a switch for resetting various states of the slot machine 10. The slot machine 10 has a function for backing up various data, so that in the unlikely event of a power outage, the state at the time of the power outage is maintained and the state at the time of power outage can be restored when power is restored. Therefore, for example, when the power is turned off in the normal manner, such as when an amusement hall closes, the state before the power outage is stored and maintained, but if the power switch 122 is turned on while pressing the reset switch 123, the backup data is reset. Furthermore, if the reset switch 123 is pressed while the power switch 122 is on, the error state is reset.

[0066] The setting key insertion hole 124 is used by a hall manager or the like to adjust the medal award rate (payout rate). That is, by inserting and operating the setting key into the setting key insertion hole 124, a hall manager or the like can change the setting state (winning probability setting process) of the slot machine 10 from "Setting 1" to "Setting 6." "Setting 6" has the highest medal award rate, and the medal award rate decreases as the setting value decreases. In other words, the larger the setting value, the more advantageous the game can be for the player (for example, the higher the bonus probability or RT2 transition probability). The setting value is not limited to six levels and can be set as appropriate.

[0067] Above the reel unit 41, a main control device 131 is attached to the back panel 11c of the housing 11. The main control device 131 includes a main board including a CPU responsible for main control, a ROM storing a game program, a RAM for temporarily storing necessary data according to the progress of the game, ports for communicating with various devices, and a clock circuit used for time counting and synchronization. The main board is housed in a board box serving as encapsulation means made of a transparent resin material or the like. The board box includes a box base having a substantially rectangular parallelepiped shape and a box cover that covers the opening of the box base. The box base and box cover are unopenably connected by a sealing unit serving as sealing means, thereby sealing the board box. The box base and box cover may also be unopenably connected using a key member.

[0068] Although not shown, the slot machine 10 is also provided with an open detection switch for detecting the opening of the front door 12. Furthermore, although not shown, the slot machine 10 is also provided with an external terminal board for relaying the transmission of various information to a hall computer or the like in the gaming hall. For example, a terminal for outputting information regarding the current gaming state (start of variable display, start / end of bonus state, start / end of RT2 state, etc.), a terminal for outputting information regarding the opening of the front door 12 detected by the open detection switch, a terminal for outputting information regarding various error states, a terminal for outputting information regarding the awarding of medals, etc. are provided.

[0069] Next, the electrical configuration of the slot machine 10 will be described with reference to the block diagram of FIG.

[0070] The main control device 131, which serves as control means, is equipped with a microcomputer centered around a CPU 151, which is an arithmetic processing means. In addition to a power supply device 161 provided inside the power supply box 121, a clock circuit 154 that outputs a rectangular wave of a predetermined frequency, an input / output port 155, and the like are connected to the CPU 151 via an internal bus. The main control device 131 functions as a main board built into the slot machine 10. The main control device 131 constitutes drive control means, rotation position detection means, passing time measurement means, drive signal counting means, calculation means, signal monitoring means, passing time storage means, and comparison means in this embodiment.

[0071] Various sensors are connected to the input side of the main control device 131, including a start detection sensor 71a that detects the operation of the start lever 71, stop detection sensors 72a, 73a, 74a that individually detect the operation of each stop switch 72, 73, 74, an inserted medal detection sensor 75a that detects medals inserted through the medal insertion slot 75, credit insertion detection sensors 77a, 78a, 79a that individually detect the operation of each credit insertion switch 77, 78, 79, a credit return detection sensor 80a that detects the operation of the credit return switch 80, a reel index sensor 55 that individually detects the rotation position of each reel 42, a payout detection sensor 91a that detects medals paid out from the hopper device 91, a reset detection sensor 123a that detects the operation of the reset switch 123, and a setting key detection sensor 124a that detects the insertion of a setting key into the setting key insertion hole 124, and signals from these various sensors are output to the CPU 151 via the input / output port 155.

[0072] The inserted medal detection sensor 75a is actually composed of multiple sensors. That is, the storage passage 81, which runs from the medal insertion slot 75 to the hopper device 91, is configured to allow medals to pass through in a single file. A first sensor is provided in the storage passage 81, and a second and third sensors are provided downstream of it, at least the width of a medal, in close proximity (close enough that the same medal can be detected simultaneously at least temporarily). These first through third sensors constitute the inserted medal detection sensor 75a. The main control device 131 monitors the time it takes for the first sensor to detect the second sensor, and if the elapsed time exceeds a predetermined time, it is deemed to be a medal jam or fraud and an error is generated. When an error occurs, an error notification is issued and all player operations until the error is resolved are invalidated. The main control device 131 also monitors the order in which the second and third sensors are turned on and off, and determines that medals have been taken in correctly only if the order is as follows: both second and third sensors are off, only the second sensor is on, both second and third sensors are on, only the third sensor is on, and both second and third sensors are off, and the time taken for each on / off switch is within a specified time; otherwise, an error is generated. This is done to prevent medal clogging in the storage passage 81, as well as to prevent fraudulent behavior in which medals are moved back and forth near the inserted medal detection sensor 75a, which may be mistaken for inserted medals.

[0073] Furthermore, a power failure monitoring circuit 161b provided in a power supply device 161 is connected to the input side of the main control device 131 via an input / output port 155. The power supply device 161 is equipped with a power supply unit 161a that supplies driving power to the main control device 131 and each electronic device of the slot machine 10, the power failure monitoring circuit 161b described above, and the like.

[0074] The power failure monitoring circuit 161b monitors the power supply cutoff state and generates a power failure signal not only during a power failure but also when the power is cut off by the power switch 122. For this reason, the power failure monitoring circuit 161b is output from the power supply unit 161a. In this example, it is configured to monitor a stabilized drive voltage of 12 volts DC, and when this drive voltage drops to less than 10 volts, for example, it determines that the voltage has been cut off and outputs a power failure signal. The power failure signal is supplied to both the CPU 151 and the input / output port 155, and the CPU 151 recognizes this power failure signal and executes the power failure processing described below.

[0075] The power supply unit 161a is configured to output a stabilized voltage of 5 volts, which is used as a drive voltage in control systems such as the main control unit 131, even if the output voltage drops to less than 10 volts, and the time during which this stabilized voltage is output is sufficient for the main control unit 131 to perform processing in the event of a power outage.

[0076] The output side of the main control device 131 is connected via input / output port 155 to each valid line display unit 32, 33, 34, remaining number display unit 35, number of games display unit 36, number of coins won display unit 37, each stepping motor 61 (61L, 61M, 61R) for rotating each reel 42L, 42M, 42R, medal path switching solenoid 83 provided on selector 84, hopper device 91, sub-control device 111, external centralized terminal board 171 which can transmit information to a hall management device (not shown), etc.

[0077] The CPU 151 of the main control device 131 includes a ROM 152 that stores various control programs and fixed value data executed by the CPU 151, a RAM 153 that provides a work area for temporarily storing various data when executing the control programs stored in the ROM 152, and various processing circuits (not shown) required for the slot machine 10, such as an interrupt circuit, a timer circuit, and a data transmission / reception circuit, as well as various counters, such as a credit counter that counts the number of credits. The ROM 152 and RAM 153 form a main memory as a storage means, and programs for executing the processes shown in the various flowcharts shown in Figure 9 and subsequent figures are stored in the ROM 152 as part of the control program. The ROM 152 forms the passing time storage means in this embodiment.

[0078] The RAM 153 is configured so that even after the power supply to the slot machine 10 is cut off, a backup voltage is supplied from the power supply unit 161 provided in the power supply box 121, so that the data can be retained (backed up). The RAM 153 has a backup area in addition to memory and areas for temporarily storing various data, etc.

[0079] The backup area is an area for storing values ​​of the stack pointer, each register, I / O, etc., at the time of power interruption (including power interruption by operation of the power switch 122; the same applies below) in the event of power interruption due to a power outage or the like. When the power outage is resolved (including power-on by operation of the power switch 122; the same applies below), the state of the slot machine 10 can be restored to the state before power interruption based on the information in the backup area. Writing to the backup area is performed by the power outage processing (see FIG. 11) when power is interrupted, and the restoration of each value written to the backup area is performed by the main processing (see FIG. 12) when power is turned on. Note that, when power is interrupted due to a power outage or the like, a power outage signal is input to the NMI terminal (non-maskable interrupt terminal) of the CPU 151 from the power outage monitoring circuit 161b, and NMI interrupt processing as a power outage flag generation processing is immediately executed in response to the occurrence of a power outage or the like.

[0080] The sub-controller 111 is a controller for driving the upper lamps 13, the speaker 14, and the display controller 112 (and thus the performance display device 15), and is provided with a board on which a CPU, ROM, RAM, etc. for driving these are integrated. After receiving signals from the main controller 131, the sub-controller 111 independently drives and controls the upper lamps 13, the speaker 14, and the display controller 112 (performance display device 15). Therefore, the sub-controller 111 is a sub-board that performs auxiliary control in relation to the main controller 131, which is the main board that manages the overall game. In other words, by providing a sub-board for sounds, lamps, and displays indirectly related to the game, the burden on the main board is reduced. Note that the sub-controller 111 may be configured to control the various display units 32 to 37.

[0081] The sub-control device 111 includes a CPU, which is an arithmetic unit; a ROM that stores various control programs and fixed value data executed by the CPU; a RAM, which is a memory that temporarily stores work data and flags used when the CPU executes the various control programs stored in the ROM; an input / output port to which a display control device 112, an upper lamp 13, a speaker 14, and an effect button 101 are connected; and various circuits, such as an interrupt circuit, a timer circuit, and a data transmission / reception circuit. The CPU of the sub-control device 111 causes the display control device 112 to execute display control based on a command signal transmitted from the main control device 131, for example, and causes the effect display device 15 to display the display. As described above, in this embodiment, the winning combination is achieved by stopping and displaying symbols corresponding to the winning combination in the combination lottery on the reel unit 41 controlled by the main control device 131, and the winning combination is awarded. The effect display device 15 controlled by the sub-control device 111 displays an effect in accordance with the changing display of the symbols on the reel unit 41.

[0082] The display control device 112 executes the variable display of decorative symbols on the performance display device 15 in accordance with instructions from the sub-control device 111. This display control device 112 includes a CPU, a program ROM for storing various control programs and fixed value data executed by the CPU, a work RAM for temporarily storing work data and flags used when the CPU executes various programs, a video RAM for storing display data to be displayed on the performance display device 15, a character ROM for storing character data such as symbols to be displayed on the performance display device 15, a video display processor (VDP) which is a type of drawing circuit that directly operates an LCD driver (liquid crystal drive circuit) built into the performance display device 15, an input port connected to an input / output port of the sub-control device 111, and an output port connected to the performance display device 15, etc. The CPU of the display control device 112 receives and analyzes display commands sent from the sub-control device 111 or performs predetermined arithmetic processing based on the received commands to control the VDP (generate internal commands for the VDP).

[0083] Next, each control process executed by CPU 151 in main control device 131 will be described with reference to the flowcharts of Figures 9 to 18. The processes of CPU 151 can be broadly divided into main processing that is started when power is turned on, timer interrupt processing that is started periodically (every 1.49 msec in this embodiment), and NMI interrupt processing that is started by input of a power outage signal to an NMI terminal (non-maskable terminal). For convenience of explanation, the NMI interrupt processing and timer interrupt processing will be described first, followed by the main processing.

[0084] 9 is a flowchart showing an example of NMI interrupt processing. When the power supply is cut off due to a power outage or the like, the power outage monitoring circuit 161b of the power supply device 161 generates a power outage signal and outputs it to the main control device 131. When the main control device 131 receives the power outage signal via the NMI terminal, it executes NMI interrupt processing.

[0085] In the NMI interrupt processing, first, in step S101, data in the use registers provided in CPU 151 is saved to a backup area provided in RAM 153. Next, in step S102, a power outage flag is set in a power outage flag storage area provided in RAM 153. After that, in step S103, the data saved in the backup area of ​​RAM 153 is restored to the use registers of CPU 151. This restoration process ends the NMI interrupt processing. Note that if the power outage flag can be set without destroying the data in the use registers of CPU 151, the processes of saving and restoring to the backup area can be omitted.

[0086] FIG. 10 is a flowchart of the timer interrupt process that is periodically executed by the main control device 131, and the CPU 151 of the main control device 131 generates a timer interrupt every 1.49 msec, for example.

[0087] First, in the register save process shown in step S201, the values ​​of all registers in the CPU 151 used in the normal process described later are saved to the backup area of ​​the RAM 153. In step S202, it is confirmed whether or not the power outage flag is set, and if the power outage flag is set, the process proceeds to step S203, where the power outage process is executed.

[0088] Here, the power outage processing will be explained using FIG. 11. This power outage processing is performed immediately after the register saving processing, which is a part of the timer interrupt processing, and can be executed without interrupting other interrupt processing. Therefore, this power outage processing is not executed by interrupting each processing, such as during the transmission processing of various commands or during the reading processing of the switch state (on / off), and there is no need to create a power outage processing program that takes into account the timing of execution. This simplifies the processing program for power outage processing and reduces the program size. The same applies to the processing program for power recovery processing, which will be described later.

[0089] In step S301, it is determined whether command transmission has been completed. If transmission has not been completed, this process is terminated and the process returns to the timer interrupt process, terminating command transmission. In this way, it is determined whether command transmission has been completed at the early stage of power outage processing, and if transmission is incomplete, transmission processing is prioritized. By configuring power outage processing to be executed after unit command transmission processing is completed, it is no longer necessary to create a power outage processing program that takes into account the possibility that power outage processing will be executed during command transmission. As a result, there is the practical benefit of simplifying the power outage processing program and reducing the capacity of ROM 152.

[0090] If step S301 returns YES, i.e., the command transmission is complete, the process proceeds to step S302, where the value of the stack point of the CPU 151 is saved in a backup area in RAM 153. Then, in step S303, a stop process is performed by clearing a RAM judgment value (described later) and clearing the output state of the output port in the input / output port 155, thereby turning off all actuators (not shown). In step S304, a RAM judgment value is calculated and saved in a backup area. The RAM judgment value is specifically the two's complement of the checksum in the work area address of RAM 153. By saving the RAM judgment value in the backup area, the checksum in RAM 153 becomes 0. By setting the checksum in RAM 153 to 0, further RAM access is prohibited in step S305. After that, an infinite loop is entered in preparation for a complete power cutoff that would disable processing. Note that, in consideration of the possibility that the power outage flag may be erroneously set due to noise, for example, a check is made to see if a power outage signal is being output before entering the infinite loop. If the power failure signal is not being output, it means that the power failure state has been restored, so writing to RAM 153 is permitted, the power failure flag is reset, and the process returns to the timer interrupt process. If the power failure signal continues to be output, the process goes into an infinite loop.

[0091] The power supply unit 161a of the power supply device 161 is configured to maintain the output of a stabilized voltage (5 volts) used as a drive voltage for the control system for a period of time sufficient to execute the above-described NMI interrupt processing and power failure processing. In this embodiment, the drive voltage is continuously output for 30 msec.

[0092] Returning to the explanation of the timer interrupt process, if the power outage flag is not set in step S202, various processes from step S204 onwards are carried out.

[0093] That is, in step S204, a watchdog timer clear process is performed to initialize the value of a watchdog timer that monitors for malfunctions. In step S205, an interrupt end declaration process is performed to issue an interrupt permission to the CPU 151 itself. In step S206, a stepping motor control process is performed to drive the stepping motors 61L to 61R, which are rotation drive motors for rotating each of the reels 42L, 42M, and 42R. In step S207, a sensor monitoring process is performed to monitor the status of various sensors (see FIG. 8) connected to the input / output port 155. In step S208, a timer calculation process is performed to subtract values ​​from each counter and timer. In step S209, a counter process is performed to output the results of counting the number of medals bet and the number of medals paid out to the external centralized terminal board 171.

[0094] In step S210, a command output process is performed to transmit commands to the sub-control device 111. In step S211, a segment data setting process is performed to set the segment data to be displayed in the remaining number display unit 35, the number of games played display unit 36, and the number of coins won display unit 37. In step S212, a segment data display process is performed to supply the segment data set in the segment data setting process to each of the display units 35 to 37 and display the corresponding numbers, symbols, etc. In step S213, a port output process is performed to output data corresponding to the I / O device from the input / output port 155. In step S214, the values ​​of each register saved to the backup area in the previous step S201 are restored to the corresponding register in the CPU 151. Thereafter, in step S215, an interrupt enable process is performed to enable the next timer interrupt, and this series of timer interrupt processes is terminated.

[0095] 12 is a flowchart showing the main processing executed by the main control device 131 after power is turned on. The main processing is executed when power is turned on by recovering from a power outage or by turning on the power switch 122.

[0096] First, in step S401, as an initialization process, the value of the stack pointer is set in the CPU 151, and an interrupt mode that allows interrupt processing is set, and then various settings are made for registers in the CPU 151, I / O devices, etc.

[0097] When these initialization processes are completed, it is determined in step S402 whether or not the reset switch 123 is turned on. If the reset switch 123 is turned on, the process proceeds to step S403, where all data stored in the RAM 153 is cleared as a RAM clear process.

[0098] After confirming in step S402 that the reset switch has not been operated, or after performing RAM clear processing in step S403, it is determined in step S404 whether or not the setting key is inserted into the setting key insertion hole 124. If the setting key is inserted, the process proceeds to step S405, where setting change processing is performed. As setting change processing, first, all data stored in RAM 153 is cleared. Then, it is determined which setting state has been selected from the six preset setting states ("Setting 1" to "Setting 6"), and internal processing is performed according to the selected setting state.

[0099] In step S406, it is confirmed whether the power outage flag is set. If the power outage flag is not set, that is, if the data in RAM 153 has been cleared in step S403 or step S405, the process proceeds to normal processing in step S407, which will be described later, and ends this processing.

[0100] If the power failure flag is set in step S406, the process proceeds to the restoration process shown in step S408 and subsequent steps. The fact that the power failure flag is set means that subroutine processes such as the RAM clear process in step S403 and the setting change process in step S405 have not been executed at all. Therefore, the data in RAM 153 has not been rewritten at all, and the power restoration process requires a process to check whether the data in RAM 153 is normal.

[0101] To this end, first, in step S408, it is determined whether the RAM judgment value is normal. Specifically, the value of the checksum in RAM 153 is checked to see if it is normal, that is, whether the value of the checksum taking into account the RAM judgment value is 0. If the value of the checksum taking into account the RAM judgment value is 0, it is determined that the data in RAM 153 is normal.

[0102] If the RAM determination value is abnormal in step S408, that is, if the checksum value is not 0, it is highly likely that the data in RAM 153 has been corrupted. Therefore, in such a case, an error display process is performed in step S409. As the error display process, interrupt processing is first prohibited and all output ports in input / output port 155 are cleared, thereby controlling all actuators connected to input / output port 155 to an OFF state. After that, an error display is performed to notify the hall manager or the like that an error has occurred, and this state is maintained until reset switch 123 is turned ON.

[0103] If it is determined in step S408 that the RAM determination value is normal, the process proceeds to step S410, where the value of the stack pointer saved in the backup area is written to the stack pointer of CPU 151, and the state of the stack is restored to the state before power was cut off. Next, in step S411, a power restoration command informing the execution of power restoration processing is sent to sub-control device 111. Thereafter, in step S412, the game is stopped as a gaming state and automatic settlement setting saving processing is performed, and in step S413, various sensors such as start detection sensor 71a are initialized. After the above processing is completed, in step S414, the power outage flag is reset and the process returns to the address before power was cut off. Specifically, the process returns to the timer interrupt processing described above, and the watchdog timer clear processing (step S204) is executed.

[0104] Next, the normal processing for carrying out main control relating to the game will be described with reference to the flowchart of FIG.

[0105] First, in step S501, it is determined whether medals have been bet. If medals have been bet, it is then determined in step S502 whether the start lever 71 has been operated. If both steps S501 and S502 are YES, the following are executed in order: lottery processing in step S503, reel control processing in step S504, medal payout processing in step S505, bonus state processing in step S506, and RT state processing in step S507, and then the process returns to step S501. On the other hand, if medals have not been bet in step S501 or the start lever 71 has not been operated in step S502, the process returns to step S501.

[0106] Next, the lottery process in step S503 will be described with reference to the flowchart in FIG.

[0107] In step S601, a random number table for determining whether a winning combination will be used in the winning combination lottery is selected based on the current setting of the slot machine 10, the number of medals bet, the small combination probability, the RT status, and other factors. The setting of the slot machine 10 is set using a setting key (not shown) to one of "Setting 1" to "Setting 6." In "Setting 1," a random number table with the lowest winning combination probability is selected, while in "Setting 6," a random number table with the highest winning combination probability is selected. The number of medals bet ranges from 1 to 3, and the higher the number of medals bet, the higher the winning combination probability. For example, the winning combination probability for a three-coin bet is more than three times higher than the winning combination probability for a one-coin bet. Furthermore, there are two types of small combination probability: high and low. When the current payout rate is below a predetermined expected value, a random number table with a high winning combination probability is selected. When the current payout rate is above the predetermined expected value, a random number table with a low winning combination probability is selected.

[0108] In step S602, the random number table selected in this manner is checked against the random number latched by the random number counter when the start lever 71 is operated, and a winning combination is drawn (winning combination lottery). In step S603, it is determined whether any winning combination has been achieved. If no winning combination has been achieved, the process ends. If any winning combination has been achieved, the process proceeds to step S604, where a winning flag corresponding to that winning combination is set and the pay line on which the symbols should be aligned is determined. In step S605, a slide table for reel stop control is determined and stored in the slide table storage area of ​​RAM 153. The slide table here is a table that determines how far the reels should slide so that the symbols to be stopped on a given pay line will stop on that pay line when the symbols on that pay line at the time the stop switches 72-74 are pressed differ from the symbols that should be stopped on that pay line.

[0109] After step S605, in step S606, a variation pattern setting process is performed, and then this process is terminated. In the variation pattern setting process, settings regarding the operation of the reels are made. For example, depending on the winning status of the role lottery and the game status, the reels may not all rotate at once, but may start rotating sequentially from left to center to right, or a freeze state may be set at the start of rotation.

[0110] Next, the reel control process in step S504 will be described with reference to the flowchart in FIG.

[0111] In the reel control process, first, freeze game processing is performed in step S701. Details will be described later, but in this embodiment, when the system transitions to the second replay time (RT2) in which the probability of winning a replay is relatively high, the reels 42L, 42M, and 42R in the reel unit 41 behave differently from the normal variable symbol display (the symbols move from top to bottom), and a freeze game is generated as a pseudo-game in which the player cannot stop the stop switches 72, 73, and 74 during that time (although this can be used for performance). Details of the freeze game processing will be described later.

[0112] After step S701, a wait process is performed in step S702. This wait process waits for a predetermined wait time (e.g., 4.1 seconds) to elapse from the time the reels started spinning in the previous game before starting the reels spinning in the current game. Therefore, even if a player bets medals and operates the start lever 71, the reels 42L, 42M, and 42R may not spin immediately.

[0113] Following the wait process of step S702, a reel spin process of step S703 is performed to spin each of the reels 42L, 42M, and 42R. The reel spin process is executed by setting a predetermined acceleration counter value based on an acceleration counter table to the acceleration counter of each of the reels 42L, 42M, and 42R, and then permitting a timer interrupt, thereby starting rotation based on the timer interrupt process. Furthermore, when the reel spin process is executed, a process is executed to determine whether each of the reels 42L, 42M, and 42R has entered a constant speed spinning state, and if so, a process is executed to detect the spinning position of each of the reels 42L, 42M, and 42R.

[0114] The freeze game is an effect using reels 42L, 42M, and 42R, and is not a real game (a fluctuating display of symbols whose stopping patterns determine whether or not a winning combination will be achieved), but a pseudo-game (an effect that merely indicates or suggests a pre-determined, unchanging content). Because the freeze game is not included in the real game, the freeze game can begin even if a wait is imposed on the current game. Furthermore, the freeze game requires at least three seconds, and even if the previous game was completed in the minimum required time, the wait period will be canceled if the freeze period ends with the current game. Furthermore, if a freeze game is executed in step S701, the reels 42L, 42M, and 42R have already begun spinning at the end of the freeze game (the state in which step S703 has been performed).

[0115] After step S703, the process proceeds to step S704, where a fluctuation start command is set to inform the sub-control device 111 that reel rotation (variable display of symbols) has begun. In this embodiment, the fluctuation start command also includes information on the combination of winning combinations. In the following step S705, it is determined whether any of the stop switches 72-74 has been pressed to issue a reel stop command, more specifically, whether an ON signal has been received from the stop detection sensors 72a-74a. That is, in this embodiment, the period from when each of the reels 42L, 42M, and 42R begins to rotate until the rotation position of each of the reels 42L, 42M, and 42R is detected is set as an invalid period, and even if the stop switches 72-74 are pressed during this invalid period, the ON signal from the stop detection sensors 72a-74a is invalidated.

[0116] If the determination in step S705 is negative, i.e., if a stop command has not been issued, the process proceeds to step S706, where it is determined whether or not a predetermined maximum spin time (e.g., 40 seconds) for each of the reels 42L, 42M, and 42R has elapsed. If the determination in step S706 is negative, i.e., if the maximum spin time has not elapsed, the process returns to step S705. On the other hand, if the determination in step S706 is positive, i.e., if the maximum spin time has elapsed, a forced stop process is performed in step S707, which forcibly stops all of the reels 42L, 42M, and 42R that are currently spinning. After step S707, the process proceeds to step S714.

[0117] If the result of step S705 is affirmative, that is, if any of the stop switches 72 to 74 is pressed and a stop command is issued, the process proceeds to step S708, where reel stop processing is performed. In this reel stop processing, the reels 42L, 42M, and 42R corresponding to the pressed stop switch 72 to 74 are stopped, but if a winning combination is achieved in the combination lottery and the winning flag is set, the slide table stored in the slide table storage area of ​​RAM 153 is referenced, and the winning combination is controlled to be aligned on a predetermined pay line as much as possible.

[0118] That is, the symbol number of the symbol present at the base position (e.g., the middle row) is confirmed when the stop switches 72-74 are operated. Specifically, the symbol number of the symbol present at the base position is confirmed based on the number of excitation pulses output from the time the reel index sensor detection signal is input. Next, the number of reel slips required to stop the symbol to be stopped is calculated. Depending on the calculation result, the symbol present at the base position may be stopped as is, shifted by one symbol (in the positive direction of reel rotation), stopped by two symbols, stopped by three symbols, or stopped by four symbols. The calculated number of slips is then added to the symbol number of the symbol present at the base position to determine (identify) the number of the symbol to be stopped (or to be stopped) at the base position. Thereafter, the reel is stopped when the symbol number of the symbol to be stopped matches the symbol number of the symbol present at the base position.

[0119] For example, if a "watermelon" symbol is won and the watermelon symbol is stopped on the top row of the left reel 42L and the middle row of the middle reel 42M, and the right reel 42R is spinning, if the right stop switch 74 is pressed at the same time that the watermelon stops on the top row of the right reel 42R, the reels will slide by two symbols so that the watermelon will stop on the bottom row. However, since the range that can be slid is predetermined (for example, a maximum of four symbols), the "watermelon" symbol may not stop on an active line depending on the timing of pressing the stop switches 72-74. Note that the same process is performed in the forced stop process of step S707 if the win flag is set. Note that if multiple winning combinations (simultaneously) occur, the system controls the winning combinations to be stopped and displayed on the predetermined active line as much as possible.

[0120] Next, in step S709, it is determined whether the current stop command is the first stop command, i.e., whether the stop switches 72-74 were pressed while all three reels 42L, 42M, and 42R were spinning. If the determination in step S709 is affirmative, i.e., if it is the first stop command, the process proceeds to step S710, where a first stop command is set to notify the sub-control device 111 that the first of the spinning reels has stopped (first stop). In this embodiment, the first stop command also includes information on whether the bonus symbol and the special replay A symbol have stopped, information on the activated line on which the symbol has stopped, and the like.

[0121] After step S710, in step S711, a slip table setting process is performed. In the slip table setting process, stop information is set based on the set win flag and the symbols (stop results) of the stopped reels. For example, when a winning combination is attempted to be stopped on a predetermined effective line, the position at which the winning combination should be stopped is determined in relation to the symbols already stopped. (When a red 7 is stopped and displayed, if the red 7 is stopped on the top row of the left reel, reel control (slip control) can be performed to stop the red 7 on the top row or middle row of the center reel, and if the red 7 is stopped on the middle row of the left reel, reel control can be performed to stop the red 7 only on the middle row of the center reel.) At this time, when the winning combination is attempted to be stopped on a predetermined effective line, it is determined whether a combination with another combination will occur. If a combination of combinations cannot occur, the process proceeds directly to the next step. If a combination of combinations can occur, the effective line on which the symbols constituting the winning combination are aligned is limited to prevent the combination.

[0122] Here, a combination of roles refers to a case where multiple roles occur simultaneously, such as when a "watermelon" symbol is won and a "cherry" symbol appears on the left reel 42L when a watermelon symbol is attempted to be stopped on the left reel. After step S711, the process proceeds to step S714. In this process, for example, in a configuration where a push order role is provided that can be stopped (winning) on ​​an active line by operating the stop switches 72 to 74 in a predetermined order, when a push order role is won, if the operation is performed in accordance with the push order, the push order role is won, and if the operation is not performed in accordance with the push order, a role that has been won simultaneously with the push order role is won.

[0123] If the result of step S709 is negative, i.e., if the current stop command is not the first stop command, the process proceeds to step S712, where it is determined whether the stop command is the second stop command, i.e., whether the stop switch was pressed when one of the three reels was stopped and the other two reels were spinning. If the result of step S712 is positive, i.e., if the stop command is the second stop command, the process proceeds to step S713, where a second stop command is set to notify the sub-control device 111 that two of the spinning reels have stopped (second stop). In this embodiment, the second stop command also includes information on whether the bonus symbol and the special replay A symbol have stopped side by side on a predetermined pay line (a "tenpai" has been achieved), information on the pay line on which the symbols have stopped, and so on. After step S713, the process performs the slide table setting process of step S711, and proceeds to step S714.

[0124] When a bonus symbol is completed or a special replay A symbol is completed, the sub-control device 111 that receives the second stop command generates sound effects and the like from the speaker 14. In addition, in a situation where three bonus symbols are lined up (a situation where a bonus winning flag is set) or in a situation where an effect is to be performed such that a special replay A symbol may be lined up, an effect may be performed using the effect display device 15 in addition to sound effects.

[0125] After the forced stop process in step S707, after the slide table setting process in step S711, and if a negative determination is made in step S712, i.e., if the current stop command is neither the first stop command nor the second stop command, a determination is made in step S714 as to whether or not all of the left, center, and right reels 42L, 42M, and 42R have stopped spinning. If a negative determination is made in step S714, the process returns to step S705.

[0126] On the other hand, if the answer in step S714 is affirmative, a payout determination process is performed in step S715. In the payout determination process, it is determined whether or not a combination is lined up on an active line, and if the combination is not lined up on an active line, 0 is set in the expected payout number storage area of ​​RAM 153. If the combination is lined up on an active line, it is determined whether or not the combination matches the winning combination, and if they do not match, an error is displayed by the upper lamp 13 or the like, and 0 is set in the expected payout number storage area. If they match, the payout number corresponding to the lined up combination is set in the expected payout number storage area.

[0127] After step S715, in step S716, a third stop command is set to notify the sub-control device 111 that all three of the rotating reels have stopped (third stop). In this embodiment, the third stop command also includes information such as the winning combination and the pay line for the winning combination.

[0128] In the next step S717, it is determined whether the RT state is "RT1" or "RT2." In other words, it is determined whether the value of the RT counter that stores the RT state is either "1" or "2." The RT states in this embodiment include "RT0," which is the normal replay probability, "RT1," which occurs after the bonus ends and there is a possibility of winning special replays A, B, and fake replays, "RT2," which has a higher replay probability than "RT0" and "RT1," and "RT3," which is a state during the bonus where a replay is not won.

[0129] If the determination in step S717 is negative, the process ends. On the other hand, if the determination in step S717 is positive, the value of the RT number counter indicating the remaining period (remaining number of games) of the current replay state is decremented by 1 in step S718, and then the process ends.

[0130] Next, the medal payout process in step S505 will be described with reference to the flowchart in FIG.

[0131] In the medal payout process, first, in step S801, it is determined whether the payout number counted by the payout number counter matches the planned payout number stored in the planned payout number storage area. If the payout number and the planned payout number do not match, it is determined in step S802 whether the count value of the credit counter has reached its upper limit (the number of medals stored is 50). If the upper limit has not been reached, in step S803 the count value of the credit counter and the payout number are each incremented by 1. As a result, the numbers in the remaining number display unit 35 and the acquired number display unit 37 are each incremented by 1.

[0132] On the other hand, if the answer in step S802 is YES, i.e., if the count value of the credit counter has reached its upper limit, the medal payout rotating plate is driven in step S804 to pay out medals from the hopper device 91 to the medal tray 18 via the medal discharge port 17. Furthermore, in step S805, the payout number is incremented by one in response to a medal detection signal from the payout detection sensor 91a attached to the hopper device 91. This increments the number of medals displayed in the acquired medal count display unit 37 by one. After the payout number is incremented by one in step S803 or step S805, the process returns to step S801. If the payout number and the expected payout number match in step S801, the medal payout rotating plate of the hopper device 91 is stopped in step S806, and this process ends. The payout number and acquired medal count display unit 37 are reset the next time the start lever 71 is operated.

[0133] Next, the bonus state processing in step S506 will be described with reference to the flowchart in Fig. 17. First, in step S901, it is determined whether or not the RB in-game flag indicating that the game is in an RB is set to on (set to "1"). If a negative determination is made in step S901, it is determined in step S902 whether or not the BB in-game flag indicating that the game is in an BB is set to on (set to "1"). If a negative determination is made in step S902, that is, if the game is not in a bonus game, the process proceeds to step S903, where a bonus symbol determination process is performed. After the bonus symbol determination process, this process ends.

[0134] Here, the bonus symbol determination process will be explained with reference to Fig. 18. First, in step S1001, it is determined whether or not the RB hit flag is set. If the determination in step S1001 is affirmative, it is determined in step S1002 whether or not the RB symbol (for example, "BAR" symbol) is aligned on the activated line. If the determination in step S1002 is negative, this process is terminated.

[0135] In addition, if a small role or replay is won in the role lottery and the corresponding small role win flag or replay win flag is set to ON, the small role win flag and replay win flag set to ON in that game are set to OFF, whether or not the corresponding symbols are displayed in the game and the small role is won, and the small role flag and replay flag set to ON are not carried over to the next game. In contrast, if a bonus role is won in the role lottery and the corresponding bonus win flag (RB win flag, BB win flag) is set to ON, if the corresponding symbols are not won in that game, the setting state of the bonus win flag set to ON is carried over to the next game and thereafter until the corresponding bonus is won. In addition, in the lottery process in the next game in which the BB or RB win flag is carried over, a lottery is held regarding whether or not a small role or replay will be won, but a lottery is not held regarding BB or RB. In addition, if a small role or replay is won while the BB or RB win flag is carried over, the slip table is stored so that the small role or replay is prioritized.

[0136] On the other hand, if the result of step S1002 is affirmative, that is, if the RB symbols are aligned on the pay line (the RB symbols are stopped and displayed, resulting in an RB win), then in step S1003, RB start processing is performed, and then this processing is terminated. In the RB start processing, the RB hit flag is reset (OFF), and the RB win flag is set (ON), making it an RB game, which is a type of bonus game, and an RB start command indicating the start of RB is output to the sub-control device 111 to perform an opening performance, etc. Furthermore, in step S1003, an RB game initial setting processing is performed.

[0137] In this embodiment, the RB is made up of 12 JAC games and ends when 12 JAC games are played or when eight small wins are won. Therefore, in the RB game initial setting process, the remaining JAC game counter, which indicates the number of remaining games in the RB, is set to "12", and the remaining win counter, which indicates the number of remaining small wins, is set to "8".

[0138] The JAC game is a game where only one bet is allowed, and the probability of a small win occurring is very high (the probability of a bell is increased). When a small win occurs in the JAC game (in this example, all small wins are JAC symbols), the maximum number of medals (here 15 medals) is paid out. In the RB game, if a small win occurs 8 times, the RB game ends even before the JAC game reaches 12 times. Furthermore, if a negative determination is made in step S1001, that is, if the RB hit flag is not set, then in step S1004 it is determined whether or not the BB hit flag is set. If a negative determination is made in step S1004, the process ends immediately. On the other hand, if the BB hit flag is set and a positive determination is made in step S1004, then in step S1005 it is determined whether or not BB symbols (for example, the symbol "red 7") are aligned on an active line. If a negative determination is made in step S1005, the process ends immediately.

[0139] On the other hand, if the result of step S1005 is affirmative, that is, if the BB symbols are aligned on the pay line (the BB symbols are stopped and displayed, resulting in a BB win), then BB start processing is performed in step S1006, and then this processing is terminated. In the BB start processing, the BB hit flag is reset (OFF), and the BB win flag is set (ON), making the game a BB game, which is a type of bonus game, and a BB start command indicating the start of the BB is output to the sub-control device 111 to perform an opening performance, etc. Furthermore, in step S1006, BB game initial setting processing is performed.

[0140] In this embodiment, the BB ends when more than 345 medals are paid out. Therefore, in the BB game initial setting process, a bonus payout counter is set to "345" to determine whether the number of medals paid out during the bonus game has exceeded a specified number. In this embodiment, no dedicated symbol is set to transition to the JAC game, and the game automatically transitions to the JAC game when bonus symbols (BB symbols) are aligned. Furthermore, in the BB game, there is no specified number of games as a termination condition, and transition to the JAC game is possible even if no small winning combination is achieved, and the game ends when more medals than the specified number are awarded (paid out).

[0141] Returning to the explanation of FIG. 17, if the result of step S901 is affirmative, that is, if the gaming state is during the RB bonus game, the value of the remaining JAC game counter is decremented by "1" in step S904. In the following step S905, it is determined whether or not a small winning combination has been won. If the result of step S905 is affirmative, the value of the remaining winning counter is decremented by "1" in step S906.

[0142] After step S906, or if a negative determination is made in step S905, in step S907, it is determined whether the value of the remaining JAC game counter or the value of the remaining winning counter is "0". If a negative determination is made in step S907, the process ends as is. On the other hand, if a positive determination is made in step S907, RB end processing is performed in step S908, and then the process ends. In the RB end processing, the RB winning flag is turned off, various counters are appropriately reset, and an RB end command indicating the end of the RB is output to the sub-control device 111 so that an ending performance can be performed.

[0143] Furthermore, if a positive determination is made in step S902, then in step S909 it is determined whether or not a small win has been won. If a negative determination is made in step S909, then this processing is terminated. On the other hand, if a positive determination is made in step S909, then in step S910 the value of the bonus payout counter is decremented by the number of coins paid out in connection with the small win ("15" in this example). The bonus payout counter may have a minimum value of "0" or may be configured to count "0 or less."

[0144] After step S910, in step S911, it is determined whether the value of the bonus payout counter exceeds "0" (effectively, whether it is 1 or more). If the determination in step S911 is affirmative, that is, if the number of medals awarded (paid out) in BB has not yet exceeded the upper limit (345 in this example), this process is terminated.

[0145] On the other hand, if the result of step S911 is negative, that is, if the payout limit for the BB has been reached, the BB end process is performed in step S912, and then this process is terminated. In the BB end process, the BB winning flag is turned off, various counters are appropriately reset, and a BB end command indicating the end of the BB is output to the sub-control device 111 to perform an ending performance.

[0146] In this embodiment, the configuration is such that the game automatically transitions to a JAC game in which small wins (in this example, all small wins are JAC symbols) have a high probability of being won (auto jack-in), but it is also possible to provide a JAC symbol, and in the BB, provide a small win game in which the JAC symbol can be won, and a JAC game of a specified number of games to which the game transitions when the JAC symbol is stopped and displayed (manual jack-in).

[0147] Next, the RT state processing in step S507 of the normal processing (FIG. 13) will be described with reference to FIG.

[0148] First, in step S2101, it is determined whether a bonus has been won (whether the BB win flag or the RB win flag is set to ON). If the determination in step S2101 is affirmative, in step S2102, the state is shifted to "RT3," which is a bonus state in which a replay is not won (the RT counter is set to "3"). Thereafter, this process is terminated. Note that the configuration may be such that there is a possibility of winning a replay or a loss during the bonus.

[0149] If a negative determination is made in step S2101, then in step S2103 it is determined whether or not a bonus has been won. If a positive determination is made in step S2103, then in step S2104 the RT state is shifted to "RT0" (the RT counter is set to "0"), which has a normal replay probability and in which a win occurs even when a win is not made. Then, this process ends.

[0150] If a negative determination is made in step S2103, then in step S2105 it is determined whether or not the BB has ended. If a positive determination is made in step S2105, then in step S2106 the RT state is transitioned to "RT1" in which there is a possibility of winning special replay A, special replay B, and fake replay (the RT counter is set to "1"). Subsequently, in step S2107, "20" is set in the RT number counter as the time limit for RT1. Thereafter, in step S2108, an RT1 transition command is set to the sub-control device 111 to inform it that it will transition to RT1 after the BB, and then this process is terminated.

[0151] In this embodiment, the sub-control device 111, upon receiving the RT1 transition command, performs an RT1 effect on the effect display device 15, etc., to determine whether or not special replay A can be stopped, corresponding to a maximum of 20 RT1 states after a BB. For example, the effect display device 15 displays a message saying "White 7 High Probability State," a message saying "If you can align white 7s, you will enter XX mode (RT2)," and a message indicating the remaining RT1 period. Note that in this embodiment, since a transition to an RT1 state with a maximum period of 20 games is always made after the BB ends, the RT1 transition command may be omitted, and the sub-control device 111 may receive a BB end command from the main control device 131 to understand that a transition to the 20-game RT1 state will occur. Furthermore, the reels may be frozen during the opening and ending periods of a bonus, the opening period of an RT1, etc., to ensure that the effects during such periods are clearly visible (predetermined explanations are not skipped by stopping the stop switches 72, 73, and 74).

[0152] If a negative determination is made in step S2105, then in step S2109 it is determined whether or not the RB has ended. If a positive determination is made in step S2109, then in step S2110 the RT state is transitioned to "RT1" (the RT counter is set to "1"). Subsequently, in step S2111, the RT number counter is set to "1" as the deadline for RT1. After that, in step S2112, a transition to RT1 after RB command is set to the sub-control device 111 to inform it that a transition to RT1 will occur after the RB, and then this processing is terminated.

[0153] In this embodiment, since the transition to the RT1 state, which has a period of one game, is always made after the end of the RB, the post-RB RT1 transition command may be omitted, and the sub-control device 111 may understand that the transition to one RT1 state will occur by receiving the RB end command from the main control device 131. In this embodiment, even if the transition to the RT1 state after the RB occurs, the RT1 effect is not performed on the effect display device 15 (the display mode is the same as RT0). However, if a special replay A or fake replay is won in the first game after the RB, a guide game is executed that guides the player to aim for the special replay A and stop the display. In the guide game, for example, the effect display device 15 displays three symbols of the special replay A in a row, and a guide display that derives text instructing the player to aim for the symbol, or a sound effect is generated. In addition, in a configuration where the stopping order of reels 42L, 42M, and 42R must be correct in order to stop and display special replay A, the stopping order may be instructed by a guide display, or the reels 42L, 42M, and 42R to be stopped may be instructed by LEDs built into the upper and lower edges of each display window 31L, 31M, and 31R, or by backlights installed inside the reels 42L, 42M, and 42R.

[0154] If a negative determination is made in step S2109, then in step S2113, it is determined whether the value of the RT counter is either "1" or "2." If a negative determination is made in step S2113, this processing is terminated. On the other hand, if a positive determination is made in step S2113, then in step S2117, it is determined whether or not a special replay A has been won. If a positive determination is made in step S2117, then in step S2118, the RT state is transitioned to "RT2" (the RT counter is set to "2"). In the following step S2119, a lottery is conducted to determine the number of RTs. In this embodiment, when transitioning to RT2, the RT2 period is set to one of 50 games, 100 games, or 150 games. For example, it is allocated to 50 games with approximately 8 / 10 chance, 100 games with approximately 1 / 10 chance, and 150 games with approximately 1 / 10 chance. Furthermore, in step S2120, the RT2 period determined by the RT number lottery is set in the RT number counter. In addition, in the role lottery, it may be determined whether or not the special replay A that shifts to RT2 of 50 games, the special replay A that shifts to RT2 of 100 games, or the special replay A that shifts to RT2 of 150 games has been won, rather than simply winning the special replay A. Furthermore, in this embodiment, the special replay A is configured to align with the center line, but for example, it may be configured to shift to RT2 of 50 games by aligning with the upper or lower row, to 100 games by aligning diagonally, or to RT2 of 150 games by aligning with the center (special replay A with white 7 aligned with the upper line, special replay A with white 7 aligned with the lower line, special replay A with white 7 aligned with the diagonal line downward to the right, special replay A with white 7 aligned with the diagonal line upward to the right, and the center A special replay A in which white 7s line up on the center line may be provided), or, for example, on the left and right reels, a first white 7 symbol and a second white 7 symbol that is slightly different in design from (almost the same as) the first white 7 symbol may be provided consecutively (the display order is aligned) (the center reel has only the first white 7 symbol), and different white 7 symbols may be combined to form different white 7 symbols, and the number of RT2 games awarded for each white 7 symbol may be different.

[0155] Then, in step S2121, the first freeze game flag is set to ON. In this embodiment, a freeze game is performed when transitioning to RT2, and the freeze game is configured to instruct the player about the RT2 period (number of games). That is, in the RT2 state, the effect display device 15 derives a remaining period display as a taught amount display means indicating the remaining period of RT2, and the newly awarded (added) number of games is added to the value of the remaining period display after being taught as an added display on the effect display device 15. However, the remaining period display only displays the number of games (taught amount) that has already been taught to be awarded. There are cases where the remaining period display not only teaches the entire remaining period of RT2, but also where there is an untaught number of games not shown in the remaining period display. Furthermore, the remaining period display eliminates the need for the player to memorize the remaining RT2 game number that has been taught.

[0156] In the following step S2122, an RT2 transition command is set to the sub-control device 111 to inform the sub-control device 111 that a transition to RT2 will occur upon winning a special replay A. The RT2 transition command includes information regarding the RT2 period set in the RT number counter. After step S2122, this process ends.

[0157] Furthermore, if a negative determination is made in step S2117, then in step S2123 it is determined whether or not special replay B has been won. If a positive determination is made in step S2123, then in step S2124 the RT state is transitioned to "RT2" (the RT counter is set to "2"). In the following step S2125, a lottery is conducted for the number of RTs, and in step S2126 the RT2 period determined in the lottery for the number of RTs is set in the RT number counter. Note that in the winning combination lottery, rather than simply determining whether special replay B has been won, it may also be determined whether or not special replay B that transitions to RT2 for 50 games, special replay B that transitions to RT2 for 100 games, or special replay B that transitions to RT2 for 150 games has been won.

[0158] Thereafter, in step S2127, the second freeze game flag is set to ON. In this embodiment, the content of RT2 (such as the allocation of the number of RT number lotteries) is the same when transitioning to RT2 due to the winning of special replay A and when transitioning to RT2 due to the winning of special replay B, but the content of the freeze game at the start of RT2, which will be described in detail later, is different.

[0159] In the following step S2128, a special B after RT2 transition command is set to the sub-control device 111 to inform the sub-control device 111 that a transition to RT2 will occur following the winning of special replay B. The special B after RT2 transition command includes information regarding the RT2 period set in the RT number counter. After step S2128, this process ends.

[0160] Furthermore, if a negative determination is made in step S2123, then in step S2129 it is determined whether or not the value of the RT number counter has become "0". If a negative determination is made in step S2129, then this processing is terminated. On the other hand, if a positive determination is made in step S2129, that is, if the RT1 or RT2 period has ended, then in step S2130 the RT state is transitioned to "RT0" (the RT counter is set to "0"). In the following step S2131, an RT0 transition command is set to the sub-control device 111 to notify it of a transition to RT0, and then this processing is terminated.

[0161] In addition, RT2 is a state in which the probability of winning a losing combination decreases in the winning combination lottery, but the replay probability increases, allowing the player to play without losing any medals (for example, it may be calculated to slightly increase the number of medals). In other words, the slot machine 10 of this embodiment transitions to RT2 upon winning a BB, and then aims for the BB again during the RT2 period, thereby aiming to efficiently increase the number of medals in hand. Furthermore, although this embodiment transitions to RT1 after a bonus, it may be configured to transition to RT1 at a different timing, or may not transition to RT1 after a bonus, or may not transition at all. Furthermore, in this embodiment, the function of determining whether or not Special Replay A has won (stopped display) and whether or not Special Replay B has won (stopped display) constitutes the determination means. In addition, the first freeze game flag and the second freeze game flag correspond to the storage means.

[0162] Next, the guide game setting process performed in the variation pattern setting process of step S606 of the lottery process (Fig. 14) will be described with reference to Fig. 20. Here, the "guide game" is an effect that instructs the effect display device 15 or the like to stop the reels in an attempt to achieve special replay A, since it may be possible to win special replay A (7 whites) that shifts to RT2. The guide game setting process is a process for outputting a command to instruct the execution of a guide game, so that the sub-control device 111 and the display control device 112 can execute the guide game.

[0163] As will be described in detail later, in the guided game, the effect display device 15 instructs that a transition to RT2 will occur when "white 7s line up," but does not instruct that a transition to RT2 may occur even if white 7s do not line up. In this embodiment, RT2 corresponds to a "specific bonus," and special replay A (white 7s line up), which is instructed in the guided game to be associated with a transition to RT2, corresponds to a specific mode and specific identification information. Furthermore, the state designated as RT2 (the state in which the game is being played in RT2) corresponds to a bonus state. Also, a game in which special replay A can be displayed in a stop mode corresponds to a variable display of identification information that can derive a specific mode, and a game in which fake replay can be displayed in a stop mode does not correspond to a variable display of identification information that can derive a specific mode.

[0164] First, in step S2201, it is determined whether or not it is RT1 (RT counter = 1). If the determination in step S2201 is negative, this process is terminated. In this example, in a state other than RT1, there is no possibility of winning special replay A, special replay B, and fake replay. Note that it may also be possible to win special replay A, special replay B, and fake replay in an RT state other than the RT1 state.

[0165] If the determination in step S2201 is affirmative, then in step S2202, it is determined whether or not the special replay A has been won. If the determination in step S2202 is affirmative, then in step S2203, a guide game command for causing the sub-control device 111 to execute a guide game is set, and then this processing is terminated.

[0166] If the result of step S2202 is negative, then in step S2204 it is determined whether or not the fake replay has been won. If the result of step S2204 is negative, then this process ends. On the other hand, if the result of step S2204 is positive, then in step S2203 a guide game command is set, and then this process ends.

[0167] The fake replay is composed of a combination of replays, bells, and replays stopped and displayed on the left, center, and right of a predetermined pay line on the reel unit 41. In the guide game when a fake replay is won, up to two "white 7" symbols, which are the special replay A symbols, line up on the predetermined pay line (even to the point of forming a winning combination), but three cannot line up. Also, as described above, when a special replay A is won, a special replay B is also won, while when a special replay B is won, a special replay A is not won. In this example, when a special replay B is won without a win in a special replay A, the guide game command is not set (the guide game is not executed). However, since a special replay B is always won (without missing), the game transitions to RT2, and in this embodiment, a freeze game is also executed at the start of RT2. In addition, if a bonus is won in RT1, the RT state processing that is performed immediately after the variable pattern setting processing of the lottery processing switches to RT0, and the RT1 period ends with the bonus winning game.

[0168] Next, the freeze game process in step S701 of the reel control process (Fig. 15) will be described with reference to Fig. 21. In this embodiment, the game in which the freeze game is performed corresponds to the specific variable display.

[0169] First, in step S2301, it is determined whether or not the first freeze game flag (which is set to ON when a special replay A wins) is set to ON. If the determination in step S2301 is affirmative, in step S2302, the first freeze game flag is turned OFF, and in step S2303, a freeze flag indicating that a freeze game is being played is set to ON.

[0170] In the following step S2304, it is determined whether there is information indicating a power outage or that the front door 12 is open. If the determination in step S2304 is negative, the process proceeds to step S2305. The information indicating a power outage and that the front door 12 is open is stored until the first game setting after power is restored or the front door 12 is closed (setting based on lever-on if the reel unit 41 is stopped, or reset during rotation if the reel unit 41 is spinning). If the determination in step S2304 is positive, that is, if a power outage occurred or the front door 12 was opened between the current game and the previous game, the process proceeds to step S2318, which will be described later. In this embodiment, the presence of information indicating a power outage or that the front door 12 is open corresponds to a non-derivation condition.

[0171] In step S2305, it is determined whether the value of the RT number counter is "150." If the determination in step S2305 is affirmative, in step S2306, the freeze counter, which indicates the remaining number of times freeze operation 2 (reverse rotation effect) is to be performed, is set to "2." Furthermore, in step S2307, a maximum rotation flag, which indicates that the maximum number of times freeze operation 2 (reverse rotation effect) is to be performed, is set to ON, and the process proceeds to step S2311.

[0172] If a negative determination is made in step S2305, then in step S2308 it is determined whether the value of the RT number counter is 100. If a positive determination is made in step S2308, then in step S2309 the freeze counter is set to 1, and then the process proceeds to step S2311. If a negative determination is made in step S2308, then in step S2310 the freeze counter is set to 0, and then the process proceeds to step S2311.

[0173] In step S2311, freeze operation 1 (shaking effect) is set, and in step S2312, a value corresponding to the period of freeze operation 1 (about 3 seconds in this example) is set in the freeze timer. In this embodiment, freeze operation 1 involves each reel moving back and forth relatively slowly within a range of about 10 degrees of rotation angle (about 4 times). The freeze timer is also periodically decremented (for example, by the timer decrement process of the timer interrupt process (FIG. 10)).

[0174] After step S2312, freeze game processing is performed in step S2313, which will be described later.

[0175] If the answer in step S2301 is negative, then in step S2315 it is determined whether the second freeze game flag is set to ON. If the answer in step S2315 is negative, then this process is terminated. On the other hand, if the answer in step S2315 is positive, then in step S2316 the second freeze game flag is turned OFF, and in step S2317 the freeze flag is set to ON.

[0176] After step S2317, or if a positive determination is made in step S2304, in step S2318, it is determined whether the value of the RT number counter is "150." If a positive determination is made in step S2318, in step S2319, the freeze counter is set to "2." Furthermore, in step S2320, a shortened flag indicating that the freeze game will be shortened is set to ON. Thereafter, the process proceeds to step S2311, where freeze operation 1 (swing effect) is set, and in step S2312, the freeze timer is set (equivalent to approximately 3 seconds), and then the process proceeds to step S2313.

[0177] Furthermore, if a negative determination is made in step S2318, then in step S2321 it is determined whether the value of the RT number counter is 100. If a positive determination is made in step S2321, then in step S2322 the freeze counter is set to 1. Thereafter, in step S2320 the shortening flag is set to ON, in step S2311 freeze operation 1 (shaking effect) is set, in step S2312 the freeze timer is set (equivalent to approximately 3 seconds), and then the process proceeds to step S2313.

[0178] Furthermore, if a negative determination is made in step S2321, the freeze counter is set to "0" in step S2323, freeze action 1 (swing effect) is set in step S2311, and the freeze timer is set (equivalent to approximately 3 seconds) in step S2312, after which the process proceeds to step S2313. In this embodiment, the confirmation means, particularly the grasping means, is configured by the process of determining whether or not special replay A and special replay B have been won in the RT state process (FIG. 19) and setting the first freeze game flag and the second freeze game flag to ON, and the process of confirming whether or not the first freeze game flag and the second freeze game flag have been set to ON in the freeze game process (FIG. 21). Furthermore, the fact that the second freeze game flag is set to ON corresponds to the non-derivation condition.

[0179] Here, the freeze game processing in step S2313 will be explained with reference to Figure 22. First, in step S2401, it is determined whether or not the freeze flag is set to ON. If the determination in step S2401 is negative, this processing is terminated.

[0180] On the other hand, if the answer in step S2401 is YES, then in step S2402 it is determined whether the value of the freeze timer is 0. If the answer in step S2402 is YES, then in step S2303 it is determined whether the value of the freeze counter is 0.

[0181] If a negative determination is made in step S2303, i.e., if it is not yet time to end the freeze game, then in step S2404, it is determined whether or not the reverse rotation flag is set. If a negative determination is made in step S2404, then in step S2405, it is determined whether or not the pseudo stop flag is set. If a negative determination is made in step S2405, then in step S2406, freeze operation 2 (reverse rotation effect) is set. In the following step S2407, a value corresponding to the time (approximately 3 seconds in this example) for freeze operation 2 (reverse rotation effect) is set in the freeze timer. In this embodiment, as freeze operation 2, each of the reels 32L, 32M, and 32R rotates in the reverse direction so that the symbols move from bottom to top in the reel unit 41 (display windows 31L, 31M, and 31R).

[0182] Thereafter, in step S2408, the reverse rotation flag is set to ON, and in step S2409, a reverse rotation command indicating that a reverse rotation effect is to be performed is set to the sub-control device 111, and then this processing is terminated.

[0183] If the result of step S2404 is affirmative, that is, if the reverse rotation flag is set to ON (if the timing for the reverse rotation effect to end has arrived), the reverse rotation flag is turned OFF in step S2410. In the following step S2411, it is determined whether or not the maximum rotation flag (which is set to ON when special replay A is won and RT2 is set to 150 games) is set to ON.

[0184] If a positive determination is made in step S2411, then in step S2412, it is determined whether the value of the freeze counter is "1." If a negative determination is made in step S2412, that is, if the value of the freeze counter is "2," then in step S2413, freeze operation 3 (pseudo stop effect) is set. Here, a pseudo-stop display of a double-digit combination of "white 7" (special replay A) is produced. In the following step S2414, a value corresponding to the time (approximately 2 seconds in this example) for freeze operation 3 (pseudo stop effect) is set for the freeze timer. In this embodiment, as freeze operation 3 (pseudo stop effect), each reel moves back and forth within a range of about 1 degree of rotation angle, producing a state (pseudo stop display) that appears as if the reels are stopped.

[0185] In this embodiment, in the reverse spin effect of the reels, the number of spins (amount of spins) and the spinning speed of each of the reels 42L, 42M, and 42R are exactly the same, and a pseudo-stop display is produced exactly when the reels have been rotated a predetermined number of times. That is, for example, if a "white 7" is displayed as a stopped symbol in the middle of the reels (see FIG. 25(a)), followed by freeze operation 1 (see FIG. 25(b)), freeze operation 2 (see FIG. 25(d)), and then freeze operation 3 (see FIG. 25(e)) is derived, the "white 7" will be displayed as a pseudo-stop symbol in the middle of the reels. For this reason, in this embodiment, in the reverse spin effect of the freeze game, the reels are simply rotated a predetermined number of times, and no processing is performed to detect the reel positions (outcomes) at the time of the pseudo-stop display, or to cause a specific reel to operate differently from other reels during reel rotation (changing the amount of spin of a specific reel from the amount of spin of the other reels to change the pseudo-stop outcome from the outcome before the reverse spin).

[0186] Thereafter, in step S2415, the pseudo stop flag is set to ON, and in step S2416, a pseudo stop command is set to the sub-control device 111 to indicate that a pseudo stop effect will be performed, and then this processing is terminated.

[0187] Furthermore, if the result of step S2412 is affirmative, that is, if special replay A is won and the reverse rotation effect is the second time, freeze operation 3 (pseudo stop effect) is set in step S2417. Here, a pseudo-stop display of the "white 7" double-digit combination (special replay A) is displayed. In the following step S2418, a value corresponding to the time (approximately 5 seconds in this example) when freeze operation 3 (pseudo stop effect) is set and the maximum RT2 period is set is set for the freeze timer.

[0188] Then, in step S2419, the maximum rotation flag is turned off, in step S2420, the value of the freeze counter is set to "0", and in step S2421, a maximum bonus effect command is set to the sub-control device 111 indicating that the maximum number of games (initial number of games) to be awarded at the start of RT2 will be instructed, and then this processing is terminated.

[0189] If the result of step S2411 is negative, then in step S2422, it is determined whether or not the shortened flag (which is set to ON when special replay B wins and the RT count counter is set to 150 or 100) is set to ON. If the result of step S2422 is negative, that is, if special replay A wins and the RT count counter is set to 100, then the process proceeds to step S2413.

[0190] On the other hand, if the result of step S2422 is affirmative, then in step S2423, freeze operation 3 (pseudo stop effect) is set. Here, special replay B is pseudo-stopped and displayed. In the following step S2424, a value corresponding to the time (in this example, about 5 seconds) for a predetermined instruction to be given when transitioning to RT2 is made in freeze operation 3 (pseudo stop effect) even though special replay A is not stopped (winning) (special replay B has won).

[0191] Then, in step S2425, the shortened flag is turned off, in step S2426, the value of the freeze counter is set to "0", and in step S2427, a shortened instruction command is set to the sub-control device 111 indicating that the instruction of the number of games for RT2 will be shortened, and then this processing is terminated.

[0192] Furthermore, with this configuration, when special replay B is won, the reel reverse spin effect is displayed at most once (none in the case of 50 games), and in the case of 150 games, the remaining number of games to be displayed (plus 100 games) is displayed all at once in the effect display device 15, and in the case of 100 games, the shaking effect (freeze action 1) after the reverse spin effect (freeze action 3) is not performed. Furthermore, in this embodiment, even when the "white 7" is not displayed as stopped, the number of spins (amount of spins) and spinning speed of each reel 42L, 42M, 42R in the reel reverse spin effect are exactly the same as when the "white 7" is displayed as stopped, and a pseudo stop is displayed just when the specified number of spins have been performed. In other words, for example, when special replay B is displayed as stopped in the middle of the reel, that is, when you aim for white 7 but miss the timing of the operation (so-called eye-pressing) on ​​the third stop, and the pattern of missing white 7 is aligned on the center line (see Figure 26(g)), if freeze action 2 (see Figure 25(d)) is performed via freeze action 1 (see Figure 26(h)), and then freeze action 3 (see Figure 26(i)) is derived, special replay B will be displayed as a pseudo-stop in the middle of the reel.

[0193] Also, if the result of step S2405 is affirmative, that is, if the pseudo stop flag is set to ON (when special replay A is won, the number of RT2 games awarded is 100 or 150, and the reverse rotation effect has been performed once), the pseudo stop flag is turned OFF in step S2428. Subsequently, in step S2429, freeze operation 1 (swing effect) is set, and in step S2430, an operation guidance flag is set ON to indicate that the situation is such that an operation guidance effect is to be performed (swing effect is performed for the reels) to prompt the player to operate the effect button 101 during freeze play.

[0194] After step S2430, in step S2431, a value corresponding to the longest duration of the operation guidance presentation (for example, approximately 10 seconds) is set for the freeze timer. In the following step S2432, the value of the freeze counter is decremented by "1." Furthermore, in step S2433, an operation guidance command indicating that operation guidance presentation should be performed is set for the sub-control device 111, and then this process ends.

[0195] Furthermore, if a negative determination is made in step S2402 (if the value of the freeze timer is not "0"), then in step S2434 it is determined whether or not the operation guidance flag is set to ON. If a negative determination is made in step S2434, this processing is terminated. On the other hand, if a positive determination is made in step S2434, then in step S2435 it is determined whether or not the start lever 71 has been operated. If a negative determination is made in step S2435, this processing is terminated. Note that the operating means that the player is prompted to operate in the operation guidance effect is not limited to the start lever 71, and the effect button 101, stop switch, etc. may also be used.

[0196] If a positive decision is made in step S2435, then in step S2436 it is decided whether or not the value of the freeze counter is 0. If a negative decision is made in step S2436, that is, if the value of the freeze counter is 1, then the process proceeds to step S2406, where the reverse reel spinning effect is set.

[0197] On the other hand, if an affirmative decision is made in step S2436, the value of the freeze timer is set to "0" in step S2437, and the process is then terminated.

[0198] If the result of step S2403 is affirmative, i.e., if the value of the freeze counter is "0," the freeze flag is turned off in step S2438. Furthermore, in step S2439, normal reel operation settings are made to cause the reels to operate normally (reel operation in which the symbols move from top to bottom). Thereafter, in step S2440, a freeze end command is set to the sub-control device 111 to end the freeze game, and then this process is terminated.

[0199] In addition, as will be described in detail later, when special replay A is stopped (awarded) and the number of games of RT2 awarded is 150, after the reel reverse spinning effect and pseudo stop effect up to step S2416, another reel reverse spinning effect and pseudo stop effect are performed up to step S2421. In addition, when special replay A is stopped (awarded) and the number of games of RT2 awarded is 100, after the reel reverse spinning effect and pseudo stop effect up to step S2416, a reel shaking effect (freeze operation 1) is performed, but a reverse spinning effect is not performed.

[0200] Returning to the explanation of the freeze game processing in FIG. 21, after step S2313, in step S2314, it is determined whether the reels are operating normally (forward rotation such that the symbols move from top to bottom). If at least the freeze flag is set to ON, a negative determination is made in step S2314. Furthermore, a negative determination is also made in step S2314 if the reel rotation speed immediately after the freeze game ends is slow. If a positive determination is made in step S2314, the processing is terminated. On the other hand, if a negative determination is made in step S2314, the processing returns to the freeze game processing in step S2313. Note that in this embodiment, the freeze game is performed even if a bonus is won in a game in which a freeze game is performed (a game in which a freeze game was scheduled at the beginning of the game), but the freeze game may be configured not to be performed if a bonus is won in a game in which a freeze game is performed.

[0201] Next, the guidance game effect setting process by the sub-control device 111 for executing a guidance game effect performed in response to a guidance game in the effect display device 15 will be described with reference to Fig. 23 etc. The guidance game effect setting process is performed in the normal processing that is periodically performed in the sub-control device 111. In addition, in this embodiment, the functions of the main control device 131 for executing a guidance game and the sub-control device 111 correspond to the guidance means.

[0202] First, in step S3101, it is determined whether a guide game flag, which is set to ON when a guide game effect is being performed, is set to ON. If a negative determination is made in step S3101, it is determined in step S3102 whether a guide game command has been received from the main control device 131. If a positive determination is made in step S3102, the guide game flag is set to ON in step S3103. Furthermore, in step S3104, a guide game effect start setting process is performed, and then this process is terminated.

[0203] In the guidance game effect start setting process, as shown in Fig. 26(j), a process is performed to derive a guidance game effect in the effect display device 15. That is, a display is induced in the center of the display unit of the effect display device 15 to request that the reels be stopped and displayed aiming for the "white 7" that constitutes the special replay A, and a display is induced in the upper part of the display unit to inform that when the "white 7" is lined up, the game will transition (enter) into RT2 (named XX mode for each machine), and sound effects and the like are generated.

[0204] Furthermore, if a positive determination is made in step S3101, that is, if the guided game flag is set to on, then in step S3105 it is determined whether or not a third stop command has been received from the main control device 131. If a negative determination is made in step S3105, then in step S3106 it is determined whether or not a second stop command has been received from the main control device 131. If a negative determination is made in step S3106, then in step S3107 it is determined whether or not a first stop command has been received from the main control device 131. If a negative determination is made in step S3107, then this processing is terminated.

[0205] On the other hand, if a positive determination is made in step S3107, then in step S3108 it is determined whether or not a "white 7" has stopped on a predetermined pay line. If a positive determination is made in step S3108, then in step S3109 a first success effect is set, which corresponds to the first "white 7" having been successfully stopped on a pay line, and this processing ends. In the first success effect of this embodiment, a display is made on the effect display device 15 indicating that a "white 7" has been stopped in correspondence with the stopped reel, and a sound effect is generated when the relevant reel stops.

[0206] On the other hand, if a negative judgment is made in step S3108, a failure effect is set in step S3110 in which the "white 7" could not be displayed (the "white 7" could not be displayed, i.e., special replay A could not be won), and this processing ends. In the failure effect of this embodiment, the display indicating that the "white 7" is being aimed for is erased, and only the background image is displayed, and the brightness is made relatively dark (see Figure 26(k). This figure shows a state in which three reels are displayed in a stopped state, but the state of the effect display device 15 is the same even if the reels are spinning after the failure effect has occurred).

[0207] If the determination in step S3106 is affirmative, i.e., if a second stop command has been received, then in step S3111 it is determined whether two "white 7" symbols have stopped on a predetermined pay line (whether "white 7" symbols have been completed). If the determination in step S3111 is negative, then a failure effect is set in step S3110, and this process ends. Note that if a failure effect is already in effect, then that effect is maintained.

[0208] On the other hand, if the answer in step S3111 is affirmative, then in step S3112, a second successful effect is set corresponding to the fact that the second "white 7" has been stopped on a predetermined effective line (making "white 7" ready), and this processing ends. In the second successful effect of this embodiment, a display is made on the effect display device 15 indicating that "white 7" has been stopped and displayed next to the predetermined effective line in correspondence with the two stopped reels (white 7 has been ready), and a sound effect is generated when the corresponding reels stop.

[0209] Furthermore, if the determination in step S3105 is affirmative, i.e., if a third stop command has been received, the guidance game flag is turned off in step S3113. Furthermore, in step S3114, it is determined whether or not an RT2 transition command has been received from the main control device 131. If the determination in step S3114 is affirmative, i.e., if a "white 7" is stopped and a special replay A has been won, in step S3115, a goal achievement effect is performed corresponding to the fact that a third "white 7" has been stopped on a predetermined pay line (winning a special replay A). In this embodiment, as shown in FIG. 25(a), a large "white 7" is displayed in the center on the effect display device 15, and a display indicating that the RT state will transition to RT2 is displayed to the left of it, and a display indicating the number of games that will constitute the RT2 period (a display of the minimum number of games) is displayed to the right. Furthermore, a relatively flashy sound effect is also displayed.

[0210] After step S3115, in step S3116, a first freeze effect flag is set to ON, which indicates that a freeze effect corresponding to a freeze game based on the winning of special replay A is to be derived. In the following step S3117, based on information indicating the RT2 period (number of games played information) included in the RT2 transition command, the number of RT2 games (in this example, any of 50, 100, or 150) is set in an RT number grasping counter for grasping the remaining period (number of games remaining) of RT2 on the sub-control device 111 side. After step S3117, this process ends.

[0211] Also, if a negative determination is made in step S3114, it is determined in step S3118 whether or not a special B post-RT2 transition command has been received. If a negative determination is made in step S3118, that is, if a fake replay is stopped and displayed (a win has been made), a failure effect (see FIG. 26(k)) is set in step S3119, and this process ends. Note that if the failure effect mode is already in effect, this mode is maintained.

[0212] On the other hand, if the result of step S3118 is affirmative, i.e., if Special Replay B (which was won simultaneously with Special Replay A) wins, in step S3120, the reel unit 41 sets a reversal achievement effect that instructs a transition to RT2, even though the "white 7" is not displayed stopped (three "white 7s" are not displayed stopped on the predetermined pay line). In this embodiment, the reversal achievement effect is performed by deriving a relatively dark display with only the background, similar to the failure effect, on the effect display device 15 for approximately two seconds after the three reels have stopped (or the timing when the operation state of the stop switch corresponding to the third stop is released, whichever comes first). Thereafter, as shown in FIG. 26(g), the effect display device 15 displays a large "V" as an auxiliary specific mode in the center (displayed in the same position as the "white 7" display, with the same size and decoration), and a display indicating that the RT state will transition to RT2 is displayed to the right of the display, and a display indicating the number of games that will constitute the RT2 period (display of the minimum number of games) is displayed to the left. Furthermore, relatively flashy sound effects are also derived.

[0213] If the start lever 71 to start the next game is operated within two seconds of the third stop, the reversal achievement effect is skipped. The reversal achievement effect may be configured to be a freeze game so that it is not skipped. Alternatively, if a special replay B or fake replay is stopped and displayed, an effect that suggests a reversal achievement effect may occur may be started immediately after the third stop, thereby preventing the reversal achievement effect from being skipped. Of course, it is also possible to set the timing for the reversal achievement effect to occur at a different time (less than two seconds, zero seconds after the third stop, etc.).

[0214] After step S3120, in step S3121, a second freeze effect flag is set to ON, which indicates that a freeze effect corresponding to a freeze game based on the winning of special replay B is to be derived. In the following step S3122, the number of RT2 games (in this example, 50, 100, or 150) is set in the RT number grasp counter based on the information indicating the RT2 period (game count information) included in the post-special B RT2 transition command. After step S3122, this process ends.

[0215] Also, if a negative determination is made in step S3102, that is, if the guidance game effect is not being performed and no guidance game command has been received, in step S3123, it is determined whether or not a special B post-RT2 command has been received from the main control device 131. If a negative determination is made in step S3123, this processing is terminated. On the other hand, if a positive determination is made in step S3123, in step S3124, a sudden freeze effect flag is set to ON to derive a sudden freeze effect indicating that a freeze game has occurred in the game following the game in which the guidance game has not been derived. In the following step S3125, the number of RT2 games (in this example, 50, 100, or 150) is set in the RT count counter based on information indicating the RT2 period (game count information) included in the special B post-RT2 transition command. After step S3125, this processing is terminated. In this embodiment, even if special replay B, which is not simultaneously won with special replay A, is won, no guidance game effect is performed (see FIG. 20). Therefore, in a game in which the special replay B is won (variable display of symbols), as shown in FIG. 26(l), the guide game effect is not performed, but the special replay B is displayed still (a prize is won).

[0216] Next, the freeze effect setting process by the sub-control device 111 for deriving a freeze effect (pseudo game effect) corresponding to a freeze game in the effect display device 15 etc. will be described with reference to Fig. 24 etc. The freeze effect setting process is performed in the normal process that is periodically performed in the sub-control device 111.

[0217] First, in step S3201, it is determined whether the freeze effect in progress flag is set to ON. If the determination in step S3201 is NO, it is determined in step S3202 whether a fluctuation start command has been received from main control device 131. If the determination in step S3202 is NO, this processing is terminated. On the other hand, if the determination in step S3202 is YES, it is determined in step S3203 whether the first freeze effect flag or the second freeze effect flag is set to ON.

[0218] If a positive determination is made in step S3203, the first freeze effect flag and the second freeze effect flag are turned off in step S3204, and the freeze effect in progress flag is set to on in step S3205. Furthermore, in step S3206, the freeze action 1 effect is set, and then this processing ends. As shown in FIG. 25(b) and FIG. 26(h), the freeze action 1 effect in this embodiment is a 3-second effect corresponding to the freeze action 1 (swing effect) of the reel unit 41, in which the effect display device 15 displays an image of the character praying, along with corresponding audio. The freeze action 1 effect is the same regardless of whether special replay A or special replay B is displayed stopped on the reel unit 41. Furthermore, the configuration may be such that by operating the effect button 125 during this period, an effect suggesting the occurrence of reverse rotation can be produced (for example, when the effect button 125 is operated, a display of character A passing through the background is produced in 1 / 20 of the case of failure and in 1 / 10 of the case of success, and a display of character B passing through the background is produced in 1 / 20 of the case of success).

[0219] Furthermore, if a positive determination is made in step S3201, then in step S3207 it is determined whether or not a reverse rotation command has been received from the main control device 131. If a positive determination is made in step S3207, then in step S3208, the freeze operation 2 effect is set, and then this processing ends. As shown in FIG. 25(d), the freeze operation 2 effect of this embodiment is a 3-second effect corresponding to the freeze operation 2 (reverse rotation effect) of the reel unit 41, and an appearance of the character being overjoyed is output on the effect display device 15, along with an accompanying sound. Note that the freeze operation 2 effect is the same regardless of whether special replay A or special replay B is displayed stopped on the reel unit 41.

[0220] If step S3207 returns a negative result, step S3209 determines whether a pseudo-stop command has been received from the main control device 131. If step S3209 returns a positive result, step S3210 sets up a freeze action 3 effect, and then the process ends. In this embodiment, the freeze action 3 effect corresponds to freeze action 3 (pseudo-stop effect, pseudo-stop display) of the reel unit 41 when special replay A is stopped, as shown in FIG. 25(e). The effect display device 15 displays a large "white 7" in the center, and a display indicating that the RT state is transitioning to RT2 is re-introduced to the left of the "white 7." A display (additional display) indicating that the number of games in the RT2 period has increased is also induced to the right (for example, the guidance game effect indicated 50 games, but in fact it actually exceeded that by about 50 games, resulting in a total of 100 games). Furthermore, a relatively flashy sound effect is also induced. In this embodiment, the specific effect display and the bonus effect display are composed of the display of "white 7", a display indicating that the RT state is transitioning to RT2, and a display indicating the number of games that will be in the RT2 period (a display indicating that the number of games that will be in the RT2 period has increased).

[0221] If a negative determination is made in step S3209, then in step S3211 it is determined whether or not a short instruction command has been received from the main control device 131. If a positive determination is made in step S3211, then in step S3212, the second complete freeze operation 3 performance is set, and then this processing is terminated. As shown in Figure 26(i), the second complete freeze action 3 effect of this embodiment is a 5-second effect corresponding to the freeze action 3 (pseudo stop effect, pseudo stop display) of the reel unit 41 when the special replay B is stopped and displayed, in which a large "V" is displayed in the center on the effect display device 15 (displayed in the same position, size, and decoration as the "white 7" display of the specific effect display described above), and a display indicating that the RT state will transition to RT2 is derived to the left of it, and a display (additional display) indicating that the number of games in the RT2 period has increased (for example, the guidance game effect indicated 50 games, but in fact it is 50 or 100 games more, for a total of 100 or 150 games). Furthermore, a relatively flashy sound effect is also derived. In this embodiment, the alternative display and the bonus display are composed of the letter "V" as an alternative display, a display indicating that the RT state is transitioning to RT2, and a display indicating the number of games that will be in the RT2 period (a display indicating that the number of games that will be in the RT2 period has increased).

[0222] In this embodiment, even if the RT2 period is "150 games," the reverse rotation effect is completed only once, so all instructions for the remaining RT2 period are given in the second completion freeze operation 3 effect (plus 100 games). In addition, assuming that the reversal achievement effect of the guide game will be skipped, the display of plus XX games may be stopped, and only a display instructing the transition to RT2 and a display of total XX games may be given.

[0223] Furthermore, if a negative determination is made in step S3211, a determination is made in step S3213 as to whether or not a maximum bonus effect command has been received from the main control device 131. If a positive determination is made in step S3213, the first completion freeze motion 3 effect is set in step S3214, and then this processing ends. The first completion freeze motion 3 effect of this embodiment is basically the same as the freeze motion 3 effect, but is about 2 seconds longer than the freeze motion 3 effect, and an effect is added to further emphasize that the RT2 period is the maximum of 150 games. Furthermore, a relatively flashy sound effect is also generated.

[0224] Furthermore, if a negative determination is made in step S3213, then in step S3215 it is determined whether or not an operation guidance command has been received from the main control device 131. If a positive determination is made in step S3215, then in step S3216 the operation guidance effect is set, and then this processing ends. The operation guidance effect of this embodiment is generated when special replay A is stopped and displayed, the RT2 period is 100 games or 150 games, and a reverse rotation effect has been performed once, and as shown in FIG. 25(f), a display prompting the operation of the start lever 71 is generated on the effect display device 15. Note that, based on the operation of the start lever 71 in the operation guidance effect, a reverse rotation effect occurs in the case of 150 games, and a reverse rotation effect does not occur in the case of 100 games.

[0225] If the determination in step S3215 is negative, then in step S3217 it is determined whether or not a freeze end command has been received from main control device 131. If the determination in step S3217 is negative, then this process is terminated.

[0226] On the other hand, if the result of step S3217 is affirmative, the freeze end effect is set in step S3218. In this embodiment, the freeze end effect is, as shown in Fig. 25(c), a display indicating that the character is leaving the display screen is derived from the effect display device 15, and a display indicating that the RT state is transitioning to RT2 is re-derived. After step S3218, the freeze effect in progress flag is turned off in step S3219, and this process is terminated.

[0227] If a negative determination is made in step S3203, then in step S3220 it is determined whether the sudden freeze effect flag is set to ON. If a negative determination is made in step S3220, then the process terminates. On the other hand, if a positive determination is made in step S3220, then in step S3221 the sudden freeze effect flag is turned OFF, and in step S3222 the freeze effect flag is set to ON. Furthermore, in step S3223, a sudden freeze operation 1 effect is set, and then the process terminates.

[0228] In this embodiment, the sudden freeze action 1 effect is generated when a special replay B, which does not win simultaneously with the special replay A, is displayed as a stop (wins), and a freeze game (freeze effect) is initiated without a guide game effect. Regarding the reel unit 41 at this time, for example, the state in which the special replay B (the activated line on the upper row) is generated as shown in the lower part of FIG. 26(l) is swung up and down as shown in the lower part of FIG. 26(h). Furthermore, the sudden freeze action 1 effect is the same as the state shown in the upper part of FIG. 25(d) on the effect display device 15. In other words, since a guide game effect was not generated in the previous game, the occurrence of a freeze game indicates a transition to RT2, which is welcome for the player, and therefore the effect display device 15 also generates a corresponding display. The effects after the sudden freeze action 1 effect are the same as those described above.

[0229] As described above, in the first embodiment, if either Special Replay A or Special Replay B is won during the RT1 period after a big bonus or a regular bonus, the game transitions to RT2. Furthermore, if Special Replay A is won, Special Replay B is also won (simultaneously). For example, if a player fails to align Special Replay A (a symbol combination in which white 7s are lined up on a predetermined effective line) on an effective line, Special Replay B (e.g., a symbol combination in which a white 7 is in a tenpai pattern and a watermelon or red 7 is lined up on a predetermined effective line) will be aligned on an effective line. In this embodiment, three types of RT2 with different durations are provided (the initial number of games in RT2 is three patterns). If Special Replay A (Special Replay B) is won during the lottery for a winning combination during the RT1 period, one of an RT2 of 50 games, an RT2 of 100 games, or an RT2 of 150 games is awarded. In this embodiment, the stop display (and pseudo-stop display) of special replay A as a specific mode is associated with the award (addition) of 50 games in the RT game, which is the game executed in RT2. In other words, the stop display of special replay A in RT1 indicates the transition to RT2 and the award of 50 games in the RT game of RT2 (the initial number of games is at least 50).

[0230] Furthermore, if the special replay A is displayed as a stopped game and the 100-game or 150-game RT2 is won, the remaining number of RT games (50 or 100 games) that have not yet been taught will be taught in the next game or later. In this embodiment, a freeze game (pseudo game) in which the reels operate differently from normal reel operation is performed at the beginning of the next game, and the variable display of symbols (main game) that teaches the result of the lottery based on the operation of the start lever 71 (lever on) is performed following the freeze game. In the freeze game, the occurrence of reverse reel rotation corresponds to the addition of RT games (teaching from the untaught portion). Also, if the 50-game RT2 is won, a freeze game will occur in the next game. In the freeze game of this embodiment, the special replay A is first displayed as a stopped game, and the reels (special replay A) swing up and down to tease whether the reels 42L, 42M, and 42R will reverse. After that, if the RT is for 50 games, the reels 42L to 42R start to rotate forward (ending the freeze game) and the game shifts to the main game. If the RT is for 100 or 150 games, the freeze game continues and the reels 42L to 42R rotate backward. When the reels 42L to 42R have rotated in the reverse direction for just a few turns, the reels 42L to 42R are pseudo-stopped (appearing to be stopped by continuing to move slightly), and the white 7s are pseudo-stopped. In other words, this means that 50 games have been added. After that, the reels swing up and down again, and if the RT is for 100 games, the reels 42L to 42R start to rotate forward and the game shifts to the main game. If the RT is for 150 games, the reels spin backward again and the white 7s are pseudo-stopped. In addition, the freeze game effect (pseudo game effect) of the effect display device 15, which is performed in synchronization with the pseudo stop display, also displays a display indicating a pseudo stop display of a line of white 7s (for example, displaying three white 7 symbols side by side) and a display indicating the award (addition) of 50 games (for example, displaying +50 games).

[0231] Even if Special Replay B (a combination of white 7, red 7, and watermelon that does not include three identical symbols lined up on a predetermined pay line; aiming for the white 7 results in a symbol combination where the white 7 fails to be pressed, such as white 7, white 7, and watermelon) wins, the game transitions to RT2, but the settings for freeze play, etc. are different. In this example, when Special Replay A wins, Special Replay B also wins, and Special Replay B can win regardless of the reel position (spin phase) at the time of the stop operation (if Special Replay A and Special Replay B are both wins, the game will win unless Special Replay A wins). However, in this embodiment, the guidance display on the effect display device 15 does not encourage players to aim for Special Replay B or indicate the correspondence between Special Replay B and RT2 (players who are not aware of the relationship between Special Replay B and RT2 may simply perceive Special Replay B as a "miss"). Special Replay B is not a specific feature associated with a specific bonus.

[0232] The sequence of games involved in freeze games is as follows: First, after a big bonus, if a player wins Special Replay A in RT1 during 20 games, a guide game is initiated in which the effect display device 15 displays a guide indicating that the player should aim for Special Replay A (white 7) and stop the reel. Here, when all the white 7s are displayed (Special Replay A wins), the effect display device 15 displays a display indicating the stop of the white 7s, a display indicating a transition to RT2, and a display indicating the award of 50 games as the period during which games can be played in RT2 (bonus game progress value). By operating to start the next game (start lever on), the freeze game is executed as described above.

[0233] On the other hand, if Special Replay A and Special Replay B are won at the same time in RT1, and Special Replay B wins instead of Special Replay A in the guide game, the effect display device 15 displays a display indicating that something good has happened to the player, even though the white 7 is not displayed as stopped (a V-shaped display: the value of the win is the same as Special Replay A, but since the white 7s are not lined up, a display indicating that the white 7s have been stopped and displayed is inappropriate and therefore is refrained from), a display indicating a transition to RT2, and a display indicating the award of 50 games as the period of RT2. In this example, this effect display is performed as a reversal achievement effect two seconds after the third stop in the guide game.

[0234] Furthermore, even if Special Replay B is displayed as a stopped symbol, by operating the next game (by turning on the start lever), a freeze game will begin with Special Replay B displayed as a stopped symbol. Here, if the number of RT games is 50, the reels will swing, then rotate forward, and the game will begin, just as it did with 50 games of Special Replay A. Furthermore, in a freeze game that starts with Special Replay B displayed as a stopped symbol, the reels will only rotate forward once, regardless of whether the number of RTs is 100 or 150. In addition, after the reverse rotation, the pseudo-stopped symbol displayed is Special Replay B, the same as before the reverse rotation. The freeze game effect on the effect display device 15, which is synchronized with the freeze game, displays a display indicating that something good has happened to the player (a V-shaped display) and a display indicating the addition (addition) of the number of uninstructed games (+50 games if the number of RTs for RT2 is 100, or +100 games if the number of RTs is 150).

[0235] That is, if special replay A (white 7s lined up), which is positively associated with "transition to RT2 if lined up" in the display of the effect display device 15 in the guide game, is won, special replay B is also won, so even if special replay A cannot be stopped (winning) due to a mistake in pressing the buttons, special replay B will be stopped (winning) and the game will transition to RT2. Here, to create excitement for the start of RT2 with an effect, a freeze game (pseudo game) is performed on the reel unit 41, but it is thought that the player's impression of the freeze game, etc. will be different when special replay A is stopped and when special replay A is not derived during the freeze game. In other words, when the symbol indicated in the guided game can be stopped and a relatively beautiful-looking special replay A (white 7s lined up) is derived, and when the symbol indicated in the guided game cannot be stopped and it is difficult to obtain RT2 based on the stopping pattern of the symbol alone (this cannot be understood by players who do not have knowledge of the slot machine 10), and an unattractive pattern (white 7s not lined up) is derived, it is thought that there is a big difference in the player's state of mind, even just in terms of whether or not they are confident of being awarded RT2 and are excited.

[0236] Furthermore, with regard to the freeze game effect of the effect display device 15 that is performed in response to freeze game, if, for example, a common pattern is observed both when special replay A is derived (stopped display) at the start of freeze game and when special replay A is not derived at the start of freeze game, even though special replay A (a line of white 7s) has not been derived, the same freeze game effect (displaying white 7s on the effect display device 15) as when special replay A is derived will be performed, which raises concerns that this may cause the player to feel uncomfortable with the freeze game effect, and ultimately with freeze game, etc.

[0237] Furthermore, when a freeze game is started in a state in which special replay B (for example, the appearance of a missing white 7) is displayed in a stopped state on reel unit 41 due to a mistake in timing or the like, it is conceivable to display a pseudo-stopped special replay A (a line of white 7s) after the reels have rotated in reverse, as if to recover from the mistake in timing. However, in this case, in order to display a pseudo-stopped special replay A (a line of white 7s) after the reels have rotated in reverse, the reels on which the symbol matching special replay A (a white 7) has been displayed in a stopped state and the reels on which the symbol deviating from special replay A (a white 7) has been displayed in a stopped state must be driven differently during the reels' reverse rotation, and further, processing must be performed to align the symbol matching special replay A (white 7s) (on all reels at the same time on a predetermined pay line) and display the pseudo-stopped symbol, which raises concerns about the complexity of the processing and ultimately leads to processing lag.

[0238] In this regard, in this embodiment, the freeze game effect is different depending on whether or not the special replay A (white 7s) has been derived. That is, if the special replay A (white 7s) has been derived at the start of the freeze game and the RT2 period is 100 games or more, the special replay A (white 7s) is pseudo-stopped and displayed in the freeze game. At that time, the effect display device 15 displays, as a freeze game effect, a display indicating that the special replay A (white 7s) has been derived and a display indicating that an additional 50 games will be added to the RT2 period. This strengthens the association between the special replay A (white 7s) of the reel unit 41 and the 50-game extension (addition) of the RT2 period.

[0239] On the other hand, for example, if special replay B has been derived at the start of freeze game, but special replay A (white 7s lined up) has not been derived, and the RT2 period is 100 games or more, special replay B (for example, the appearance of a missing white 7) will be pseudo-stopped and displayed in freeze game. In this case, the effect display device 15 will display, as a freeze game effect, an indication that an additional 50 games will be added to the RT2 period, without indicating that special replay A (white 7s lined up), thereby preventing the association between special replay A (white 7s lined up) of reel unit 41 and RT2 from becoming weaker.

[0240] Furthermore, for example, in the freeze game presentation when Special Replay A (white 7s) is not derived, even though Special Replay A (white 7s) could not be derived, it is possible to show a presentation (reversal achievement presentation) different from that when Special Replay A (white 7s) is derived, such as when RT2 is awarded due to a reversal, and it is possible to perform presentations that are in line with the player's state of mind. As a result, it is possible to improve the presentation quality and gameplay.

[0241] Additionally, in this embodiment in which three reels are operated and symbols constituting special replay A and the like are mechanically variably displayed, the behavior of each reel in the freeze game (operation control and processing related to the reel unit 41) is exactly the same whether or not special replay A (line of white 7s) is stopped and displayed when the freeze game starts. Therefore, control can be simplified compared to a configuration in which the behavior of the reel unit 41 in a freeze game started from a state in which special replay B (for example, the appearance of a missing white 7) is stopped and displayed, and is completely matched halfway through to the behavior of the reel unit 41 in a freeze game started from a state in which special replay A (line of white 7s) is stopped and displayed, using complex processing.

[0242] Furthermore, whether Special Replay A (white 7s) is displayed as a stopped symbol when a freeze game starts depends on whether the player was able to stop Special Replay A (white 7s) by operating stop switches 72, 73, and 74 in the previous game in which Special Replay A (white 7s) could be displayed as a stopped symbol. Therefore, it is quite possible that a combination of symbols other than "white 7s" will be displayed as a stopped symbol when a freeze game starts, and there are generally multiple combinations of symbols other than "white 7s." Therefore, in this configuration, for example, it is not necessary to control the behavior of the reel symbols in a freeze game that starts from a state in which Special Replay B is displayed as a stopped symbol to completely match the behavior of the reel symbols in a freeze game that starts from a state in which white 7s are displayed, thereby further reducing the complexity of the control. In addition, in this embodiment, the freeze game is performed using a reel unit 41 that drives three reels, and therefore, compared to a configuration in which the freeze game is performed in a simulated display on, for example, a liquid crystal display device, etc., the control required to match the patterns on the three reels while the patterns are rotating is more difficult, and the effect of suppressing the complexity of control is more pronounced.

[0243] Furthermore, although the control of the effect display device 15 is performed by the sub-control device 111 and the display control device 112, and the control of the reel unit 41 is performed by the main control device 131, the complexity of the control related to the freeze game is suppressed as described above, thereby reducing the burden on the main control device 131. Therefore, when a freeze game is performed, the main control device 131 can reliably execute important processes such as the winning / losing lottery (reducing the processing burden during the corresponding period and avoiding adverse effects on controls other than the freeze game).

[0244] Furthermore, in games that can display Special Replay A (white 7s), a guide game is generated to guide the player to aim for the "white 7" symbol on the reels, which corresponds to RT2, to display the symbol, and the timing to display Special Replay A (white 7s) can be reliably communicated to the player. Even if the guide game is generated and the stop switch is operated, if the timing of the operation is not right, the "white 7s" may not be displayed, and the original enjoyment of a slot machine with a stop switch, in which the player aims for the "white 7" to display it, can be maintained.

[0245] Furthermore, with regard to the guidance game effects performed by the effect display device 15 etc. in response to the guidance game, when Special Replay A (white 7s) is displayed as stopped during the guidance game, an effect (displaying white 7s) is performed to indicate that the white 7s have been displayed as stopped, and when Special Replay B is displayed as stopped during the guidance game, an effect indicating that the 7s have been displayed as stopped is not performed (a V-shape is displayed as a reversal achievement effect after a failure effect). This avoids the sense of incongruity (worry that a bug may have occurred) that would result from deriving a guidance game effect corresponding to the stopped display of Special Replay A (white 7s) even though RT2 has been won and Special Replay A (white 7s) has not been displayed as stopped. Furthermore, for example, it is also possible to derive an effect in which a mission in the guidance game effect is failed at least once, thereby improving the presentation quality.

[0246] In addition, even in a situation where the guide game effect is not clearly visible by operating the stop switch as quickly as possible in the guide game, a freeze game is performed in which the effect cannot be skipped by operating the start lever 71 of the next game, so it is possible to reliably inform the player that RT2 has been won in the freeze game. Therefore, it is possible to avoid a situation where an opportunity to inform the player that RT2 has been won is lost, and the details of RT2 can be reliably communicated to the player.

[0247] In addition, the guide game is also derived when a fake replay is won that does not transition to RT2. Therefore, when the guide game is derived, a freeze game is always derived, and it is possible to avoid simple gameplay such as transitioning to RT2, thereby improving the gameplay of the guide game.

[0248] Furthermore, the guide game is only performed when Special Replay A is won (when Special Replay B is won simultaneously) or when Fake Replay is won. Therefore, even if RT2 is not won, it is possible to derive a mode similar to Special Replay A in the guide game (pulling the White 7 into the activated line with the first and second stops). In other words, even when a Fake Replay is won, the reels can be stopped and displayed until the White 7 is ready. Therefore, in the guide game, players can play in the hope that the White 7s will be stopped and displayed until the last reel to be stopped and displayed is stopped.

[0249] Furthermore, in both the Special Replay B mode and the Fake Replay mode, if the stopping operation is performed at a time when a white 7 is stopped and displayed on an active line, it may result in a miss of the white 7 (if the third stop is on the right reel 42R in Special Replay B, a white 7 will appear in the middle of the left and middle reels, and a white 7 will appear above or below the right reel frame. If the third stop is on the middle reel 42M in Special Replay B, a white 7 will appear in the middle of the left and right reels, and a white 7 will appear above or below the middle reel frame. If the third stop is on the left reel 42L, a white 7 will appear in the middle of the center and right reels, and above or below the left reel frame. If the third stop is on the right reel 42R in a fake replay, a white 7 will appear in the middle of the left and middle reels, and above or below the right reel frame. If the third stop is on the middle reel 42M in a fake replay, a white 7 will appear in the middle of the left and right reels, and above or below the middle reel frame. If the third stop is on the left reel 42L in a fake replay, a white 7 will appear in the middle of the center and right reels, and above or below the left reel frame. Therefore, a player who understands that a freeze game may occur even if the white 7s are not lined up in a guide game aiming for the white 7 (if Special Replay B is won) can operate the start lever 71 in the hope that a freeze game may occur in the next game, even if a fake replay is won, thereby improving the gameplay.

[0250] In addition, fake replays are also replay roles, and can be used to coordinate operations to start the next game in the guide game, making the game progress relatively smoothly.Furthermore, it can create a situation in which players can look forward to the occurrence of a freeze game in the next game.

[0251] In addition, the behavior at the start of a game in which a fake replay is won (until the third stop) is the same as the behavior at the start of a game in which a special replay A or B is won (until the third stop), so the player can proceed with the guided game without knowing in advance whether or not they have won RT2.

[0252] Furthermore, if Special Replay B, which is not simultaneously won with Special Replay A, is won, no guide play is derived in the game, and no instruction indicating a transition to RT2, such as a "V-shape," is given until the freeze play begins. This allows for a pattern in which a freeze play (sudden freeze play) suddenly begins without the player noticing the trigger for the transition to RT2 state, without the guide play being involved, thereby improving the playability of the freeze play. However, the freeze play presentation corresponds to a situation in which the granting of RT2 is instructed simply by the start of the freeze play (the transition to RT2 is instructed in the swinging state of pseudo-play motion 1), eliminating any sense of incongruity and allowing the game to proceed relatively smoothly. Furthermore, even for Special Replay B, the presentation can be improved by differentiating the presentation when it overlaps with Special Replay A (simultaneous wins) from when it does not overlap (single wins). In addition, when shifting to RT2, even if the special replay A (7 whites) is not stopped and displayed, the effect display device 15 displays a "V" as an auxiliary specific mode to teach the shift to RT2. Therefore, it is possible to reliably recognize that RT2 will be granted.

[0253] Furthermore, in freeze games with an RT2 period of 100 games or more, a pseudo-stop display is performed, which causes the changing display of the symbols to appear stationary. This further increases attention to the freeze game. By eliminating the sense of incongruity between the appearance of the symbols at the start of the freeze game (pseudo-stop game) in which such a notable pseudo-stop display is performed and the correspondence between the freeze game presentation, the effect of improving presentation and playability is more pronounced. In particular, in a configuration in which the appearance of the symbols at the start of the freeze game is maintained for a predetermined period (this is maintained even when the white 7s are aligned, but also when the white 7s are not aligned), or in which the behavior of the symbols is derived such that they move back and forth for a predetermined period based on the appearance of the symbols at the start of the freeze game, this effect is even more pronounced.

[0254] Furthermore, if the number of RT2 games is 150, a pseudo stop game (reverse rotation + pseudo stop display) will occur twice in a freeze game that starts with a line of white 7s. This allows for a more multi-stage presentation of an uplifting effect in which the content of the granted RT2 state steps up to become more advantageous for the player (the number of games played in a certain block gradually increases). Furthermore, the presentation display device 15 displays the number of added games corresponding to the current pseudo stop display and the total number of added games (accumulation display means), allowing the player to accurately grasp the situation in the freeze game.

[0255] In addition, at the timing when the second pseudo stop game occurs, the player is prompted to operate the start lever 71 (pseudo start operation input), and this operation triggers reverse rotation if successful, or returns to forward rotation if unsuccessful. Therefore, the player is invited to participate in the freeze game by operating the start lever 71, which can improve motivation to play.

[0256] Furthermore, by dividing the number of games with the awarded RT2 into multiple parts (for example, dividing 50 games into 20 games and 30 games), it is possible to give instructions or suggestions, thereby increasing the variety of the instructions or suggestions, and it is possible to dramatically derive a relatively long effect that informs the player of the content that has already been determined, as described above. In particular, by providing a freeze game, it is possible to reliably execute instructions and suggestions regarding RT2 in the freeze game, separate from the variable display of the symbols that follows the freeze game (main game). As a result, it is possible to improve the presentation, and ultimately to increase interest.

[0257] Furthermore, when RT2 (benefit state) starts, a freeze game is executed and the start of the game (variable display of symbols that are identification information; reel variation) is awaited regardless of whether the state of the reel unit 41 at the start of RT2 is special replay A or special replay B. This prevents a situation in which the variable display of identification information is consumed more quickly when special replay B is stopped and displayed at the start of RT2 than when special replay A is stopped and displayed. In other words, it prevents a situation in which a player who prioritizes time efficiency selects the stopped display of special replay B solely for the sake of time efficiency, and allows the player to enjoy the series of effects leading to special replay A without any worries.

[0258] In the first embodiment, when the pseudo game starts, the length of the freeze game instructing the same content is the same when special replay A is stopped and when special replay B is stopped and displayed, or is shorter when special replay B is stopped and displayed (in the case of 150 games, the effect accompanied by the operation guide display; the start of the second reverse rotation is omitted). However, it may be configured so that the freeze game when special replay B is stopped and displayed is longer. In this case, from the standpoint of time efficiency, it is preferable that special replay A is stopped and displayed, and the player can be genuinely happy that special replay A has been derived. Note that the freeze game when special replay B is stopped and displayed may be configured to be longer than the freeze game when special replay A is stopped and displayed, by including a reversal (resurrection) effect.

[0259] In this embodiment, the symbols are displayed as still symbols at the start of the game (specific variable display) in which the freeze game is executed. Furthermore, if RT2 is won, the freeze game will be executed even if a symbol (special replay B) different from the special replay A (white 7s) is displayed as still symbols at the start of the specific variable display. Therefore, the player's mood can be elevated at the start of the game (variable display of symbols), which is a timing when the freeze game may be executed, and the player operates the start lever 71 with all their heart (feelings). As a result, the gameplay can be improved. In addition, at the stage when the specific variable display is started, that is, at the start of the freeze game (pseudo game), the variable display of symbols (actual game) has not yet been performed (the lottery for winning combinations has ended when the start lever 71 is operated). Therefore, in a configuration in which the trigger for starting the display of changing patterns is based on a specified operation by the player (operation of the start lever 71), it is possible to allow sufficient time before the display of changing patterns begins, which may cause a frozen game (even if the player leaves their seat to go to the toilet or get a drink, there is no need to worry that the game will continue on its own), thereby improving convenience for the player.

[0260] Furthermore, in a freeze game presentation corresponding to a freeze game (a specific variable display in which a freeze game is performed) that is started with Special Replay A (white 7s lined up) displayed as stopped, a presentation showing the stopped display of Special Replay A (white 7s lined up) and a presentation showing the awarding of RT2 (transition to RT2) are derived, and in a freeze game presentation corresponding to a freeze game (a specific variable display in which a freeze game is performed) that is started with a combination of symbols (Special Replay B) that is different from Special Replay A (white 7s lined up) displayed as stopped, a presentation (a V-shaped presentation) that is different from the presentation showing the stopped display of Special Replay A (white 7s lined up) and a presentation showing the awarding of RT2 are derived. For this reason, in a freeze game presentation corresponding to a freeze game that starts with Special Replay A (white 7s lined up) stopped and displayed, the player is made to realize that Special Replay A (white 7s lined up) has stopped, creating more excitement, and an announcement that RT2 will be awarded is given, etc., and in a freeze game presentation corresponding to a freeze game that starts with Special Replay A (white 7s lined up) not stopped and displayed, since Special Replay A (white 7s lined up) is not stopped and displayed, the announcement that RT2 will be awarded is stopped (an announcement that roughly indicates that something good will happen is given), and an announcement that RT2 will be awarded is given, etc. In other words, presentations that do not match the corresponding relationship can be avoided, and the presentation necessary for the progress of the game can be left.

[0261] Furthermore, in a game in which Special Replay A wins, a first freeze game flag is set ON, and in a game in which Special Replay B wins, a second freeze game flag is set ON. The first freeze game flag and the second freeze game flag remain set until the next game is set. Therefore, at the start of a given game (when the start lever 71 is operated to start the game), it is possible to determine whether Special Replay A (a line of white 7s) was displayed as a stopped symbol in the previous game by checking the first freeze game flag. This makes it relatively easy to generate consecutive related effects that overlap the timing at which a line of white 7s (a specific feature) can be generated on the reel unit 41. Furthermore, it is possible to reliably avoid situations in which a display that resembles a specific feature is generated even when the specific feature has not been generated, giving the player a sense of incongruity. This can improve the presentation quality, etc.

[0262] Furthermore, in a configuration in which the result of the winning combination lottery (win / lose lottery) is indicated by the stopping mode of the symbols on the reel unit 41, the stopping mode of the symbols on the reel unit 41 is checked to confirm whether the symbol variable display has stopped normally. Here, information on whether the symbol stopping mode indicates a special replay A (a line of white 7s) is stored in the first freeze game flag (storage means) and this information is retained until the next variable display (game) is set. This eliminates the need to newly check the phase of the reels on the reel unit 41 when setting the next variable display. It is therefore relatively easy (simply by checking the storage means) to determine whether the symbol variable display (game) will start with the special replay A (a line of white 7s) stopped. This reduces the control burden when setting a variable display (game) in which a freeze game is performed.

[0263] In addition, in this embodiment, in the variable display (guide game) that can stop displaying special replay A (white 7s), special replay A and special replay B (white 7 miss, etc.) can be stop displayed, and if special replay A is not stop displayed, special replay B is stop displayed, and whether special replay A or special replay B is stop displayed, it is configured to transition to RT2. Therefore, in both the case where special replay A (white 7s) is stop displayed (a prize is won) and the case where special replay B (white 7 miss, etc.) is stop displayed (a prize is won), RT2 (a specific benefit) is awarded, but the freeze game and the freeze game presentation can be reliably different. In other words, in a variable display where Special Replay A (white 7s) can be stopped and displayed, it is possible to avoid a situation where RT2 is not awarded if Special Replay A cannot be stopped and displayed due to a mistake in the stop operation, and it is also possible to avoid a situation where the balance of the arrangement of multiple patterns becomes poor when the arrangement of the ``white 7'' pattern is increased so that Special Replay A (white 7s) can be stopped and displayed regardless of when the stop switch is operated, and it is possible to reliably distinguish and understand whether Special Replay A has been stopped and displayed.

[0264] In addition, when Special Replay A (a complete white 7) is displayed, the bonus awarded based on the stop display is the same as when Special Replay B (a missing white 7, etc.) is displayed (excluding the effects). In other words, both are replay roles, and there is no advantage to having either displayed. This prevents beginners and other players who are unable to stop the white 7s properly from suffering losses.

[0265] Furthermore, in this embodiment, when information that the power supply has been cut off is stored at the start (operation of the start lever 71) of a variable display (specific variable display) in which a freeze game is performed, and when information that the front door 12 is in an open state is stored, the freeze game mode and the freeze game presentation mode are configured to be different from the freeze game presentation mode corresponding to a freeze game in which the stopped pattern of the symbols at the start of the specific variable display is special replay A (alignment of white 7s) (a freeze game presentation corresponding to a freeze game corresponding to the stopped display of special replay B, i.e., a presentation in which a V shape is displayed). In other words, if a power outage (such as a power outage) or the front door 12 is opened between a specific variable display and the previous variable display (a variable display in which a guide game is performed), the slot machine 10 cannot grasp the operation performed on itself during that time, and in some cases, the stopped pattern of the reel symbols of the reel unit 41 may have changed. For this reason, even if memory information indicating the stop mode of the variable display before the specific variable display remains (even if the first freeze game flag is on), it is not certain whether the memory information is accurate. In this regard, by making the freeze game and freeze game effect different in mode from the freeze game effect corresponding to the specific variable display that is started in a situation where Special Replay A (white 7s lined up) is stopped and displayed, it is possible to prevent a situation where a freeze game effect corresponding to the stopped display of Special Replay A (white 7s lined up) is derived even though Special Replay A (white 7s lined up) is not stopped and displayed.

[0266] Furthermore, at the start of freeze play, there is no need to set up a process to determine the stopping state of the pattern at the start of a specific variable display just to know when a power outage has occurred or when the front door 12 has been opened, which prevents the process from becoming too complicated.

[0267] Furthermore, in freeze games, the operation of the three reels of the reel unit 41 is synchronized. That is, the start timing, rotation speed (acceleration), and stop timing are the same. This simplifies control. In particular, if a momentary power outage occurs during freeze games, the misalignment between the reels can be almost eliminated, and even if the reels are restarted without taking the misalignment into account, no adjustment or only minor adjustment is required.

[0268] (Second embodiment) The second embodiment will be described below. In the second embodiment, a push order role is provided that can be won by operating the stop switches 72, 73, and 74 in the correct order (operating in the same order as the set operation order), and an assist time (hereinafter referred to as "AT") is provided in which the push order for the push order role is taught. Note that the basic configuration of the slot machine 10 is the same as that of the first embodiment, so its description will be omitted and the same component names and component numbers will be used in the description. Also, the numerical values ​​of various settings described below can be changed as appropriate for each model.

[0269] The winning combinations in the second embodiment include cherries, watermelons, common bells, push-order bells (six types, 1 to 6), replays (two types, A and B), push-order replays (two types, A and B), fake replays, and misses. By lottery, for example, cherries and watermelons win together with a 1 / 64 chance, common bells (bells that don't matter when you press them) win with a 1 / 64 chance, push-order bells (total of 1 to 6) win with a 24 / 64 chance, replays (total of A and B) win with a 25 / 64 chance, fake replays (for example, a combination of replay, bell, and replay) win with a 5 / 64 chance, and misses win with an 8 / 64 chance. Replay A and replay B overlap (simultaneously) and win.

[0270] Furthermore, Push Order Replay A and B will win (overlap) at the same time as Replay A and B. However, the probability of winning Push Order Replay A (in this example, a line of white 7s) is 16 / 64, and the probability of winning Push Order Replay B (in this example, a line of red 7s) is 1 / 64, and Replay A and B may not overlap with Push Order Replay A and B. The number of medals paid out (awarded) when a minor winning combination is achieved is, for example, two cherries (four if there are two active lines), five watermelons, and nine common bells and push order bells. Fake Replay is a pattern in which, although it is possible to get the white 7 and red 7 to a ready state regardless of the order in which the stop switches are operated, it is impossible to get three of them together.

[0271] When the third stop occurs on the right reel 42R, the fake replay is controlled to align on the top line, when the third stop occurs on the center reel 42M, the fake replay is controlled to align on the line that slopes downward to the right, and when the third stop occurs on the left reel 42L, the fake replay is controlled to align on the bottom line. That is, first, when a stop operation is performed when the white 7 or its vicinity is displayed on the left reel, a replay appears on the top row of the left reel and a white 7 appears in the middle row of the left reel. Next, when a stop operation is performed when the white 7 or its vicinity is displayed on the center reel, a bell appears on the top row of the center reel and a white 7 appears in the middle row of the center reel. Finally, when a stop operation is performed when the white 7 or its vicinity is displayed on the right reel, a replay appears on the top row of the right reel and a white 7 appears on or below the frame of the right reel. For example, first, performing a stop operation when the white 7 appears on the left reel causes a replay to appear on the top row of the left reel and a white 7 to appear in the middle row of the left reel. Next, performing a stop operation when the white 7 appears on the right reel causes a replay to appear on the bottom row of the right reel and a white 7 to appear in the middle row of the right reel. Finally, performing a stop operation when the white 7 appears on the center reel causes a bell to appear in the middle row of the center reel and a white 7 to appear in the bottom row of the center reel. In other words, if you aim for the "white 7" on a winning line, you can get a winning combination on the center line (although there are some patterns where you can't get a winning combination depending on the button press order (so-called "2-win" patterns)), but you can't get a "white 7 combination" (because a fake replay is lined up behind the scenes). Furthermore, the area around the red 7 symbol has the same symbol configuration (arrangement) as the area around the white 7 symbol. If a fake replay is made, you can get a winning combination of red 7s, but you can't get three of them.

[0272] In this embodiment, the game states include a normal game state in which no push order instruction is given, an AT state in which the push order of the push order bell is instructed, and a specific AT state in which the push order for both the push order bell and the push order replay are instructed. The main control device 131 (RAM 153) also has a game state counter indicating the game state, which is set to "0" in the normal game state, "1" in the AT state, and "2" in the specific AT state. In this embodiment, even if the game state changes, the probability of winning a combination, including a replay, does not change. Furthermore, by inserting and operating the setting key into the setting key insertion hole 124, a hall manager or the like can set multiple stages that vary the probability of transitioning to the AT state, but even if the setting is changed, the probability of winning a combination, including a replay, does not change. The winning probability of a combination may be configured to vary depending on the game state or setting. In this case, setting determination can be made based on the winning probability of a combination.

[0273] In this embodiment, the game aims to transition from the normal gaming state to the AT state, where the player can expect an increase in the number of medals in hand, and ultimately to maintain the AT state for a long period of time. To transition from the normal gaming state to the AT state, it is necessary to win the AT transition lottery that is held when a small combination such as a watermelon or cherry is won (it is not necessary to win), or to play a specified number of games in the normal gaming state (reach the ceiling number of games).

[0274] The normal game state also includes a normal probability state in which the AT transition lottery is held under predetermined conditions, and a high probability state in which the AT transition lottery is held under more favorable conditions for the player. In the normal probability state, the AT transition lottery is won approximately 1% to 3% (Settings 1 to 6) when a watermelon is won, and 1% when a cherry is won. When the AT transition lottery is won, the number of AT precursor games (AT precursor game number), which is the period until the transition to the AT state, is determined. For example, the value of the AT lottery random number counter is obtained, and the AT lottery table is referenced to determine the number of AT precursor games as between 8 and 18 games. Once the number of AT precursor games is determined, a value corresponding to the AT precursor game number counter is set, indicating the number of AT precursor games. Additionally, in this embodiment, when the AT lottery is won directly when a watermelon or cherry is won, 50 games are awarded as the initial number of games in the AT state with a probability of approximately 95%, 100 games are awarded with a probability of approximately 4%, and 150 games are awarded with a probability of approximately 1%. When the initial number of games in the AT state is determined, a value corresponding to an AT game number counter is set as a remaining amount storage means indicating the remaining number of games in the AT state.

[0275] In addition to the AT game number counter, this embodiment also includes an untaught game number counter as an untaught amount storage means for storing the untaught amount of the remaining number of games in the AT state, and a taught game number counter as a taught amount storage means for storing the taught amount of the remaining number of games in the AT state. When the initial number of games in the AT state is determined, a value corresponding to the initial number of games in the AT state is set not only in the AT game number counter but also in the untaught game number counter.

[0276] Furthermore, an AT precursor flag is provided which is set to ON when the AT precursor starts (when the AT transition lottery is won) and is turned OFF when the value of the AT precursor game number counter is set to "0", and when the game starts with the AT precursor flag in the ON state, the value of the AT precursor game number counter is decremented by 1. In addition, the game state counter is set to "1" when the AT precursor flag is turned OFF, and is set to "0" when the value of the AT game number counter is set to "0".

[0277] Furthermore, the AT game number counter and the taught game number counter are counters that are decremented by 1 each time a game is played in the AT state, and even if the AT game number counter and the taught game number counter are set to a value other than "0," they are not decremented in the AT precursor. Furthermore, when the game ends while the game state counter is in the "1" state, the values ​​of the AT game number counter and the taught game number counter are decremented by 1. Incidentally, the value of the AT game number counter is determined by adding the value of the untaught game number counter and the value of the taught game number counter.

[0278] In addition, to transition from the normal probability state to the high probability state (the period considered to be the high probability state in the normal gaming state is also called the chance zone), it is necessary to win the high probability transition lottery that is held when a watermelon, cherry, or common bell is won. In this example, the high probability transition lottery is won in 20% to 25% (settings 1 to 6) when a watermelon is won (and the AT transition lottery is lost), in 25% to 33% (settings 1 to 6) when a cherry is won (and the AT transition lottery is lost), and in 3% to 5% (settings 1 to 6) when a common bell is won (and the AT transition lottery is lost). In this embodiment, the chance zone has a maximum of 10 game patterns, a maximum of 20 game patterns, and a maximum of 30 game patterns. When the chance zone is won with a watermelon, 10 games are selected with approximately 70%, 20 games with approximately 25%, and 30 games with approximately 5%. When the chance zone is won with a cherry or a common bell, 10 games are selected with approximately 99% and 30 games with approximately 1%. Once the number of games in the chance zone is determined, a value corresponding to a chance zone counter indicating the remaining period (number of games) in the chance zone is set. Additionally, if the high-probability transition lottery is won, the number of high-probability precursor games (high-probability precursor game number), which is the period until transition to the chance zone, is set (in this example, 8 to 16 games). Once the number of high-probability precursor games is determined, a value corresponding to a high-probability precursor game number counter indicating the number of high-probability precursor games is set.

[0279] If the value of the high-probability premonition game number counter is other than "0," the value of the high-probability premonition game number counter is subtracted by 1 each time a game is played. That is, a high-probability premonition flag is provided which is set to ON when the high-probability premonition starts (when the high-probability transition lottery is won) and is turned OFF when the value of the high-probability premonition game number counter is set to "0," and when a game starts with the high-probability premonition flag in the ON state, the value of the high-probability premonition game number counter is subtracted by 1.

[0280] In addition, when transitioning from the AT state to the normal gaming state, a ceiling game number lottery is performed to determine the ceiling game number by obtaining the value of a ceiling game number determination random number counter and referring to ceiling game number tables (for settings 1 to 6). For example, a first ceiling game number table in which 250 to 265 games are selected as the ceiling game number approximately 20% of the time, 500 to 520 games are selected as the ceiling game number approximately 40% of the time, and 750 to 777 games are selected as the ceiling game number approximately 40% of the time; a second ceiling game number table in which 250 to 265 games are selected as the ceiling game number approximately 50% of the time, and 500 to 520 games are selected as the ceiling game number approximately 50% of the time; and a third ceiling game number table in which 100 to 120 games are selected as the ceiling game number approximately 40% of the time, and 250 to 265 games are selected as the ceiling game number approximately 60% of the time; and it may be determined which ceiling game number table to refer to when drawing the ceiling game number lottery. Once the ceiling game number is determined, a value corresponding to a ceiling game number counter indicating the period (number of games) until the ceiling game number is selected is set. Furthermore, when drawing the ceiling number of games, the ceiling number of games table to be referenced is not determined at the same rate every time, but there are a first mode in which the first ceiling number of games table is more likely to be referenced and the third ceiling number of games table is not, a second mode in which the second ceiling number of games table is more likely to be referenced, and a third mode in which only the third ceiling number of games table is referenced.When drawing the ceiling number of games, if the previous mode was the first mode, the current mode will be the first mode with approximately 50% probability and the second mode with approximately 50% probability; if the previous mode was the second mode, the second mode with approximately 70% probability and the third mode with approximately 30% probability; and if the previous mode was the third mode, the third mode with approximately 30% probability, the first mode with approximately 60% probability and the second mode with approximately 10% probability.

[0281] When the ceiling game number is reached (the value of the ceiling game number counter becomes "0"), the number of AT precursor games (here, 8 to 18 games) is determined. As described above, when the AT precursor game number is determined, a value corresponding to the AT precursor game number counter is set. The ceiling game number counter is a counter that is decremented by 1 each time a game is played in the normal gaming state. In other words, the gaming state counter is set to "0" at the start of the normal gaming state (when the value of the AT game number counter is set to "0") and is set to "1" when the value of the ceiling game number counter is set to "0", and when a game starts in this state, the value of the ceiling game number counter is decremented by 1.

[0282] In the chance zone (high probability state in normal game mode), the AT transition lottery is won in approximately 33% of cases when a watermelon is won, approximately 50% of cases when a cherry is won, approximately 20% of cases when a common bell is won, approximately 50% of cases when a push-order bell is won, and approximately 5% of cases when a push-order bell is won but no prize is won. If the value of the chance zone counter is other than "0," the value of the chance zone counter is decremented by one each time a game is played. In other words, a chance zone mid-flag is provided that is set to "on" at the start of the chance zone (when the value of the high probability premonition counter becomes "0" and the high probability premonition flag is decremented) and decremented at the end of the chance zone (when the value of the chance zone counter becomes "0" or the AT transition lottery is won). When the game starts with the chance zone mid-flag in the on state, the value of the chance zone counter is decremented by one.

[0283] In addition, in this embodiment, if the AT transition lottery is won in the chance zone, the next game will transition to the AT state without any AT precursor. That is, the chance zone flag is turned off, and the game state counter value is set to "1." Furthermore, in this embodiment, if the AT state is won in the chance zone, regardless of the winning combination, 50 games will be awarded in approximately 90% of cases, 100 games in approximately 8% of cases, 150 games in approximately 1% of cases, and 200 games in approximately 1% of cases. When the initial number of games in the AT state is determined, a value corresponding to the AT game number counter is set. Note that, as a modified example, even if the AT transition lottery is won in the chance zone, the transition to the AT state may be made after an AT precursor is intervened. Furthermore, if the push order replays A and B are won in the chance zone, the push order of the push order replays A and B (which may be all or part of the push order replays, or a configuration in which all patterns and some patterns exist) may be instructed, and the transition to the AT state may be made if the push order is correct (if the push order replays A and B are won). Alternatively, the system may be configured to indicate that a button press replay has been established and transition to the AT state if the answer is correct.

[0284] In the AT precursor, a lottery is held to determine the number of games to be played in the AT state (number of AT games). In this example, when a watermelon is won, there is an approximately 50% chance of winning 50 additional games, when a cherry is won, there is an approximately 80% chance of winning 30 additional games, when a common bell is won, there is an approximately 80% chance of winning 10 additional games, when a push order bell is won, there is an approximately 25% chance of winning 10 additional games, when a miss is won, there is an approximately 50% chance of winning 10 additional games, and when replay A or B is won, there is an approximately 20% chance of winning 10 additional games. When an additional AT game number is won, the corresponding values ​​are added to the AT game number counter and the uninstructed game number counter.

[0285] However, the fact that the additional lottery has been won in the AT precursor is not indicated in the AT precursor (although it may be indicated in this example), but is instead indicated or suggested in the AT start freeze game executed at the start of the AT state, which will be described in detail later. Also, in this embodiment, when the AT is won in the chance zone, there is no AT precursor (the AT state starts in the next game), whereas when the AT lottery is won when a watermelon or cherry is won in the normal probability state of the normal game state (other than the chance zone), or when the ceiling number of games is reached, the AT precursor is set to 8 to 18 games (the AT win is indicated before the final game, and the AT state begins from the game after the final game), and during this time, the number of games in the AT state is likely to be increased, and although a relatively small number of games is likely to be selected initially, taking into account the increase in the number of games during the AT precursor period, the number of games remaining in the AT state at the start of the AT is likely to be relatively large.

[0286] In the high probability premonition, a lottery is held to add (promote) the number of games in the chance zone. In this embodiment, if a player wins the 10-game chance zone, there is a 5% chance when a watermelon is won and a 5% chance when a cherry is won to promote to a 20-game chance zone, if a player wins the 20-game chance zone, there is a 1% chance when a watermelon is won and a 1% chance when a cherry is won to promote to a 30-game chance zone, if a player wins the 30-game chance zone, there is a 1% chance when a watermelon is won and a 1% chance when a cherry is won to promote to an AT state (in this case, the AT premonition is 0 games, and the initial number of games is allocated in the same way as when a player wins the AT state in the chance zone).

[0287] Even if there is a high probability of a premonition, a lottery for transitioning to the AT will be held, and if the lottery for transitioning to the AT is won, the game will transition to the AT premonition (the high probability of a premonition flag will be turned off), and if the lottery for transitioning to the AT is not won, an additional lottery for the chance zone will be held.

[0288] In addition, as a modified example, the right to transition to the chance zone can be reserved and stored multiple times (in this modified example, this is handled by providing multiple high-probability premonition flags, but a counter can also be provided instead), and instead of a lottery to add (promote) the number of games in the chance zone for the high-probability premonition, if the AT transition lottery is not won, a high-probability transition lottery is held, and if the high-probability transition lottery is won, the high-probability premonition continues and another high-probability premonition flag can be set on (for example, when the chance zone expires and ends and the corresponding high-probability premonition flag is turned off, if the high-probability premonition flag that is turned on remains, the game will transition to the high-probability premonition (after a specified number of games)).

[0289] Furthermore, if a watermelon or cherry is won under normal probability conditions in the normal game state, regardless of whether or not the AT state or the chance zone (high probability state) has been won, the game transitions to a premonition effect state indicating that a transition to the AT state or the chance zone may occur. Therefore, even if the player is in the AT premonition (main AT premonition), the player cannot be certain whether or not they are actually in the AT state. Furthermore, in the premonition effect state, the results of the AT transition lottery and the high probability transition lottery are displayed by the final game of the AT premonition and the high probability premonition. Here, if the AT transition lottery and the high probability transition lottery have been won (main premonition effect), a display (success effect) is generated to instruct the player that the game will transition to the AT state or the chance zone (a display leading to success may be generated after a display leading to failure). On the other hand, if the AT transition lottery or the high probability transition lottery is not won (if it is a fake premonition effect), a display (failure display) is generated to inform the player that they were unable to transition to the AT state or chance zone.

[0290] Incidentally, there may be provided an effect of transitioning to the AT state when a win is instructed, an effect of transitioning to a chance zone (high probability state) when a win is instructed, and an effect in which it is unclear which state to transition to. Also, if a watermelon or cherry is won in a normal probability state in the normal game state and the AT transition lottery and the high probability transition lottery are lost, a fake effect lottery is held to determine whether or not to transition to the premonition effect state (fake premonition effect), and if a fake premonition effect is won, or a configuration may be adopted in which the premonition effect state (fake premonition effect) is always performed even if a watermelon or cherry is won in a normal probability state in the normal game state and the AT transition lottery and the high probability transition lottery are lost, but a short number of games (for example, 2 to 18 games) is likely to be selected.

[0291] In the AT state, a lottery is held to add the (remaining) number of games in the AT state (the number of AT games), and a specific AT transition lottery is held to determine whether to transition to a specific AT state (which can be considered a high-probability AT state in which the lottery to add the number of AT games in the AT state is more favorable for the player). In this example, in the AT state, the add-on lottery is won in about 10% of cases when a watermelon is won and about 50% of cases when a cherry is won. In the case of a watermelon-triggered add-on win, 30 games are added in about 90% of cases, and 50 games are added in about 10% of cases. In the case of a cherry-triggered add-on win, 10 games are added in about 90% of cases, 20 games are added in about 5% of cases, and 30 games are added in about 5% of cases. When the number of AT games is added in the AT state, the effect display device 15 or the like basically informs the player that an add-on (including the number of added games) has been added in that game. In other words, if a player wins an additional AT game number, a value corresponding to the additional number is added to the AT game number counter and the uninstructed game number counter, and then, when setting the additional game number to be instructed, a value corresponding to the additional game number to be instructed is subtracted from the uninstructed game number counter, and a value corresponding to the additional game number is added to the instructed game number counter.

[0292] In this embodiment, in the AT state, even if you win the push order bell, there is a 3% chance that you will win the bonus lottery (if you win, there is a 100% chance that 10 games will be added). However, you will not be informed that you have won the bonus lottery (values ​​corresponding to the bonus will be added to the AT game number counter and the uninstructed game number counter).

[0293] In addition, the specific AT transition lottery is won 30% of the time when a watermelon is won (and the additional lottery is lost), 10% of the time when a cherry is won (and the additional lottery is lost), and 5% to 15% of the time when a common bell is won (settings 1 to 6). In this embodiment, the specific AT state is 10 games. When the specific AT transition lottery is won, the value of the game state counter is set to "2" corresponding to the specific AT state (in other words, during the specific AT state, the remaining period of the AT state, i.e., the value of the AT game number counter, does not decrease). Furthermore, a value corresponding to "10 games" is set for the specific AT game number counter, which indicates the remaining period (number of games) of the specific AT state. In addition, the number of games (here, 1 to 4 games) of the specific AT precursor, which is the period until the transition to the specific AT state, is set. When the number of games of the specific AT precursor is determined, a value corresponding to the specific AT precursor game number counter, which indicates the remaining period (number of games) of the specific AT precursor, is set.

[0294] A specific AT precursor flag is provided which is set to ON at the start of the specific AT precursor period (when the specific AT transition lottery is won) and is turned OFF when the value of the specific AT precursor game number counter is set to "0." When a game starts with the specific AT precursor flag ON, the value of the specific AT precursor game number counter is decremented by 1. The specific AT game number counter is a counter which is decremented by 1 each time a game is played in the specific AT state, but is not decremented during specific AT precursors. In other words, when the game starts with the game state counter set to "2" (when the value of the specific AT precursor counter is "0" and the specific AT precursor flag is set to "1") and set to "1" when the value of the specific AT game number counter is set to "0," the value of the specific AT game number counter is decremented by 1.

[0295] In the specific AT state, a lottery is held to add to the number of AT games. In this specific AT state, not only the order in which to press the push order bells but also the order in which to press the push order replays A and B are instructed. The specific AT state is set to 10 games. Furthermore, the specific AT state is a game state that differs from the AT state (in the AT state, the game state counter is set to "1", and in the specific AT state, the game state counter is set to "2"), and even if a game is played in the specific AT state, the number of remaining games in the AT state is not subtracted. In addition, in an AT state that is not the specific AT state, an incorrect order is instructed for the push order replays A and B.

[0296] In this embodiment, in the specific AT state, there is a 100% chance of winning the bonus lottery when a watermelon is won, 100% when a cherry is won, 100% when a common bell is won, and 100% when push order replays A and B are won. Furthermore, when a watermelon-triggered bonus win occurs, 30 games are added at about 90% and 50 games at about 10%; when a cherry-triggered bonus win occurs, 10 games are added at about 50% of the time, 20 games at about 25% of the time, and 30 games at about 25% of the time to the number of AT games; and when a common bell-triggered bonus win occurs, 30 games are added at about 50% of the time, and 50 games at about 10% of the time. In addition, if you win an additional prize triggered by Push Order Replay A (7s in a row), there is an approximately 90% chance that 50 games will be added to the number of AT games, an approximately 5% chance that 100 games will be added, and an approximately 5% chance that 150 games will be added to the number of AT games.If you win an additional prize triggered by Push Order Replay B (7s in a row), there is an approximately 98% chance that 100 games will be added, an approximately 1% chance that 200 games will be added, and an approximately 1% chance that 300 games will be added to the number of AT games.

[0297] In addition to the pattern in which the number of games in the AT state is added, it may be configured so that there is a pattern in which the number of games in a specific AT state is added (for example, when a red 7 is won, the number of AT games is not added, but 10 games in the specific AT state are added, i.e., another set of the specific AT state is granted), or so that there is a pattern in which the number of remaining games in the specific AT state is reset (in a specific AT state of 10 games per set, the number is subtracted from the remaining 10 games, and if red 7s are lined up before the end of the final game, the set ends and the specific AT state resumes with the number of remaining games reset to 10).

[0298] In addition, when the number of AT games is added in a specific AT state, even if a watermelon trigger wins an additional 50 games, only an additional 30 games will be instructed (20 games will not be instructed), even if a cherry trigger wins an additional 20 or 30 games, only an additional 10 games will be instructed, and even if a common bell trigger wins an additional 20 games, only an additional 10 games will be instructed (for example, when a watermelon trigger wins an additional 50 games, a value corresponding to the addition of 50 games is added to the AT game number counter and the untaught game number counter, and then, when setting an instruction to instruct an additional 30 games, a value corresponding to 30 games is subtracted from the untaught game number counter, and a value corresponding to 30 games is added to the instructed game number counter).

[0299] In addition, as will be described in detail later, when the number of AT games is added as a result of winning Push Order Replay A and Push Order Replay B in a specific AT state, the content of the instruction (how to instruct the number of uninstructed games) differs depending on whether or not Push Order Replay A and B can be won. Furthermore, in order to win Push Order Replay A and Push Order Replay B in this embodiment, it is not only necessary to get the push order correct, but also to aim for the "white 7" and "red 7" and stop them on the valid line.

[0300] In addition, in this embodiment, in a specific AT state, there is a 25% chance that you will win the push order bell, and a 50% chance that you will win the bonus lottery even if you miss (if you win, there is a 100% chance that 10 games will be added). However, you will not be informed that you have won the bonus lottery (a value corresponding to the bonus will be added to the AT game number counter and the uninstructed game number counter).

[0301] Here, the AT start freeze processing as a pseudo game that is a process for executing an AT start freeze game at the start of the AT state and is performed in place of the freeze game processing of the reel control processing of the first embodiment will be described with reference to Fig. 27. In this embodiment, when the AT precursor game number counter is set to "0" and the AT precursor flag is turned off, and when the AT transition lottery is won in the chance zone, not only is the value of the game state counter set to "1", but the start freeze flag is also set to on.

[0302] First, in step S4101, it is determined whether the start freeze flag is set to ON. If the result of step S4101 is NO, the process ends. On the other hand, if the result of step S4101 is YES, the start freeze flag is turned OFF in step S4102. In the following step S4103, the start freeze flag, which indicates that the AT start freeze game is in progress, is set to ON.

[0303] Then, in step S4104, a pseudo stop symbol setting process is performed to determine the symbols to be pseudo-stopped for the player in the AT start freeze game. Here, the value of the untaught game number counter is checked, and if it is less than 100 games, "white 7" is determined; if it is 100 games or more but less than 200 games, "white 7" is determined in about 90% and "red 7" in about 10%; if it is 200 games or more, "white 7" is determined in about 80% and "red 7" in about 20%. If it is determined to be "white 7," the white 7 permission flag is set to ON, and if it is determined to be "red 7," the red 7 permission flag is set to ON.

[0304] In step S4105, the first freeze operation is set. That is, this is processing for causing the reels of the reel unit 41 to execute the first operation of the AT start freeze game, and in this example, the reels are rotated forward. In the following step S4106, the value of the freeze counter used for the AT start freeze control is set to "1", and in step S4107, a value corresponding to the time required for the reels to reach a predetermined speed is set for the freeze timer used for the AT start freeze control. Furthermore, in step S4108, a freeze start command is set to notify the sub-control device 111 that the AT start freeze game will begin.

[0305] After step S4108, in step S4109, a start freeze process is executed, which is a process for progressing the AT start freeze game. Here, the start freeze process will be described with reference to Figures 28, 29, and 30.

[0306] First, in step S4201 of Fig. 28, it is determined whether the start freeze flag is set to ON. If the answer to this question is affirmative in step S4201, it is determined in step S4202 whether the value of the freeze timer is "0." If the answer to this question is affirmative in step S4202, it is determined in step S4203 whether the value of the freeze counter is "1."

[0307] If the answer is YES in step S4203, that is, if the AT start freeze game has started and the reels are set to rotate forward at a predetermined speed, the freeze counter value is set to 2 in step S4304. Furthermore, in step S4305, a value corresponding to the longest time for which the reels will continue to rotate forward is set in the freeze timer.

[0308] Next, in step S4206, the sub-control device 111 is set with an "Aim for 7 command" that prompts the effect display device 15 to aim for either a white 7 or a red 7 and display the reels as stopped, and then this processing ends. The aim for 7 command also includes information on whether to aim for a white 7 or a red 7, and when setting the command, it is confirmed that one of the white 7 permission flag and the red 7 permission flag is set to on. Note that the system may be configured so that when the white 7 permission flag is set to on, a guidance display indicating that the effect display device 15 should aim for a red 7 and display the reels as stopped may be derived, or when the red 7 permission flag is set to on, a guidance display indicating that the effect display device 15 should aim for a white 7 and display the reels as stopped.

[0309] If the determination in step S4202 is negative, i.e., if the upper limit of the period for continuing the predetermined processing state has not yet been reached, then in step S4207 it is determined whether the value of the freeze counter is 2. If the determination in step S4207 is positive, i.e., if a guide display urging the player to stop displaying the white 7 or red 7 has been generated, then in step S4208 it is determined whether the stop switch has been operated.

[0310] If a negative determination is made in step S4208, this process is terminated. On the other hand, if a positive determination is made in step S4208, in step S4209, if the reel corresponding to the operated stop switch is spinning, a process is executed to cause the reel to appear pseudo-stopped (to appear pseudo-stopped). Note that, since the AT start freeze game is in progress, the reel is not displayed as stopped (completely stopped), but continues to move slightly to make it appear as if it is stopped (to appear pseudo-stopped). Furthermore, even in this pseudo-stopped display, slip control may be performed in the same way as when the reel is displayed as stopped when a predetermined combination is achieved in the first embodiment. That is, for example, when the white 7 permission flag is set to on, if the white 7 of the relevant reel is located on an active line (if a white 7 is already pseudo-stopped on a predetermined active line on another reel, the white 7 of the relevant reel is located on said predetermined active line), then basically it will be displayed as pseudo-stop, but if the white 7 of the relevant reel is shifted one to four symbols behind the active line (said predetermined active line) (it is located in a position where it will be one to four symbols behind the symbol currently on the predetermined row of the active line and will be located on said predetermined row of the active line), then the reel will be rotated (slid) an extra time in the forward direction until the white 7 reaches the active line (said predetermined active line). However, if the white 7 or red 7 corresponding to the turned-on white 7 permission flag or red 7 permission flag deviates by more than four symbols from an active line (the first of the three reels is any active line, the second is an active line that can result in a tenpai, and the third is an active line that can result in a doublet in a straight line), the reels will be pseudo-stopped at that position (the white 7 or red 7 corresponding to the turned-on white 7 permission flag or red 7 permission flag will not necessarily be pseudo-stopped on a predetermined active line). This allows the player to play as if they were playing a normal game, even during freeze play.

[0311] After step S4209, in step S4210, it is determined whether all reels have been pseudo-stopped. If the determination in step S4210 is negative, it is determined in step S4211 whether the reel that has been pseudo-stopped is the first of three reels. If the determination in step S4211 is positive, in step S4212, a first pseudo-stop command is set to the sub-control device 111 indicating that a pseudo-stop has been displayed for the first reel, and then this processing ends. Note that the first pseudo-stop command includes information as to whether the target white 7 and red 7 have been pseudo-stopped (on an active line).

[0312] If a negative determination is made in step S4211, then in step S4213 it is determined whether the reel that has been pseudo-stopped is the second of the three reels. If a negative determination is made in step S4213, for example, if the stop switch has been operated but the reel corresponds to a reel that has already been pseudo-stopped, then the process is terminated. On the other hand, if a positive determination is made in step S4213, then in step S4214 a second pseudo-stop command is set to the sub-control device 111 indicating that a pseudo-stop has been made for the second reel, and then the process is terminated. Note that the second pseudo-stop command includes information as to whether the target white 7 and red 7 have been pseudo-stopped (on a pay line) in a tenpai form (two white 7s or two red 7s have been pseudo-stopped on a predetermined pay line).

[0313] Furthermore, if a positive determination is made in step S4210, i.e., if all reels are pseudo-stopped, then in step S4215 of Fig. 29, it is determined whether red 7s are aligned on a predetermined pay line (whether pseudo-stopped) or not. If a positive determination is made in step S4215, then in step S4216, the value of the untaught game number counter is subtracted by 100, and the value of the taught game number counter is added by 100. In other words, in this embodiment, the pseudo-stop display of a red 7 symbol once in an AT start freeze game corresponds to the addition of 100 AT games (the ownership being taught).

[0314] In the following step S4217, a red 7 alignment command is set to the sub-control device 111 to notify that a red 7 alignment has occurred. Upon receiving the red 7 alignment command, the sub-control device 111 derives a display on the effect display device 15 indicating that the red 7s have aligned (for example, displays red 7s), and also derives a display indicating that an additional 100 games have been added. The instructed number of AT games is displayed on the effect display device 15 as the number of remaining AT games.

[0315] After step S4217, in step S4218, the freeze counter is set to "3." Furthermore, in step S4219, a value corresponding to the time for which the aligned 7s will be maintained is set in the freeze timer. Thereafter, in step S4220, freeze operation 2 (pseudo stop; maintaining a slightly oscillating state) is set, and this processing ends. Note that in this embodiment, the guidance game is performed from the time when a guidance display is displayed encouraging the player to aim for a white 7 or a red 7 and display it as a stopped symbol, until the three reels are displayed as a pseudo-stop symbol.

[0316] Furthermore, if a negative determination is made in step S4215, it is determined in step S4221 whether or not the white 7s are aligned on a predetermined pay line (whether or not they are displayed as a pseudo-stop). If a positive determination is made in step S4221, the value of the untaught game number counter is subtracted by 50, and the value of the taught game number counter is added by 50 in step S4222. In other words, in this embodiment, the pseudo-stop display of the white 7 symbol once in the AT start freeze game corresponds to the addition of 50 AT games (the ownership is taught).

[0317] In the next step S4223, a white 7 command is set to the sub-control device 111 to notify the occurrence of a line of white 7s. Upon receiving the white 7 command, the sub-control device 111 causes the effect display device 15 to display a display indicating that the white 7s have been lined up (for example, displaying white 7s), and also to display a display indicating that 50 games have been added.

[0318] After step S4223, in step S4218, the freeze counter is set to "3", in step S4219, a value corresponding to the time for which the 7-line state is to be maintained is set in the freeze timer, and in step S4220, freeze operation 2 (pseudo-stop; maintaining a slightly swaying state) is set, and this process ends.

[0319] Also, if a negative determination is made in step S4221, that is, if the white 7 or red 7 is not displayed as a pseudo-stop in the effect (guide game) in which the stop switch is used at the beginning of the AT start freeze game to display a pseudo-stopped white 7 or red 7, in step S4224, 50 is subtracted from the value of the untaught game number counter and 50 is added to the value of the taught game number counter. In other words, in this embodiment, when transitioning to the AT state, a minimum of 50 games is granted as the period of the AT state (the initial number of games is at least 50 games).

[0320] Furthermore, in step S4225, an inconsistency command is set to the sub-control device 111 to inform it that neither the white 7 nor the red 7 have lined up. Upon receiving the inconsistency command, the sub-control device 111 derives a display on the effect display device 15 indicating that 50 games have been added. Since the white 7 and the red 7 have not lined up, the effect display device 15 does not display the white 7 or the red 7, but may derive a display to excite the player (for example, displaying the letter "V") in response to the start of the AT state and the awarding of 50 games. In the AT state, the effect display device 15 basically continues to display the number of games remaining in the AT (except during the effect that uses the entire display unit).

[0321] After step S4225, in step S4226, the freeze counter value is set to "4", and in step S4227, the freeze timer is set, and then in step S4220, freeze operation 2 (pseudo stop) is set, and this process ends. Note that the set time in step S4227 is very short (for example, 0.1 seconds).

[0322] Furthermore, if a negative determination is made in step S4203 of FIG. 28, then in step S4228, it is determined whether the freeze counter value is "2." If a positive determination is made in step S4228, that is, when the reels are in a pseudo-stop state (a state in which all reels maintain a pseudo-stop state) and the effect display device 15 is displaying a guide effect display (such as that shown in FIG. 26(j)) encouraging the player to aim for either the white 7 or the red 7 to be displayed as a stop, and the freeze timer value is set to "0" (e.g., 10 seconds have passed) without the stop switch operation being completed (all stop switches 72, 73, 74 are operated), then in S4229, a process is performed to display all reels 42L, 42M, and 42R as pseudo-stopped. In this process, the reels are displayed as pseudo-stopped in a manner that does not result in any winning combination. The manner of the pseudo-stopped display is determined appropriately depending on the reel position (phase) at the time the corrective pseudo-stop process is executed. After step S4229, the process proceeds to step S4215 in FIG. 29 described above.

[0323] As a modified example, when a white 7 or red 7 corresponding to an ON white 7 permission flag or a red 7 permission flag is located on a predetermined pay line, it is displayed as a pseudo-stop at that position, and when it is shifted by one to four symbols, it is shifted to the predetermined pay line and displayed as a pseudo-stop, and when it is shifted by more than that, the reel is displayed as a pseudo-stop at that position (the white 7 or red 7 corresponding to an ON white 7 permission flag or a red 7 permission flag is not necessarily displayed as a pseudo-stop on the predetermined pay line). Furthermore, for example, it is also possible to always display a white 7 or red 7 corresponding to an ON white 7 permission flag or a red 7 permission flag as a pseudo-stop on the predetermined pay line.

[0324] Also, if a negative judgment is made in step S4228, then in step S4230 it is judged whether the value of the freeze counter is "3", i.e., whether the player has been able to operate the stop switch to cause a pseudo-stop display of white 7 or red 7.

[0325] If a positive determination is made in step S4230, the freeze counter value is set to "4" in step S4231. Furthermore, in step S4232, a lever reception command is set in the sub-control device 111 to cause the performance display device 15 to display an operation guide display (such as that shown in FIG. 25(f)) encouraging operation of the start lever 71. After step S4232, in step S4233, a time (for example, about 5 seconds) to wait for operation of the start lever 71 is set in the freeze timer, and then this processing is terminated.

[0326] If the determination in step S4207 is negative, then in step S4234 of Figure 30, it is determined whether the value of the freeze counter is "4", that is, whether the value of the freeze timer is not "0" and the predetermined symbol is displayed in a pseudo-stop state. If the determination in step S4234 is negative, then this process is terminated.

[0327] On the other hand, if an affirmative decision is made in step S4234, then in step S4235 it is decided whether or not the start lever 71 has been operated. If a negative decision is made in step S4235, that is, if operation of the start lever 71 has not been confirmed, then this process is terminated.

[0328] If the determination in step S4235 is affirmative, then in step S4236 it is determined whether a set of red sevens (double numbers) is pseudo-stopped. If the determination in step S4236 is affirmative, then in step S4237 it is determined whether the value of the untaught game number counter is equal to or greater than 100. If the determination in step S4237 is affirmative, then in step S4238 the value of the untaught game number counter is subtracted by 100 and the value of the taught game number counter is added by 100.

[0329] In the following step S4239, a setting is made to cause the reels to perform freeze operation 3-2 (reverse rotation of red 7). In this embodiment, a setting is made to make all reels rotate in the reverse direction at the specified speed exactly five times before causing a pseudo-stop display (that is, the reel unit 41 displays the same state as before the reverse rotation, and thus the red 7 is displayed pseudo-stop). Furthermore, in step S4240, a red 7 reverse rotation command is set in the sub-control device 111 to cause the effect display device 15 to perform a reverse rotation effect of red 7 (pseudo-stop game effect).

[0330] Then, in step S4241, the value of the freeze counter is set to "5." Furthermore, in step S4242, the time required for the reel reverse rotation effect is set in the freeze timer, and then this process ends. Note that the period from when the reels are displayed in a pseudo-stop state until they reverse and are displayed in a pseudo-stop state corresponds to pseudo-stop game.

[0331] Furthermore, if a negative determination is made in step S4236, then in step S4243 it is determined whether a set of white 7s (double numbers) is displayed as a pseudo-stop. If a negative determination is made in step S4243, i.e., if neither the white 7s nor the red 7s are displayed as a pseudo-stop, then this processing is terminated. On the other hand, if a positive determination is made in step S4243, then in step S4244 it is determined whether the value of the untaught game number counter is equal to or greater than "50." If a positive determination is made in step S4244, then in step S4245 it is determined whether the value of the untaught game number counter is equal to or greater than "100." If a negative determination is made in step S4245, then in step S4246 50 is subtracted from the value of the untaught game number counter and 50 is added to the value of the taught game number counter.

[0332] Furthermore, in step S4247, freeze operation 3-1 (reverse rotation of white 7) is set. In this embodiment, the setting is made such that all reels are rotated in the reverse direction at the specified speed exactly five times before a pseudo-stop display is made (i.e., the white 7 is pseudo-stopped). In the following step S4248, a reverse rotation command for white 7 is set to the sub-control device 111 to derive a reverse rotation effect of white 7 (pseudo-stop game effect) in the effect display device 15. Thereafter, in the above step S4241, the value of the freeze counter is set to "5", and in step S4242, the freeze timer is set, and then this processing ends.

[0333] Furthermore, if a positive determination is made in step S4245, i.e., if there are 100 or more uninstructed AT games with the white 7 displayed as a pseudo-stop symbol, then in step S4249, an upgrade lottery (for example, there is about a 1 / 4 chance of winning) is conducted to determine whether or not the symbol to be displayed as a pseudo-stop symbol after reverse rotation will be a red 7. In the following step S4250, it is determined whether or not the upgrade lottery has been won. If a negative determination is made in step S4250, the process proceeds to step S4246, where a process is executed to display the white 7 as a pseudo-stop symbol after reverse rotation.

[0334] On the other hand, if the result of step S4250 is affirmative, then in step S4251 the red 7 permission flag is set to ON and the white 7 permission flag is set to OFF. In the following step S4252, the value of the untaught game number counter is decremented by 100 and the value of the taught game number counter is incremented by 100. Furthermore, in step S4253, settings are made to execute freeze operation 3-3 (upgrade reverse rotation). In this embodiment, all reels are rotated in the reverse direction at a specified speed for exactly five revolutions, and then rotated in the same direction by 12 symbols before a pseudo-stop display is made (that is, from the state in which the white 7 is pseudo-stopped, the reels are rotated in the reverse direction and the red 7 is pseudo-stopped).

[0335] As shown in Figure 7, each reel has 21 symbols arranged at equal intervals (between the centers of the symbols) in the direction of rotation of the reel, and on each reel, from the white 7 symbol to the red 7 symbol, there is a 10 symbol offset in the forward direction of rotation of the reel (with 9 symbols between them), and there is a 11 symbol offset in the reverse direction of rotation of the reel (with 10 symbols between them).

[0336] In the next step S4254, an upgraded reverse rotation command is set in the sub-control device 111 to derive an upgraded reverse rotation effect in which the effect display device 15 reverses from the pseudo-stop display of white 7 and displays a pseudo-stop display of red 7. Thereafter, in the above step S4241, the value of the freeze counter is set to "5", and in step S4242, the freeze timer is set, and then this processing is terminated.

[0337] Also, if a negative judgment is made in step S4237 (if the number of uninstructed AT games is less than 100 with the red 7 displayed as a pseudo-stop), or if a negative judgment is made in step S4244 (if the number of uninstructed AT games is less than 50 with the white 7 displayed as a pseudo-stop), the process proceeds to step S4255 in Figure 28, and transitions to processing for ending the AT start freeze game. That is, in step S4255, the value of the freeze counter is set to "0", and in step S4256, settings are made to cause the reels to operate normally (forward rotation at a specified speed). In this embodiment, when the red 7 is displayed as a pseudo-stop, if the number of uninstructed AT games is 100 or more, the red 7 is displayed as a pseudo-stop again after the reels are rotated in reverse, but if the number is less than 100 games, the reels will not be rotated in reverse.If the red 7, which corresponds to an additional 100 games, is displayed as a pseudo-stop even once during one AT start freeze play period, the white 7, which corresponds to an additional 50 games, will not be displayed as a pseudo-stop thereafter.

[0338] Furthermore, in step S4257, a freeze end command is set to inform the sub-control device 111 of the end of the AT start freeze game. Upon receiving the freeze end command, the sub-control device 111 derives an effect display such as that shown in Fig. 25(c) on the effect display device 15. After step S4257, in step S4258, the start freeze in progress flag is turned off, and then this processing is terminated.

[0339] Also, if a negative determination is made in step S4230, then in step S4259 it is determined whether the value of the freeze counter is "4." If a positive determination is made in step S4259, that is, if at the beginning of the AT start freeze game (guide game), the player did not complete the operation of the stop switch within the derivation period of the guidance effect display, or if the operation was made but the white 7 and red 7 did not display as pseudo-stops, or if the player did not operate the start lever during the AT start freeze game (after the end of the pseudo-stop game) when the white 7 or red 7 was displayed as pseudo-stops, then the process proceeds to step S4255 above, and transitions to processing to end the AT start freeze game.

[0340] Furthermore, if a negative determination is made in step S4259, i.e., if the freeze counter value is "5," that is, if the reels 42L-42R have rotated in reverse and a white 7 or red 7 is displayed in a pseudo-stop state, then in step S4260 the freeze counter value is set to "3." That is, a setting is made to again derive an operation guide display. After step S4260, in step S4261, a value corresponding to the time during which the white 7 or red 7 is displayed in a pseudo-stop state (the time to give an impression of the pseudo-stop display and the time until the operation guide display) is set in the freeze timer, and then this processing ends.

[0341] If a negative determination is made in step S4201, then in step S4262 it is determined whether normal rotation is in effect. That is, it is determined whether the reels 42L-42R are rotating forward at a specified speed. If a negative determination is made in step S4262, then this process is terminated. On the other hand, if a positive determination is made in step S4262, then in step S4263 the start freeze end flag is set to ON, and then this process is terminated.

[0342] Returning to the explanation of Figure 27, after the start freeze processing in step S4109, it is determined in step S4110 whether or not the start freeze end flag is set to ON. If a negative determination is made in step S4110, the process proceeds to step S4109 (the start freeze processing in step S4109 is looped unless the AT start freeze game is completed). On the other hand, if a positive determination is made in step S4110, the start freeze end flag is turned OFF in step S4111, and then this process is terminated.

[0343] Next, the specific AT freeze processing for executing a specific AT freeze game that can be performed in the next game when white 7 (push order replay A) or red 7 (push order replay B) is won in the specific AT state will be explained with reference to Fig. 31. The specific AT freeze processing is performed after the AT start freeze processing, for example, when the start lever 71 is operated to start the game.

[0344] Before explaining the specific AT freeze processing, the processing of the specific AT state will be explained. In this embodiment, when the specific AT precursor game number counter is set to "0" and the specific AT precursor flag is turned off, the value of the game state counter is set to "2" and a specific AT start command is set to the sub-control device 111. Furthermore, when it is decided to transition to the specific AT state, the specific AT game number counter is set to a value corresponding to "10 games." When the game starts with the game state counter value of "2," the value of the specific AT game number counter is subtracted by "1." When the value of the specific AT game number counter becomes "0," the value of the game state counter is set to "1," and a specific AT end command is set to the sub-control device 111. In addition, in the specific AT state, the words "High probability of additional bonuses" are displayed on the left side of the display unit of the effect display device 15, and the words "Chance with winning a small prize" are displayed at the top of the display unit.

[0345] Also, as mentioned above, in the specific AT state, when a watermelon, cherry, or common bell is won, an instruction to add the number of games is always given, but the total number of games added based on the winning is not always given. Furthermore, when a push order bell or a miss is won, the number of AT games may be added, but this is not given. For this reason, in the specific AT state, the number of AT games that have not been taught is likely to accumulate.

[0346] In this embodiment, when the push order replay B is won in a specific AT state, the main control unit 131 outputs a push order replay B command including the push order for "red 7" to the sub control unit 111, and a display showing the push order for "red 7" is displayed on the performance display device 15.

[0347] In addition, if the push order replay A is won in a specific AT state, the main control unit 131 outputs a push order replay A command including the push order for "white 7" to the sub control unit 111, and a display showing the push order for "white 7" is displayed on the performance display device 15.

[0348] Furthermore, in a configuration in which a single stop display or pseudo stop display of push order replay A (white 7s lined up) is associated with an additional instruction of 50 games, the addition of the number of AT games triggered by winning push order replay A can be configured to be less than 50 games (20 games, 30 games), and when push order replay A is won in a specific AT state, it is determined whether the number of AT games that have not been taught, including the addition of the number of AT games triggered by winning push order replay A, is 50 games or more, and if the number of AT games that have not been taught, including the addition of the number of AT games triggered by winning push order replay A, is 50 games or more, a push order replay A command including the push order for "white 7" is output, and if it is less than 50 games, the output of the push order replay A command is stopped (the display indicating the push order for "white 7" is not derived).

[0349] Furthermore, in a specific AT state, a game in which push order replays A and B are displayed in a stopped state is not a pseudo (freeze) game but a real game, and the stopped display of push order replays A and B results in the winning of push order replays A and B. In this embodiment, when the winning of push order replays A and B is confirmed in a game in which push order replays A and B are won, the push order replay A winning flag or the push order replay B winning flag is set to ON. The settings of the push order replay A winning flag and the push order replay B winning flag are carried over until the game is set, which is performed when the lever is turned on to start the next game in the specific AT state, and are set to OFF uniformly after the game is set.

[0350] In addition, in order to win the push order replay A and the push order replay B of this embodiment, it is not only necessary to get the push order correct, but also to aim for the "white 7" and the "red 7" and stop them on the valid line. Therefore, even if you win the push order replay A and B and get the push order correct, the push order replay A and B may not be stopped and displayed. Also, even if the stop switches 72, 73, and 74 are operated when the white 7 or the red 7 is positioned 1 to 4 symbols behind the valid line, slip control is performed, and the white 7 or the red 7 is stopped and displayed on the valid line (if it is shifted by 5 symbols or more, slip control is not performed to position the white 7 or the red 7 on the valid line).

[0351] Furthermore, a freeze effect extension flag is provided to indicate whether or not push order replays A and B were awarded in the final game of the specific AT state. When push order replays A and B are awarded in the final game of the specific AT state and the push order replay A award flag or the push order replay B award flag is set to ON, the freeze effect extension flag is set to ON instead of turning OFF the ON push order replay A award flag or the push order replay B award flag. The setting of the freeze effect extension flag is carried over until the game setting, which is performed when the lever is turned ON to start the next game, and is set to OFF uniformly after the game setting. Furthermore, if a symbol is displayed as a static symbol in the final game of the specific AT state and the freeze effect extension flag is turned OFF, a command to instruct the sub-control device 111 to end the specific AT state is set. On the other hand, if a symbol is displayed as a static symbol in the final game of the specific AT state and the freeze effect extension flag is turned ON, the command to instruct the end of the specific AT state is not set.

[0352] In addition, in a specific AT state, even if a fake replay is won, a guide game is derived to stop and display the white 7 or red 7. Upon receiving a command to the effect that a fake replay has been won, the sub-control device 111 selects either the white 7 or the red 7, determines the push order to display, and derives this as a guide game display on the performance display device 15. Of course, even if you try to stop and display the white 7 or the red 7 as instructed in the guide game display, it is possible to reach a ready state, but it is impossible to line up all three.

[0353] As shown in Figure 31, the specific AT freeze processing first determines in step S4501 whether the freeze effect extension flag is set on or not, that is, whether push order replay A (7 whites lined up) or push order replay B (7 reds lined up) won in the final game of the specific AT state.

[0354] If a negative judgment is made in step S4501, in step S4502, it is judged whether the value of the game state counter is "2", that is, whether the specific AT state is present. If a negative judgment is made in step S4502, this process is terminated.

[0355] On the other hand, if the answer is YES in step S4502, then in step S4503, it is determined whether either the push order replay A winning flag or the push order replay B winning flag is set to ON. If the answer is NO in step S4503, then this process ends.

[0356] On the other hand, if a positive judgment is made in step S4503, or if a positive judgment is made in the above step S4501, in step S4505, it is determined whether the value of the uninstructed game number counter is "50" or more, that is, whether the number of AT games that the player owns but has not been instructed to own is 50 or more. If a negative judgment is made in step S4504, this processing is terminated. In this embodiment, if push order replay A is won, a minimum of 50 games will be added, and if push order replay B is won, a minimum of 100 games will be added. Therefore, a positive judgment is made in step S4504 unless an error state occurs.

[0357] If a positive determination is made in step S4504, then in step S4505 it is determined whether the value of the untaught game number counter is equal to or greater than 100. If a positive determination is made in step S4505, then in step S4506 it is determined whether the value of the untaught game number counter is equal to or greater than 200. If a negative determination is made in step S4506, that is, if the number of untaught AT games is equal to or greater than 100 but less than 200, then in step S4507 a first pseudo-stop symbol lottery process is performed to determine the symbol to be displayed in the next pseudo-stop. Here, there is approximately a 1 / 20 chance that a red 7 will be selected, and approximately a 19 / 20 chance that a white 7 will be selected.

[0358] Furthermore, if a positive judgment is made in step S4506, a second pseudo-stop symbol lottery process is performed in step S4508, in which a red 7 has about a 1 / 4 chance of being selected as the symbol to be displayed in the pseudo-stop next time, and a white 7 has about a 3 / 4 chance of being selected.

[0359] After steps S4507 and S4508, in step S4509, it is determined whether the symbol to be displayed as a pseudo stop next is a "white 7." If the determination in step S4505 is negative, or if the determination in step S4509 is positive, in step S4510, all reels are rotated in reverse, and then a pseudo stop is displayed as a white 7 (pseudo stop game is performed), and a white 7 reverse rotation setting is performed. Here, it is confirmed whether the push order replay A winning flag or the push order replay B winning flag is set to on, and if the push order replay A winning flag is set to on, the reels are rotated in the reverse direction at a predetermined speed for exactly five revolutions before a pseudo stop is displayed (white 7 → white 7). If the push order replay B winning flag is set to on, the reels are rotated in the reverse direction at a predetermined speed for five revolutions, and then the reels are rotated in the reverse direction for a further 10 symbols before a pseudo stop is displayed (red 7 → white 7). Furthermore, the size (circumference), number of symbols, spacing between symbols (centers of symbols), and spacing between white 7s and red 7s are all the same for all reels 42L, 42M, and 42R, and for any of reels 42L, 42M, and 42R, when a red 7 is displayed stopped on a designated effective line and the reel is rotated in the opposite direction by 10 symbols, a white 7 will be displayed stopped on the designated effective line.

[0360] After step S4510, in step S4511, a white 7 set flag is set ON, indicating that a white 7 will be displayed as a pseudo-stop symbol. In the following step S4512, the value of the untaught game number counter is subtracted by 50, and the value of the taught game number counter is added by 50. Thereafter, in step S4513, a white 7 reverse rotation command is set to sub-control device 111, instructing sub-control device 111 to display a white 7 as a pseudo-stop symbol after the reels have been rotated in reverse. Furthermore, in step S4514, a value corresponding to the time required for the operation of rotating the reels in reverse and displaying the pseudo-stop symbol is set in a freeze timer, and then the process proceeds to step S4520.

[0361] In the AT state, at the start of the game, the effect display device 15 displays a display that indicates that the remaining AT game count display, which indicates the value of the taught game count counter, is decremented by one. For example, if the value of the untaught game count counter is "0" and push order replay A is won in the final game of the specific AT state, and 100 games are added, and 50 games are taught to be added in the winning game of push order replay A, the number of untaught AT games in the next game will be 49. However, after the teaching of the addition of 50 games in the specific AT freeze game, a display that indicates that one game is decremented is displayed at the start of the game following the specific AT freeze game, so this does not result in an effect that is particularly unnatural.

[0362] If the result of step S4509 is negative, then in step S4515, all reels are rotated in reverse, and then a red 7 reverse rotation setting is performed to display a pseudo stop at red 7. Here, it is confirmed whether the push order replay A winning flag or the push order replay B winning flag is set to on, and if the push order replay B winning flag is set to on, the reels are rotated in the reverse direction at a predetermined speed for exactly five revolutions before a pseudo stop is displayed (red 7 → red 7), and if the push order replay A winning flag is set to on, the reels are rotated in the reverse direction at a predetermined speed for five revolutions, and then the reels are rotated in the same reverse direction for 12 symbols before a pseudo stop is displayed (white 7 → red 7).

[0363] After step S4515, in step S4516, a red 7 set flag is set ON, indicating that a red 7 will be displayed as a pseudo-stop symbol. In the following step S4517, the value of the untaught game number counter is subtracted by 100, and the value of the taught game number counter is incremented by 100. Thereafter, in step S4518, a red 7 reverse rotation command is set to sub-control device 111, instructing sub-control device 111 to display a pseudo-stop symbol after the reels have been rotated in reverse. Furthermore, in step S4519, a value corresponding to the time required for the reels to be rotated in reverse and the pseudo-stop symbol to be displayed is set in a freeze timer, and the process proceeds to step S4520.

[0364] Furthermore, even if push order replays A and B have never been won in the specific AT state, the freeze effect extension flag is set to ON, and if the number of uninstructed games is 50 or more, the reels may be configured to be rotated in reverse from a state in which a symbol other than a white 7 or a red 7 is displayed in a stopped state, and a pseudo-stop display may be displayed in the form of the symbol before the reverse rotation. In this case, the pseudo-stop game effect (pseudo-stop game display) performed by the effect display device 15 in response to the pseudo-stop display may be configured to display "V" and an additional XX game.

[0365] In step S4520, it is determined whether the value of the freeze timer is "0." The freeze timer is updated by a fixed value at regular intervals in a separate process. If a negative determination is made in step S4520, the process returns to step S4520. On the other hand, if a positive determination is made in step S4520, it is determined in step S4521 whether the specific AT freeze end flag is set on. If a negative determination is made in step S4521, it is determined in step S4522 whether the value of the untaught game number counter is "50" or greater. If a positive determination is made in step S4522, the process proceeds to step S4505, where the reels are rotated in reverse and a pseudo-stop display of a white 7 or red 7 is performed.

[0366] Also, if the result of step S4522 is negative, that is, if there are not enough uninstructed AT games remaining to pseudo-stop the white 7 associated with the 50-game addition, the specific AT freeze end flag is set to ON in step S4523. Furthermore, in step S4524, the reels 42L to 42R are set to operate normally (forward rotation at a specified speed).

[0367] Next, in step S4525, it is determined whether the freeze effect extension flag is set on. If the determination is affirmative in step S4525, that is, if the effect announcing the end of the specific AT state has not yet been performed, the freeze effect extension flag is turned off in step S4526. Furthermore, in step S4527, a specific AT end effect addition command is set to the sub-control device 111 to derive the specific AT end effect, and in step S4528, a value corresponding to the time taking into account the specific AT end effect is set in the freeze timer, and then the process proceeds to step S4520. Also, if the determination is negative in step S4525, the process proceeds directly to step S4520.

[0368] Also, if a positive determination is made in step S4521, then in step S4529 it is determined whether or not the reels 42L-42R are spinning normally. If a negative determination is made in step S4529, then the process proceeds to step S4520. On the other hand, if a positive determination is made in step S4529, then in step S4530 the specific AT freeze end flag is turned off, in step S4531 the push order replay A winning flag and the push order replay B winning flag are turned off, and in step S4532 the white 7 set flag and the red 7 set flag are turned off, and then this process ends.

[0369] In the second embodiment, in the specific AT state, when a watermelon, cherry, or common bell is won, some of the number of added games may not be instructed, and when a push order bell or a miss is won, the number of added games is not instructed, but when a combination other than push order replay A or B is won and the number of games is added, the entire number of added games may be instructed. Furthermore, in the specific AT state, when push order replay A or B is won, the number of added games awarded based on that win may be grasped when setting up the freeze game for the next game, and in the freeze game (freeze game presentation), only the number of added games based on the win of push order replay A or B may be instructed.

[0370] In addition, in the second embodiment, the minimum number of games added by winning the push order replay A is the same as the minimum number of games instructed by the stop or pseudo-stop display of the push order replay A, and the push order of the push order replay A is always navigated. However, for example, even if the push order replay A is won in a specific AT state, the number of added AT games may be less than 50. If the number of uninstructed games at the time of winning the push order replay A is less than 50, the push order of the push order replay A may not be navigated. In this case, while adhering to the rule that 50 or more AT games are awarded when the push order replay A is stopped and displayed in the specific AT state, the probability of winning the push order replay A in the specific AT state is set high, thereby making it easier to generate a freeze game in the specific AT state. In other words, because the specific AT state is finite (for example, 10 games), there is a concern that lowering the probability of winning the push order replay A (and B) will significantly reduce the probability of a freeze game occurring. On the other hand, if the probability of winning Push Order Replay A (and B) is increased, there is a concern that the probability of transitioning to a specific AT state will decrease. Furthermore, if the number of AT games awarded when Push Order Replay A (white 7s) is displayed as a stop sign is reduced, there is a concern that even though Push Order Replay A (white 7s) is displayed as a stop sign with a relatively flashy effect, the bonus awarded will not be as expected, which will reduce the player's interest. In this regard, by reducing the number of games awarded when Push Order Replay A is won in a specific AT state (20 or 30 games) to less than the number of games awarded when white 7s are displayed as a stop sign (50 games), the number of opportunities to display Push Order Replay A as a stop sign is increased. However, if the number of games that can be taught is insufficient to match the number of games corresponding to a white 7, Push Order Replay A will not be displayed as a stop sign (it will simply not be navigated, and it is possible to achieve it by guessing the push order and aiming for the white 7). This can alleviate the above concerns.

[0371] In addition, in a freeze game in a specific AT state, the reel state at the start of the freeze game and the pseudo stop state may be different (for example, white 7 → red 7). However, the reel state at the start of the freeze game and the pseudo stop state may always be the same. Furthermore, in a specific AT state, if push order replays A and B are won but push order replays A and B are not won, the number of additional games is not instructed. However, the number of uninstructed AT games may be instructed only for the wins of push order replays A and B, or only for the minimum number of games for push order replay A, or until the number of uninstructed AT games falls below 50. In addition, in this embodiment, in a freeze game, the number of uninstructed AT games that is less than 50 games associated with the stop display of white 7 and the pseudo stop display is not instructed, but it may be instructed (for example, instructed if a lottery is won to determine whether to instruct all remaining games). Incidentally, in a specific AT freeze game, even if a red 7 is displayed as a stopped symbol at the start or a pseudo-stop symbol during the game, a white 7 may be displayed as a pseudo-stop symbol thereafter. This allows the number of remaining AT games to be reduced to less than 50. Even in a specific AT freeze game, as in an AT start freeze game, if a red 7 is displayed as a stopped symbol or a pseudo-stop symbol once in a specific AT freeze game, a configuration may be adopted in which a pseudo-stop symbol of a white 7 is not displayed thereafter, and greater value is added to the reverse rotation resulting from the red 7 stop symbol or pseudo-stop symbol (increasing the sense of excitement at that time). Additionally, in an AT start freeze game or a specific AT freeze game, even if there are 50 or 100 or more remaining AT games that have not been taught, a reverse rotation may not occur (it may be hidden without being taught) (a selection option for not causing a reverse rotation may be available by lottery). When this configuration is adopted, it is desirable to increase the opportunities for freeze play, since there is a high possibility that a relatively large number of untaught AT games will remain when the value of the instructed game counter reaches "0."For example, a freeze game may occur when the value of the instructed game number counter is "0", and in a freeze game, for example, an effect is generated in which a pseudo-stop display is made by aiming at the white 7 from the right, and if the number of untaught games is one or more, a pseudo-stop display of the white 7 is made on the right reel 42R (if there is not one game, the pseudo-stop display of the white 7 is not made and the freeze game ends at that point), and if the number of untaught games is ten or more, a pseudo-stop display of the white 7 is made on the middle reel, and the tens digit of the untaught AT game number is displayed on the effect display device 15, and if the number of untaught AT games is one hundred or more, a pseudo-stop display of the white 7 is made on the left reel, and the hundreds digit of the untaught AT game number is displayed on the effect display device 15.

[0372] Furthermore, when the value of the untaught game number counter is subtracted and the value of the taught game number counter is added, the value of the untaught game number counter and the value of the taught game number counter are added, and a determination is made as to whether or not the sum of the values ​​of the untaught game number counter and the taught game number counter matches the value of the AT game number counter, and if they do not match, an error process is executed to indicate an error state. Note that the AT game number counter may be omitted from the untaught game number counter, the taught game number counter, and the AT game number counter. In addition, even if either the untaught game number counter or the taught game number counter is omitted, the value counted by the omitted counter can be calculated using the remaining counter and the AT game number counter, but since this may complicate processing, it is desirable to provide the untaught game number counter and the taught game number counter.

[0373] Furthermore, when the value of the taught game number counter (taught amount storage means) becomes "0" (when it is "1"), if the value of the untaught game number counter is other than "0", the same value as the value of the untaught game number counter is added to the taught game number counter, and the value of the untaught game number counter is set to "0". When the value of the taught game number counter becomes "0" (when it is "1"), if the value of the untaught game number counter is "0", an AT state end effect is performed to announce the end of the AT state (for example, the effect display device 15 displays a result screen that shows the total number of medals won from the transition to the AT state until returning to the normal game state, the number of games played in the AT state, and the number of times a specific AT state has occurred, and displays a display object suggesting a setting).

[0374] As described above in detail, according to the second embodiment, if a pseudo-stop display of white 7 or red 7 can be achieved in the guide game in the AT start freeze game executed at the start of the AT state, an effect is given to inform the player that the pseudo-stop display of white 7 or red 7 has been achieved and that the number of games has been added, and an effect state in which further addition may be achieved (the pseudo-stop state of the reels is maintained, and a display prompting the player to operate the start lever 71 is displayed). On the other hand, if a pseudo-stop display of white 7 or red 7 cannot be achieved in the guide game, an effect display indicative of the pseudo-stop display of white 7 or red 7 is not performed (instead, the letter "V" is displayed), and an effect is given to inform the player that the number of games has been added, but the game does not transition to an effect state in which further addition may be achieved (the game returns to normal reel rotation). Furthermore, regarding the stopping mode of the guide game in AT start freeze play, although it is a pseudo-stop display of the symbols, it is configured in the same way as the stopping behavior of normal reels, and the reels are pseudo-stopped and displayed based on the player's operation of the stop switch (for example, even if the corresponding stop switch is operated at a time when the white 7 symbol on a specified reel during rotation is more than four symbols away from the effective line, the white 7 symbol on that reel will not be pulled into the effective line), so players can enjoy the guide game of freeze play with the same feeling of "eye-pressing" as in normal play.

[0375] In addition, if Push Order Replay A or Push Order Replay B can be displayed in a stopped state in the specific AT state, a specific AT freeze game is executed, but if Push Order Replay A or Push Order Replay B is won in the specific AT state but the display is not stopped (a prize), the specific AT freeze game is not executed. In other words, if Push Order Replay A or Push Order Replay B is displayed in a stopped state, it is possible to execute a specific AT freeze game in which the reels are rotated in reverse at the beginning of the next game and Push Order Replay A or Push Order Replay B is displayed in a pseudo-stop state, but if Push Order Replay A or Push Order Replay B is won but the prize cannot be won (because the push order is announced, the timing of the player's operation was not appropriate), the specific AT freeze game in which the state at the start of reverse rotation is displayed in a pseudo-stop state again is not executed.

[0376] Therefore, similar to the first embodiment, at the start of the AT state (the start of the first game after transition to the AT state) or the start of a game in a specific AT state, the mode of the effect display performed by the effect display device 15 in association with the game can be made different depending on whether or not a specific mode (specific mode) of a stopped display or pseudo-stop display of a symbol associated with an additional bonus is derived for the player. Therefore, the association between the specific mode associated with an additional bonus and the additional bonus can be strengthened, and the occurrence of discomfort due to a mismatch between the mode of the stopped display or pseudo-stop display of the reel unit 41 and the mode of the effect display of the effect display device 15 can be prevented. As a result, the performance and gameplay can be improved. Furthermore, similar to the first embodiment, the ability to derive a guide game and a guide game effect can also improve the performance, etc.

[0377] Furthermore, in the second embodiment, if a pseudo-stop display of white 7 or red 7 cannot be achieved in the guide game of the AT start freeze game, or if a winning Push Order Replay A or Push Order Replay B cannot be achieved in the specific AT state, the pseudo-stop game (reverse rotation + pseudo-stop display with the pattern configuration before reverse rotation) is not executed. This prevents a situation in which a pseudo-stop display of a pattern (meaningless pattern) different from the pattern (specific pattern) of the white 7s, red 7s, Push Order Replay A, and Push Order Replay B corresponding to the addition is repeated in the pseudo-stop game, thereby reducing the presentation and playability. (For example, if a player fails to achieve a specific pattern due to his or her own operation error, the pattern due to the operation error is displayed repeatedly, which can cause the player to feel bad, or the player may feel humiliated and lose interest.) Furthermore, simply by providing a pseudo-stop game pattern and a non-pseudo-stop game pattern for the freeze game, it is possible to prevent a pattern that does not correspond to the specific pattern corresponding to the addition from being derived in the freeze game. Therefore, while suppressing the complexity of control, it is possible to eliminate concerns that may arise from the pseudo-stop display of a mode different from a specific mode during freeze play.

[0378] Furthermore, in the AT start freeze game, if the pseudo-stop display of the white 7 or red 7 cannot be achieved during the guide game, the freeze game ends with the number of uninstructed games remaining. Furthermore, if the push order replay A or push order replay B cannot be achieved during the specific AT state, the freeze game does not even occur, and the number of uninstructed games remains the same. This prevents the generation of spectacular effects even when the patterns (specific patterns) of the white 7s, red 7s, push order replay A, and push order replay B corresponding to the additional bonus are not complete. This makes it possible to make the correspondence between the reel unit 41 patterns in freeze games, etc. and the pseudo-game effects more natural, and also improves the presentation and gameplay.

[0379] Furthermore, in this embodiment, in the AT start freeze game, the reels are configured to rotate in reverse from a state in which a pseudo-stop display of a set of white 7s is displayed, and not only a pseudo-stop display of a set of white 7s but also a pseudo-stop display of a set of red 7s as related symbol information. Therefore, two different pieces of information can be conveyed by the pseudo-stop game. That is, for example, in the pseudo-stop game, when a set of white 7s is displayed as a pseudo-stop, it indicates that the content of the AT state to be granted has improved (an additional 50 games), and when a set of red 7s is displayed as a pseudo-stop, it indicates that the AT state to be granted has improved even further (an additional 100 games). Therefore, the pseudo-stop display can be utilized for various effects, such as the possibility that an unusual pattern may be displayed, or a pattern that should be displayed is not displayed, thereby enhancing the enjoyment of the freeze game.

[0380] Furthermore, in the AT start freeze game, a guide game in which the player plays a game aiming for a white 7 or a red 7 to be stopped is performed as part of the freeze game at the beginning of the game when the AT state starts (after the start lever 71 is operated to start the game and before the actual game begins) (the stop in the guide game is also displayed as a pseudo-stop). This allows the player to complete the entire process from the guide game to the end of the freeze game. For example, in a configuration in which a guide game is executed in the game and a pseudo-stop game is executed in the next game (game) following the guide game, even if a winning combination (e.g., a bonus combination) that takes priority over the freeze game (pseudo-stop game) is won in the lottery for the next game, and a set of white 7s is stopped and displayed in the guide game, it is possible to avoid a situation in which the freeze game (pseudo-stop game) is not executed or a delay in the instruction of a state transition corresponding to the winning combination that takes priority over the pseudo-stop game (e.g., a bonus announcement, etc.) is made. In addition, even after the end of the AT start freeze game guide game, the reels maintain the stopped state of the symbols (pseudo-stop display state) for a predetermined time, and the aligned symbols and the number of added games are displayed on the performance display device 15. Therefore, the result of the guide game can be reliably conveyed to the player.

[0381] Furthermore, in the second embodiment, even if there is an untaught number of games (the value of the untaught game number counter as the untaught amount storage means), the freeze game may end without all of them being taught (without teaching a part of them). This allows for more leeway (improving the degree of freedom) in setting the freeze game and the number of AT games (bonus game progress value), making it possible to provide more diverse gameplay and preventing the control from becoming complicated. In addition, the untaught game number counter makes it relatively easy to manage the untaught amount of the number of AT games, and it is also relatively easy to set effects that teach the untaught amount.

[0382] In addition, in pseudo-stop games (including guide games) of freeze games (AT start freeze games, specific AT freeze games), the proportion (probability) of not teaching a portion of the untaught amount of the number of AT games differs between when a combination of symbols (specific identification information) corresponding to an add-on is pseudo-stopped and when a different combination of symbols is pseudo-stopped (when a seven-symbol combination corresponding to an add-on is pseudo-stopped, the untaught amount is more likely to be smaller, and when a mode that does not correspond to an add-on is pseudo-stopped, the untaught amount is more likely to remain). Therefore, it is possible to increase the opportunities to properly teach the untaught amount of the number of AT games when specific identification information can be pseudo-stopped, and it is possible to make it easier for players who find that the freeze game mode and the add-on are in sync to enjoy a pleasant presentation.

[0383] Furthermore, when setting up a freeze game (AT start freeze game, specific AT freeze game), a lottery (instruction amount lottery) is executed to determine how much of the uninstructed amount of the special AT game number will be instructed in the freeze game. Therefore, the uninstructed amount of the AT game number instructed in the freeze game is not constant, and even after confirming the occurrence of the freeze game, players can be interested in how many AT games will be instructed (added). This can increase the variety of the freeze game, improving the presentation, etc.

[0384] Furthermore, if the instruction amount of the number of AT games determined by such instruction amount lottery exceeds the uninstructed amount of the number of AT games held (the value of the uninstructed game number counter), the freeze game (pseudo stop game) corresponding to the instruction amount lottery will not be executed. Therefore, although the upper limit (within the held number) of the number of AT games that can be taught by freeze game is determined (the instruction of the uninstructed amount of the number of AT games by freeze game is performed within a range that does not exceed the uninstructed amount of the number of AT games), the amount of freeze game to be performed and the amount of the uninstructed amount of the number of AT games to be taught are made irregular by the lottery (instruction amount lottery, etc.), which increases the variety of freeze game, etc., and reduces the feeling of a rigged game.

[0385] In addition, in the second embodiment, the AT state (benefit state) is provided with a function (specialization transition means) that transitions to a specific AT state (specialized state) in which the untaught amount of the number of AT games can be taught or suggested in multiple times by pseudo-play. Therefore, in the AT state...

Claims

[Claim 1] A control means for performing a lottery to determine whether or not to grant a special benefit to a player based on the establishment of a specific condition; a variable display means that starts variably displaying a plurality of types of identification information when the winning / losing lottery is held, and can stop displaying the identification information corresponding to the result of the winning / losing lottery; and a performance display means capable of deriving a performance display that is performed in accordance with the variable display of the identification information of the variable display means and that indicates or suggests the result of the winning or losing lottery; A configuration in which a derivable pattern in the variable display of the identification information is determined based on the winning / losing lottery, and when at least a specific pattern can be derived in the variable display of the identification information, the specific benefit is won or can be won, and when the specific pattern can be derived and the specific benefit is won, the specific benefit is granted not only when the specific pattern is derived but also when the specific pattern is not derived, When the specific benefit is awarded, the performance display means is configured to be able to derive a performance display that instructs or suggests the awarding of the specific benefit, A gaming machine characterized in that it is provided with a means for changing the state of the award effect display when the state of the variable display means when the award effect display is derived is the specific state and when it is a state different from the specific state.

Citation Information

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