Game machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SANYO BUSSAN KK
- Filing Date
- 2024-05-29
- Publication Date
- 2026-06-19
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Known types of gaming machines include pachinko machines and slot machines, which are known to have a configuration in which an internal lottery is held when predetermined lottery conditions are met, and a bonus is awarded to the player depending on the result of the internal lottery.
[0003] Specifically, in a slot machine, when a start lever is operated while medals as gaming media have been bet, an internal lottery is conducted and the reels start to rotate. If a stop switch is operated while the reels are rotating, the reels stop rotating. If the reels stop as a result of the internal lottery, a bonus according to the result is awarded (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2008-295707 Summary of the Invention [Problem to be solved by the invention]
[0005] Here, in the gaming machines exemplified above, it is necessary to optimize the progress of the game and increase the interest in the game, and there is still room for improvement in this regard.
[0006] These circumstances are not limited to the gaming machines exemplified above, but also apply to other gaming machines.
[0007] The present invention has been made in consideration of the circumstances exemplified above, and aims to provide a gaming machine that is capable of at least optimizing the progress of the game or increasing the enjoyment of the game. [Means for solving the problem]
[0008] The present invention provides In a gaming machine that starts a game based on an operation by a player and awards a bonus according to the progress of the game, having a predetermined state advantageous to the player, means for updating the predetermined information in the predetermined state; means for ending the predetermined state when the predetermined information is determined to be special information; a means for displaying specific information corresponding to the predetermined information; means for updating the display of the specific information in accordance with the progress of a game; a means for executing a predetermined determination as to whether a specific event advantageous to a player occurs in the predetermined state; a means for executing a specific notification corresponding to the result of the predetermined determination when the result of the predetermined determination corresponds to the occurrence of the specific event; a means for executing the specific notification after a predetermined game is played after the result of the predetermined determination becomes the predetermined result; Equipped with The display of the specific information can be updated in the predetermined game, After the specific notification is made, the display of the specific information can be changed to a display corresponding to the information to which the update amount in the specified game has been added. [Effects of the Invention]
[0009] According to the present invention, it is possible to at least either optimize the progress of the game or increase the interest in the game. [Brief explanation of the drawings]
[0010] [Figure 1]FIG. 1 is a front view of a slot machine according to the 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. 10 is a diagram illustrating a device for detecting inserted medals. [Figure 7] FIG. 10 is a diagram showing the arrangement of symbols on each reel. [Figure 8] 10 is an explanatory diagram showing the relationship between the symbols visible through the display window and the pay lines. FIG. [Figure 9] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 10] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 11] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 12] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 13] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 14] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 15] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 16] FIG. 2 is a block diagram showing the electrical configuration of the main control device. [Figure 17] FIG. 2 is a block diagram showing the electrical configuration of the display control device. [Figure 18] 10 is a flowchart showing timer interrupt processing by the main control device. [Figure 19] 4 is a flowchart showing main processing by the main control device. [Figure 20] 10 is a flowchart showing a normal process. [Figure 21] 10 is a flowchart showing lottery processing. [Figure 22] FIG. 10 is a diagram showing an example of a lottery table for a normal gaming state when three bets are made. [Figure 23] FIG. 10 is a diagram showing an example of a lottery table for a normal gaming state when two bets are made. [Figure 24] 10 is a flowchart showing a reel control process. [Figure 25] FIG. 10 is an explanatory diagram showing the relationship between the operation sequence of the stop switches and the winning patterns that are achieved. [Figure 26] 10 is a flowchart showing a payout determination process. [Figure 27] 10 is a flowchart showing a medal payout process. [Figure 28] 10 is a flowchart showing bonus state processing. [Figure 29] FIG. 10 is a diagram showing an example of a lottery table for a bonus state. [Figure 30] FIG. 2 is an explanatory diagram showing the transition relationship between states. [Figure 31] 10 is a flowchart showing lottery result handling processing. [Figure 32] 10 is a flowchart showing the lottery process for transition to a favorable zone. [Figure 33] 10A and 10B are diagrams showing examples of various transition lottery tables. [Figure 34] 10 is a flowchart showing the AT lottery processing. [Figure 35] 10 is a flowchart showing the AT top-up processing. [Figure 36] FIG. 10 is a diagram showing an example of an additional lottery table. [Figure 37] FIG. 2 is a diagram for explaining an overview of an instruction monitor and a section indicator. [Figure 38] An explanatory diagram showing an overview of the push order notification display performed on the auxiliary display unit. [Figure 39] 10A is a flowchart showing lottery result command processing, and FIG. 10B is an explanatory diagram for explaining the relationship between the lottery result command and the push order notification command. [Figure 40] 10 is a flowchart showing a winning result response process. [Figure 41] 10 is a flowchart showing a process for a precursory mode. [Figure 42] 10A is a flowchart showing a continuation rate setting process, and FIG. 10B is a diagram showing an example of a selection rate of the continuation rate of the CZ mode. [Figure 43] 10 is a flowchart showing a CZ mode process. [Figure 44] 10 is a flowchart showing a process for an AT mode. [Figure 45] 10 is a flowchart showing a first section display process. [Figure 46] 10 is a flowchart showing a second section display process. [Figure 47] 10 is a flowchart showing a display main process performed by the sub-control device. [Figure 48] 10 is a flowchart showing a performance setting process. [Figure 49] 10 is a flowchart showing a bet effect setting process. [Figure 50] 10 is a flowchart showing a performance setting process at the time of a start operation. [Figure 51] 10 is a flowchart showing a rotation start effect setting process. [Figure 52] 10 is a flowchart showing a process for setting effects when stopping is possible. [Figure 53] 10 is a flowchart showing a stop time effect setting process. [Figure 54] 10 is a flowchart showing the process for setting effects when winning. [Figure 55] 10 is a flowchart showing the process of setting the effects at the start of payout. [Figure 56] 10 is a flowchart showing the process for setting the effect at the end of payout. [Figure 57] 10 is a flowchart showing an error notification setting process. [Figure 58] 10 is a flowchart showing a first acquisition display update process. [Figure 59] 10 is a flowchart showing a second acquisition display update process. [Figure 60]10 is a flowchart showing the number of purchases update process. [Figure 61] 10 is a flowchart showing a remaining number display update process. [Figure 62] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 63] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 64] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 65] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 66] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 67] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 68] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 69] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 70] 10 is a flowchart showing a command determination process. [Figure 71] 10 is a diagram for explaining the relationship between the command counter and the game progress status, etc. [Figure 72] 10 is a flowchart showing a bet time determination process. [Figure 73] 10 is a flowchart showing a start operation determination process. [Figure 74] 10 is a flowchart showing a rotation start determination process. [Figure 75] 10 is a flowchart showing a process for determining when stopping is possible; [Figure 76] 10 is a flowchart showing a stop time determination process. [Figure 77] 10 is a flowchart showing the winning determination process. [Figure 78] 10 is a flowchart showing a dispensing start time determination process. [Figure 79] 10 is a flowchart showing a dispensing end determination process. [Figure 80] 10 is a flowchart showing an error determination process. [Figure 81] FIG. 10 is a diagram showing the relationship between game progress commands and presentation contents. [Figure 82] FIG. 10 is a diagram showing the relationship between game progress commands and presentation contents. [Figure 83] FIG. 10 is a diagram showing the relationship between game progress commands and presentation contents. [Figure 84] FIG. 10 is a diagram showing the relationship between game progress commands and presentation contents. [Figure 85] FIG. 10 is a diagram showing the relationship between game progress commands and presentation contents. [Figure 86] FIG. 10 is a diagram showing the relationship between game progress commands and presentation contents. [Figure 87] FIG. 10 is a diagram showing the relationship between game progress commands and presentation contents. [Figure 88] FIG. 10 is a diagram showing the relationship between game progress commands and presentation contents. [Figure 89] FIG. 10 is a diagram showing the relationship between game progress commands and presentation contents. [Figure 90] FIG. 10 is a diagram for explaining an outline of an error notification for a connection abnormality at start-up. [Figure 91] 10 is a timing chart for explaining a situation in which an error notification for a connection abnormality is performed. [Figure 92] 10 is a timing chart for explaining the configuration for synchronizing the game progress state and the circumstances in which synchronization abnormalities are identified. [Figure 93] 10 is a flowchart showing a display information correction process. [Figure 94] This is a diagram to explain how the number of coins acquired, the number of coins consumed, and the number of coins remaining are updated. [Figure 95] A diagram to explain the relationship between push order notification effects and synchronization abnormalities. [Figure 96] A diagram to explain the relationship between push order notification effects and synchronization abnormalities. [Figure 97] A diagram to explain the relationship between push order notification effects and synchronization abnormalities. [Figure 98] A diagram to explain the relationship between push order notification effects and synchronization abnormalities. [Figure 99]A diagram to explain the relationship between push order notification effects and synchronization abnormalities. [Figure 100] In the first modification, (a) is a flowchart showing a part of the display main processing, and (b) is a flowchart showing the timer management processing. [Figure 101] FIG. 10 is a diagram for explaining the relationship between a connection abnormality and an external output. [Figure 102] In the second modification, (a) is a diagram for explaining a power switch on the sub-control device side, and (b) is a flowchart showing a part of the display main processing. [Figure 103] 10 is a timing chart for explaining how an error notification is made for a connection abnormality at start-up. [Figure 104] 13 is a flowchart showing a door open detection process in Modification 3. [Figure 105] 10 is a flowchart showing an error notification setting process. [Figure 106] 10 is a flowchart showing an error determination process. [Figure 107] 10 is a flowchart showing a process during door opening. [Figure 108] 10 is a timing chart for explaining the relationship between opening and closing of the front door and notification of an error due to a connection abnormality. [Figure 109] 13 is a diagram for explaining the relationship between an error notification and a connection abnormality in Modification 4. FIG. [Figure 110] 13 is a flowchart showing a command determination process in Modification 5. [Figure 111] FIG. 10 is a diagram for explaining a setting command among game progress commands. [Figure 112] 10 is a flowchart showing a stop time determination process. [Figure 113] In the sixth modification, (a) is a diagram for explaining the sub-game progress state in the stop waiting state, and (b) is a flowchart showing the stop time determination process. [Figure 114] 19 is a flowchart showing a start operation determination process in Modification 7. [Figure 115]10 is a flowchart showing the winning determination process. [Figure 116] 10 is a flowchart showing a process for progressing a game. [Figure 117] FIG. 10 is a diagram for explaining the relationship between the game progress status and the progress trigger. [Figure 118] 13 is a flowchart showing the game progress processing in Modification 8. [Figure 119] FIG. 10 is a diagram for explaining an outline of a first delay error notification. [Figure 120] FIG. 10 is a diagram for explaining an outline of a second delay error notification. [Figure 121] 13 is a diagram for explaining the processing and presentation content when a synchronization abnormality is identified in Modification Example 9. FIG. [Figure 122] 20 is a flowchart showing a second command determination process in Modification 10. [Figure 123] 10A is a diagram for explaining the relationship between the state command counter and the state progression command, and FIG. 10B is a flowchart showing the corresponding effect setting process. [Figure 124] 20 is a flowchart showing a command determination process in Modification 11. [Figure 125] 13 is a diagram for explaining the processing and presentation content when a synchronization abnormality is identified in Modification 12. FIG. [Figure 126] 23 is a flowchart showing the stop time effect setting process in Modification 13. [Figure 127] 10 is a timing chart for explaining how the winning effects are preset. [Figure 128] In Modification 14, (a) is a flowchart showing the replay start effect setting process, and (b) is a diagram showing an example of the display effect on the auxiliary display unit. [Figure 129] 23 is a flowchart showing a reel control process in Modification 15. [Figure 130] 10 is a flowchart showing a stop time effect setting process. [Figure 131] 10 is a flowchart showing the processing for the winning effect. [Figure 132] This is a timing chart for explaining the relationship between the stopped symbols and the pre-settings of the winning effects. [Figure 133] 20 is a flowchart showing the process for presetting payment exits in the sixteenth modification. [Figure 134] 16 is a diagram for explaining the presentation content of a game in which a connection abnormality occurs, and the operation mode, presentation content, winning results, etc. of a game in which a connection abnormality is resolved in Modification 17. FIG. [Figure 135] This is a diagram for explaining the presentation content of the game in which a connection abnormality occurs, and the operation mode, presentation content, winning results, etc. of the game in which a connection abnormality is resolved. [Figure 136] This is a diagram for explaining the presentation content of the game in which a connection abnormality occurs, and the operation mode, presentation content, winning results, etc. of the game in which a connection abnormality is resolved. [Figure 137] 19 is a flowchart showing the winning effect setting process in Modification 18. [Figure 138] 23 is a flowchart showing a part of the stop time effect setting process in Modification 19. [Figure 139] 10 is a timing chart for explaining the relationship between the stop symbols and the settings of the winning effects. [Figure 140] A flowchart showing the AT effect setting process in the 2a embodiment. [Figure 141] A flowchart showing the additional notification effect setting process. [Figure 142] FIG. 10 is a diagram showing an example of a later-addition lottery table. [Figure 143] A figure showing an example of an execution timing table for additional notification effects. [Figure 144] A flowchart showing the additional notification performance execution process. [Figure 145] This is an overview diagram to explain how the remaining number display is updated when an additional notification effect is performed. [Figure 146] (a) is a flowchart showing the process of setting the remaining number display for additional additions, and (b) is a diagram showing the relationship between the trigger for executing and the trigger for ending the additional addition notification effect. [Figure 147] 10 is a flowchart showing the process of displaying the remaining number for addition. [Figure 148] 10 is a flowchart showing an AT process. [Figure 149] A figure showing an example of a lottery table for executing the later-addition notification effect. [Figure 150] 10 is a flowchart showing the post-loading notification effect setting process. [Figure 151] 10 is a flowchart showing a process for updating the remaining number display. [Figure 152] 10 is a flowchart showing initialization processing of currently running performance information. [Figure 153] FIG. 10 is a diagram for explaining how the remaining number display and the like are updated when no connection abnormality occurs. [Fig. 154] FIG. 10 is a diagram for explaining the relationship between a connection abnormality or synchronization abnormality and updating of the remaining number display, etc. (Case 1). [Figure 155] FIG. 10 is a diagram for explaining the relationship between a connection abnormality or synchronization abnormality and updating of the remaining number display, etc. (Case 2). [Figure 156] FIG. 10 is a diagram for explaining the relationship between a connection abnormality or synchronization abnormality and updating of the remaining number display, etc. (Case 3). [Figure 157] FIG. 10 is a diagram for explaining the relationship between a connection abnormality or synchronization abnormality and updating of the remaining number display, etc. (Case 4). [Figure 158] FIG. 10 is a diagram for explaining the relationship between a connection abnormality or synchronization abnormality and updating of the remaining number display, etc. (Case 5). [Figure 159] FIG. 10 is a diagram for explaining the relationship between a connection abnormality or synchronization abnormality and updating of the remaining number display, etc. (Case 6). [Figure 160] FIG. 10 is a diagram for explaining the relationship between a connection abnormality or synchronization abnormality and updating of the remaining number display, etc. (Case 7). [Figure 161] FIG. 10 is a diagram for explaining the relationship between a connection abnormality or synchronization abnormality and updating of the remaining number display, etc. (Case 8). [Figure 162] FIG. 10 is a diagram for explaining the relationship between a connection abnormality or synchronization abnormality and updating of the remaining number display, etc. (Case 9). [Figure 163]FIG. 10 is a diagram for explaining the relationship between a connection abnormality or synchronization abnormality and updating of the remaining number display, etc. (Case 10). [Fig. 164] FIG. 11 is a diagram for explaining the relationship between a connection abnormality or synchronization abnormality and updating of the remaining number display, etc. (Case 11). [Figure 165] 10A is a diagram for explaining the correction mode according to the discrepancy in the remaining quantity information, and FIG. 10B is a diagram for explaining the relationship between the situation in which the discrepancy in the remaining quantity information is identified and the correction mode. [Figure 166] 10 is a flowchart showing a process for updating the remaining number display in the first modification. [Figure 167] A flowchart showing the additional notification effect setting process. [Figure 168] 10 is a flowchart showing a part of the additional notification effect setting process in variant example 2. [Figure 169] FIG. 10 is a diagram for explaining the relationship between the lottery result of the current game and the deviation to be corrected this time. [Figure 170] 13 is a flowchart showing a process of updating the remaining number display in Modification 3. [Figure 171] 10A and 10B are diagrams for explaining how a correction is made in a manner according to the situation in which the deviation is identified. [Fig. 172] 13 is a flowchart showing a process for updating the remaining number display in Modification 4. [Figure 173] 10A and 10B are diagrams for explaining how correction is performed in a manner according to a specified deviation. [Fig. 174] 13 is a flowchart showing a process for updating the remaining number display in Modification 5. [Figure 175] 13 is a flowchart showing the remaining number display update process in Modification 6. [Figure 176] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 177] 13 is a flowchart showing the remaining number display update process in Modification 7. [Figure 178] 10A is a diagram for explaining the relationship between the notification mode of a specific notification and a setting value, and FIG. 10B is a diagram showing an example of a display effect on the auxiliary display unit. [Figure 179] 19 is a flowchart showing the remaining number display update process in Modification 8. [Figure 180] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 181] 10A is a timing chart for explaining the relationship between the first special notification and various displays, and FIG. 10B is a diagram showing an example of a display effect on the auxiliary display unit. [Figure 182] 13A is a flowchart showing a part of the update process of the remaining number display in the ninth modification, and FIG. 13B is a diagram showing an example of the display effect on the auxiliary display unit. [Figure 183] 20 is a flowchart showing an AT mode process in a tenth modification. [Figure 184] 10A is a flowchart showing part of the process of updating the remaining number display, and FIGS. 10B and 10C are timing charts for explaining the relationship between the ending and the process of dealing with a discrepancy when it is identified. [Figure 185] FIG. 13 is a diagram for explaining an example of application of information updated as the game progresses and events that occur based on the updated information in variant example 11. [Figure 186] 10 is a flowchart showing a process for CZ in the 3a embodiment. [Figure 187] A diagram explaining the effect data for the CZ mode effect. [Figure 188] A diagram explaining the effect data for the premonition mode effects. [Figure 189] 10 is a flowchart showing a process for setting effects for a premonition battle. [Figure 190] A flowchart showing the CZ effect setting processing. [Figure 191] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 192] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 193] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 194]This is a diagram to explain the presentation during CZ mode when no connection abnormalities or the like occur. [Figure 195] This is a diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates of effects for CZ mode, etc. (Case 1). [Figure 196] This is a diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates of effects for CZ mode, etc. (Case 2). [Figure 197] This is a diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates of effects for CZ mode, etc. (Case 3). [Figure 198] A diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates of effects for CZ mode, etc. (Case 4). [Figure 199] A diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates of effects for CZ mode, etc. (Case 5). [Figure 200] This is a diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates of effects for CZ mode, etc. (Case 6). [Figure 201] This is a diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates of effects for CZ mode, etc. (Case 7). [Figure 202] This is a diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates of effects for CZ mode, etc. (Case 8). [Figure 203] This is a diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates of effects for CZ mode, etc. (Case 9). [Figure 204] This is a diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates of effects for CZ mode, etc. (Case 10). [Figure 205] This is a diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates of effects for CZ mode, etc. (Case 11). [Figure 206] A flowchart showing part of the CZ effect setting process in variant example 1. [Figure 207] 10 is a flowchart showing a part of a lottery result response process in Modification 2. [Figure 208]10 is a flowchart showing a first section display process. [Figure 209] 10 is a flowchart showing a second section display process. [Figure 210] This is a diagram to explain the relationship between connection abnormalities, synchronization abnormalities, CZ mode effects, and updates to data displays, etc. [Figure 211] This is a diagram to explain the relationship between connection abnormalities, synchronization abnormalities, CZ mode effects, and updates to data displays, etc. [Figure 212] 13 is a flowchart showing a first section display process in Modification 3. [Figure 213] A flowchart showing part of the CZ effect setting process in variant example 4. [Figure 214] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 215] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 216] 13 is a flowchart showing a part of the lottery result response process in Modification 5. [Figure 217] A flowchart showing part of the AT lottery processing. [Figure 218] 10 is a flowchart showing a CZ management process. [Figure 219] 10 is a flowchart showing processing for each CZ game. [Figure 220] 10 is a flowchart showing a CZ mode process. [Figure 221] A flowchart showing the CZ effect setting processing. [Figure 222] A diagram explaining the effect data for the CZ mode effect. [Figure 223] 10 is a flowchart showing a process for CZ. [Figure 224] This is a diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates to effects for CZ mode, etc. [Figure 225] This is a diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates to effects for CZ mode, etc. [Figure 226]This is a diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates to effects for CZ mode, etc. [Figure 227] 10A and 10B are diagrams illustrating examples of application of presentation states and game states. [Figure 228] FIG. 4B is a front view of a slot machine according to a fourth embodiment. [Figure 229] 1 is a perspective view of the slot machine with the front door closed. FIG. [Figure 230] 1 is a perspective view of the slot machine with the front door open. FIG. [Figure 231] FIG. 2 is a perspective view of the slot machine with the inner door open. [Figure 232] FIG. [Figure 233] FIG. 10 is a diagram showing the arrangement of symbols on each reel. [Figure 234] 10 is an explanatory diagram showing the relationship between the symbols visible through the display window and the pay lines. FIG. [Figure 235] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 236] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 237] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 238] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 239] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 240] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 241] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 242] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 243] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 244] FIG. 2 is a block diagram showing the electrical configuration of the main control device. [Figure 245] FIG. 2 is a block diagram showing the electrical configuration of the sub-control device. [Figure 246] 4 is a flowchart showing main processing by the main control device. [Figure 247] 10 is a flowchart showing timer interrupt processing by the main control device. [Figure 248] 10 is a flowchart showing a normal process. [Figure 249] 10 is a flowchart showing lottery processing. [Figure 250] FIG. 10 is a diagram showing an example of a lottery table for a non-internal winning state. [Figure 251] FIG. 10 is a diagram showing an example of a lottery table for an internal winning state. [Figure 252] FIG. 10 is a diagram showing an example of a lottery table for a bonus state. [Figure 253] FIG. 10 is a diagram for explaining the RT state. [Figure 254] 10 is a flowchart showing a reel control process. [Figure 255] FIG. 10 is an explanatory diagram showing the relationship between the operation sequence of the stop switches and the winning patterns that are achieved. [Figure 256] 10 is a flowchart showing bonus state processing. [Figure 257] A diagram for explaining the normal area and the advantageous area. [Figure 258] 10 is a flowchart showing advantageous zone processing. [Figure 259] A flowchart showing processing for advantageous zones at the start. [Figure 260] This is a flowchart showing the processing for the advantageous zone at the end. [Figure 261] 10 is a flowchart showing lottery result handling processing. [Figure 262] A flowchart showing the advantageous zone transition process. [Figure 263] 10A and 10B are diagrams showing examples of various transition lottery tables. [Figure 264] FIG. 2 is a diagram for explaining an overview of an instruction monitor and a section indicator. [Figure 265] An explanatory diagram showing an overview of the push order notification display performed on the auxiliary display unit. [Figure 266] 10 is a flowchart showing the push order notification process. [Figure 267] 10 is a flowchart showing a winning result response process. [Figure 268] 10 is a flowchart showing a performance setting process performed by the sub-control device. [Figure 269] 10 is a flowchart showing a performance setting process at the time of a start operation. [Figure 270] 10 is a flowchart showing a process for setting a performance when a stop operation is performed. [Fig. 271] 10 is a flowchart showing the process for setting effects when winning. [Fig. 272] 10 is a flowchart showing a normal process at the start. [Fig. 273] This is a flowchart showing normal processing when a prize is won. [Fig. 274] 10 is a flowchart showing a normal mode process at the start. [Figure 275] FIG. 10 is a diagram showing an example of a game number table for the first precursor mode and the pseudo first precursor mode. [Figure 276] 10 is a flowchart showing a CZ transfer process. [Figure 277] A figure showing an example of a ceiling win count table for CZ mode. [Fig. 278] A figure showing an example of a game number table for the second precursor mode and the pseudo second precursor mode. [Figure 279] 10 is a flowchart showing a first precursor mode process at the start. [Figure 280] 10 is a flowchart showing the second precursor mode processing at the start. [Figure 281] 10 is a flowchart showing the pseudo first precursor mode processing at the start. [Figure 282] A flowchart showing normal mode processing when a prize is won. [Figure 283] This is a flowchart showing the first premonition mode processing when a prize is won. [Fig. 284] FIG. 10 is a diagram showing an example of a high-probability transition level table. [Figure 285]This is a flowchart showing the second premonition mode processing when a prize is won. [Figure 286] This is a flowchart showing the pseudo first premonition mode processing when winning. [Figure 287] 10 is a flowchart showing a normal processing for effects at the time of start operation. [Figure 288] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 289] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 290] 10 is a flowchart showing a normal mode process at the time of a start operation. [Figure 291] FIG. 10(a) is a diagram showing an example of a display effect on the auxiliary display unit, (b) is a diagram showing an outline of a first consecutive character, and (c) is a diagram showing an outline of a second consecutive character. [Figure 292] FIG. 10 is a diagram showing an overview of the first precursor mode and pseudo first precursor mode. [Figure 293] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Fig. 294] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 295] 10 is a flowchart showing a first precursor mode process at the time of a start operation. [Figure 296] A figure showing an example of a presentation scenario table for the first premonition mode for the REG state. [Figure 297] A figure showing an example of a presentation scenario table for the first premonition mode for the BIG state. [Figure 298] 10 is a flowchart showing a pseudo first precursor mode process at the time of a start operation. [Figure 299] A figure showing an example of a presentation scenario table for the pseudo first premonition mode for the REG state. [Figure 300] A figure showing an example of a presentation scenario table for the pseudo first precursor mode for the BIG state. [Figure 301] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 302] A figure showing an example of a presentation scenario table for the second precursor mode. [Figure 303] A figure showing an example of a presentation scenario table for the pseudo second precursor mode. [Figure 304] 10 is a flowchart showing a second precursor mode process at the time of a start operation. [Figure 305] 10 is a flowchart showing the processing for the pseudo second precursor mode at the time of the start operation. [Figure 306] 10 is a flowchart showing the normal processing for effects when a stop operation is performed. [Figure 307] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 308] 10 is a flowchart showing a second precursor mode process during a stop operation. [Figure 309] 10 is a flowchart showing the processing for the pseudo second precursor mode during a stop operation. [Figure 310] This is a flowchart showing the normal processing for the winning effect. [Figure 311] This is a flowchart showing the processing for normal mode when a prize is won. [Figure 312] This is a flowchart showing the processing for the first premonition mode when a prize is won. [Figure 313] This is a flowchart showing the processing for the pseudo first premonition mode when winning. [Figure 314] This is a flowchart showing the processing for the second premonition mode when a prize is won. [Figure 315] This is a flowchart showing the processing for the pseudo second premonition mode when winning. [Figure 316] 10 is a timing chart for explaining the relationship between the first precursor mode and the pseudo first precursor mode. [Figure 317] 10 is a timing chart for explaining the relationship between the first precursor mode and the second precursor mode. [Figure 318] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 319] 10 is a flowchart showing a process for a CZ at the start. [Figure 320] This is a flowchart showing the processing for the CZ when winning. [Figure 321]10 is a flowchart showing a pre-stop reel effect process. [Figure 322] This is a flowchart showing the reel control process before stopping during the CZ. [Figure 323] 10 is a flowchart showing an invalid counter process; [Figure 324] 10 is a flowchart showing a process for reel effect at the time of stop. [Figure 325] This is a flowchart showing the reel control process when stopped during the CZ. [Figure 326] A flowchart showing the processing for the CZ performance when the start operation is performed. [Figure 327] A flowchart showing the processing for the CZ effect when a stop operation is performed. [Figure 328] This is a flowchart showing the processing for the winning CZ effect. [Figure 329] This is a timing chart to explain how the winning effects are performed during the CZ. [Figure 330] 10 is a timing chart for explaining how the CZ state is suspended. [Figure 331] 10 is a flowchart showing a bonus end process when no transition to RUSH occurs. [Figure 332] FIG. 10 is a diagram showing an example of a ceiling game number table. [Figure 333] 10 is a flowchart showing a process for consecutive games at the start of a game. [Figure 334] 10 is a flowchart showing a normal consecutive win mode process at the start of the game. [Figure 335] 10A and 10B are diagrams showing examples of various transition lottery tables. [Figure 336] A figure showing an example of the number of games played in the third premonition mode. [Figure 337] This is a flowchart showing the process for transitioning to the CZ during a winning streak. [Figure 338] 10 is a flowchart showing a third setting process of the CZ counter. [Figure 339] This is a flowchart showing the processing of the third premonition mode for consecutive wins at the start of the game. [Figure 340]10 is a flowchart showing the processing for consecutive wins when a prize is won. [Figure 341] 10 is a flowchart showing the process of winning consecutive wins in normal mode. [Figure 342] This is a flowchart showing the processing of the third premonition mode for consecutive wins when a prize is won. [Figure 343] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 344] 10 is a flowchart showing the processing for consecutive win effects at the time of start operation. [Figure 345] 10 is a flowchart showing a process for a third precursor mode at the time of a start operation. [Figure 346] A figure showing an example of a presentation scenario table for the third precursor mode. [Figure 347] 10 is a flowchart showing the processing for the pseudo third precursor mode at the time of the start operation. [Figure 348] A figure showing an example of a presentation scenario table for the pseudo third precursor mode. [Figure 349] This is a flowchart showing the processing for consecutive win effects when a prize is won. [Figure 350] This is a flowchart showing the processing for the third premonition mode when a prize is won. [Figure 351] A flowchart showing the processing for the pseudo third premonition mode when winning. [Figure 352] This is a diagram to explain the difference between each state and when a countable role is won. [Figure 353] This is a timing chart to explain the relationship between winning a countable role and CZ mode. [Figure 354] FIG. 10 is a diagram showing an example of a performance using reels. [Figure 355] 10 is a flowchart showing a specific control process. [Figure 356] FIG. 10 is a diagram for explaining control groups of lottery results. [Figure 357] FIG. 10 is a diagram for explaining lottery conditions. [Figure 358] FIG. 10(a) is a diagram showing an example of a specific control lottery table, and FIG. 10(b) is a diagram showing an example of an execution reel lottery table. [Figure 359] 10 is a flowchart showing a reel specific control process. [Figure 360] FIG. 10 is a diagram for explaining how specific control is performed. [Figure 361] 10 is a flowchart showing processing for specific control presentation at the time of start operation. [Figure 362] A figure showing an example of a control preview performance lottery table. [Figure 363] A figure showing an example of a normal preview performance table. [Figure 364] 10 is a flowchart showing a process for specific control effects when a stop operation is performed. [Figure 365] This is a diagram to explain the game situation predicted from the combination of control group, control preview effect, and specific control. [Figure 366] 10 is a timing chart for explaining how specific control is performed. [Figure 367] 10 is a timing chart for explaining how specific control is performed. [Figure 368] 10 is a flowchart showing a reel specific control process in Modification 1. [Figure 369] 10 is a flowchart showing a specific control process. [Figure 370] 10 is a flowchart showing a control lock counter process in Modification 2. [Figure 371] FIG. 10 is a diagram for explaining how specific control is performed. [Figure 372] 13 is a flowchart showing a reel specific control process in Modification 3. [Figure 373] 13 is a flowchart showing a reel specific control process in Modification 4. [Figure 374] 13 is a flowchart showing a reel specific control process in Modification 5. [Figure 375] 13 is a flowchart showing a reel specific control process in Modification 6. [Figure 376]10A is a flowchart showing a process for specific control presentation during a stop operation, and FIG. 10B is a diagram showing an example of a display presentation on the auxiliary display unit. [Figure 377] 13 is a flowchart showing a reel specific control process in Modification 7. [Figure 378] 10 is a flowchart showing the pseudo first precursor mode processing at the start. [Figure 379] FIG. 20 is a diagram showing an example of a number-of-games lottery table for the second premonition mode in Modification 8. [Figure 380] A flowchart showing the processing for the winning CZ in variant example 9. [Figure 381] 10 is a flowchart showing a bonus end process when no transition to RUSH occurs. [Figure 382] 10 is a timing chart for explaining the relationship between the first precursor mode and the second precursor mode. [Figure 383] A flowchart showing the processing for the winning CZ in variant example 10. [Figure 384] This is a flowchart showing the processing for the winning CZ effect. [Figure 385] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 386] A flowchart showing the processing for the winning CZ in variant example 11. [Figure 387] 10 is a flowchart showing a bonus end process when no transition to RUSH occurs. [Figure 388] This is a flowchart showing the processing for the winning CZ effect. [Figure 389] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 390] 10 is a timing chart for explaining the transition to a reserved CZ state. [Figure 391] 23 is a flowchart showing a second CZ counter setting process in Modification 12. [Figure 392] 10 is a flowchart showing a third setting process of the CZ counter. [Figure 393]In variant example 13, (a) is a flowchart showing the second CZ counter setting process, and (b) is a diagram for explaining the relationship between the ceiling number of wins for CZ and the ceiling number of games for the normal bonus state. [Figure 394] A flowchart showing the processing for the winning CZ in variant example 14. [Figure 395] 10 is a flowchart showing the process of setting the premonition effect. [Figure 396] A flowchart showing specific control processing when transitioning to a favorable zone in variant example 15. [Figure 397] FIG. 10 is a diagram for explaining an outline of the normal bonus state in the fifth b embodiment. [Figure 398] 10 is a flowchart showing processing for a normal bonus at the start. [Figure 399] 10A to 10C are diagrams showing examples of various lottery tables. [Figure 400] FIG. 10 is an explanatory diagram showing the relationship between the operation sequence of the stop switches and the winning patterns that are achieved. [Figure 401] This is a diagram to explain how the designated symbol push order notification effect is performed when a RUSH is won. [Figure 402] 10 is a flowchart showing one game consecutive processing. [Figure 403] FIG. 10 is an explanatory diagram showing the relationship between the operation sequence of the stop switches and the winning patterns that are achieved. [Figure 404] This is a diagram to explain how the pattern-specified push order notification effect for one consecutive game is performed. [Figure 405] FIG. 10 is a diagram showing an example of a one-game consecutive lottery table. [Figure 406] 10 is a flowchart showing a normal bonus process when a prize is won. [Figure 407] 10 is a flowchart showing a high probability stock process. [Figure 408] 10A to 10C are diagrams showing examples of various lottery tables. [Figure 409] 10 is a flowchart showing a high-probability transition process. [Figure 410]10 is a flowchart showing a bonus game number management process. [Figure 411] 10 is a flowchart showing a RUSH transition process. [Figure 412] 10 is a flowchart showing the processing when a RUSH is won. [Figure 413] This is a flowchart showing the processing for the normal bonus effect at the time of the start operation. [Figure 414] 10 is a flowchart showing a process for reel effect at the start. [Figure 415] 10 is a flowchart showing a reel control process at the start of a normal bonus. [Figure 416] 10 is a flowchart showing a bonus start game control process. [Figure 417] FIG. 10 is a diagram for explaining how a normal bonus start effect is performed. [Figure 418] FIG. 10 is a diagram for explaining how a normal bonus start effect is performed. [Fig. 419] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 420] FIG. 10 is a diagram for explaining how a two-choice state effect is performed. [Figure 421] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 422] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 423] 10 is a flowchart showing the RUSH win / loss control process. [Figure 424] This is a flowchart showing the processing for the RUSH win / fail presentation. [Figure 425] FIG. 10 is a diagram for explaining how a reel lock effect is performed. [Figure 426] This is a diagram to explain how the RUSH winning symbol push order notification effect is performed. [Figure 427] This is a diagram to explain the RUSH winning symbol pressing order notification effect, stock images, and RUSH winning effect. [Figure 428] FIG. 10 is a diagram illustrating an example of an image data table. [Figure 429] This is a flowchart showing the processing for the normal bonus effect when winning. [Fig. 430] FIG. 10 is a diagram for explaining how the one-game consecutive win effect is performed. [Figure 431] 10 is a flowchart showing a process for producing a reel effect when the reels are all stopped. [Figure 432] 10 is a flowchart showing a two-choice transition process. [Figure 433] FIG. 10 is a diagram showing an example of a lottery table for a two-choice transition lottery. [Fig. 434] 10 is a flowchart showing a two-choice process at the start. [Figure 435] FIG. 10 is a diagram showing an example of a lottery table for a two-choice navigation lottery. [Figure 436] 10 is a flowchart showing a reel control process when stopped during two selections. [Figure 437] 10 is a flowchart showing the two-choice processing when a prize is won. [Fig. 438] 10 is a flowchart showing the processing for two-choice presentation at the time of start operation. [Figure 439] 10 is a flowchart showing the processing for selecting two effects when a stop operation is performed. [Fig. 440] This is a flowchart showing the processing for the two-choice effect when winning. [Figure 441] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 442] FIG. 10 is a diagram illustrating the presentation when two options are selected. [Figure 443] FIG. 10 is a diagram for explaining the effects when there are no two choices. [Figure 444] FIG. 10 is a diagram for explaining the effects when there are no two choices. [Figure 445] 10 is a flowchart showing a two-choice all-stop process. [Figure 446] 10 is a timing chart for explaining how the one-game consecutive effect is performed. [Figure 447] 10 is a timing chart for explaining how the one-game consecutive effect is performed. [Figure 448]This is a timing chart to explain how the RUSH winning symbol push order notification effect is performed. [Figure 449] This is a timing chart to explain how the RUSH winning symbol push order notification effect is performed. [Figure 450] 1 is a timing chart for explaining how a two-choice game is played. [Figure 451] 1 is a timing chart for explaining how a two-choice game is played. [Figure 452] 1 is a timing chart for explaining how a two-choice game is played. [Figure 453] This is a timing chart for explaining how the RUSH winning effect and the update effect are performed. [Figure 454] 1 is a timing chart for explaining how a two-choice game is played. [Figure 455] FIG. 10 is a diagram for explaining an overview of the RUSH state and the RUSH bonus state. [Figure 456] 10 is a flowchart showing a RUSH setting process. [Figure 457] 3A to 3C are diagrams illustrating examples of various tables. [Figure 458] 10 is a flowchart showing a process for a RUSH at the start. [Fig. 459] 3A to 3C are diagrams illustrating examples of various tables. [Figure 460] 10 is a flowchart showing the processing for the RUSH when winning. [Figure 461] 10 is a flowchart showing the processing for the RUSH performance at the time of the start operation. [Figure 462] 10 is a flowchart showing a RUSH start reel control process. [Figure 463] 10 is a flowchart showing a freeze notification effect process. [Fig. 464] 10 is a flowchart showing a chance-up effect setting process. [Figure 465] 10 is a flowchart showing a process for setting a sense of incongruity. [Figure 466] 10 is a flowchart showing the processing for the RUSH effect when a stop operation is performed. [Figure 467] 10 is a flowchart showing the processing for the winning performance RUSH. [Fig. 468] FIG. 10 is a diagram for explaining the effects of the RUSH state. [Figure 469] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 470] FIG. 10 is a diagram for explaining how the reel lock effect is performed in the RUSH state. [Figure 471] FIG. 10 is a diagram for explaining how the reel lock effect is performed in the RUSH state. [Figure 472] This is a diagram to explain the relationship between the V announcement effect and the pre-effect for confirmation. [Fig. 473] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Fig. 474] 10 is a flowchart showing a process for a start-up RUSH bonus. [Figure 475] 3A to 3C are diagrams illustrating examples of various tables. [Figure 476] 10 is a flowchart showing a process for a RUSH bonus when winning a prize. [Figure 477] 10 is a flowchart showing the processing for the RUSH bonus effect at the time of the start operation. [Figure 478] 10 is a flowchart showing the processing for the winning performance RUSH bonus. [Figure 479] FIG. 10 is a diagram for explaining the bonus end effect and the RUSH end effect. [Figure 480] 10 is a flowchart showing processing for a performance switch. [Figure 481] 10 is a flowchart showing a bet acceptance process. [Figure 482] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 483] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 484] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 485]FIG. 10 is a diagram illustrating customization of a presentation mode. [Figure 486] 10A and 10B are diagrams for explaining customization of reel lock effects. [Figure 487] This is a diagram to explain the winning trigger and presentation content of the RUSH bonus state. [Figure 488] 10 is a flowchart showing an adjustment process at the end of a RUSH. [Figure 489] 10 is a flowchart showing a sub-side RUSH end adjustment process. [Figure 490] 10 is a flowchart showing a setting process when transitioning to a pullback state. [Figure 491] 10 is a flowchart showing a start-time return process. [Figure 492] A flowchart showing the process for returning when a prize is won. [Figure 493] 10 is a flowchart showing a process for pulling back the effect when a start operation is performed. [Figure 494] This is a flowchart showing the process for returning the winning effect. [Figure 495] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 496] 10 is a flowchart showing a process for ending at the start of a game. [Figure 497] 10 is a flowchart showing the ending process when a prize is won. [Figure 498] 10 is a flowchart showing a process for an ending effect at the time of a start operation. [Figure 499] A flowchart showing the processing for the winning performance ending. [Figure 500] FIG. 10 is a diagram for explaining an ending presentation. [Figure 501] 10A is a diagram for explaining each effect customization, and FIG. 10B is a diagram for explaining each ending effect. [Figure 502] 10 is a flowchart showing an adjustment process at the end of a RUSH in Modification 1. [Figure 503] 10 is a flowchart showing a setting process when transitioning to a pullback state. [Figure 504] A flowchart showing the process for returning when a prize is won. [Figure 505] 10 is a flowchart showing a process for pulling back the effect when a start operation is performed. [Figure 506] FIG. 10 is a diagram for explaining the relationship between the number of RUSH bonuses managed by the main control device and the number of RUSH bonuses managed by the sub-control device in Modification 2. [Figure 507] FIG. 10 is a diagram for explaining the relationship between the number of RUSH bonuses managed by the main control device and the number of RUSH bonuses managed by the sub-control device. [Figure 508] FIG. 10 is a diagram for explaining the relationship between the number of RUSH bonuses managed by the main control device and the number of RUSH bonuses managed by the sub-control device. [Figure 509] FIG. 10 is a diagram for explaining the relationship between the number of RUSH bonuses managed by the main control device and the number of RUSH bonuses managed by the sub-control device. [Figure 510] 13 is a flowchart showing a winning RUSH bonus process in Modification 3. [Figure 511] 10A is a diagram showing a part of a flowchart for processing for the start RUSH, and FIG. 10B is a diagram showing a part of a flowchart for processing for the winning RUSH. [Figure 512] A flowchart showing processing for advantageous zones at the start. [Figure 513] 10 is a flowchart showing a setting process when transitioning to a RUSH state. [Figure 514] 13 is a flowchart showing a RUSH setting process in Modification 4. [Figure 515] 10A is a diagram showing a part of a flowchart for processing for the start RUSH, and FIG. 10B is a diagram showing a part of a flowchart for processing for the winning RUSH. [Figure 516] 10 is a flowchart showing a setting process when transitioning to a RUSH state. [Figure 517] FIG. 1 is a diagram for explaining an overview of the game. [Figure 518]In Modification 5, (a) is a diagram showing a part of a flowchart of lottery result processing, and (b) is a diagram showing a part of a flowchart of winning result processing. [Figure 519] 10 is a flowchart showing a process for a direct hit. [Figure 520] A flowchart showing processing for advantageous zones at the start. [Figure 521] 10 is a flowchart showing a setting process when transitioning to a direct hit RUSH state. [Figure 522] FIG. 1 is a diagram for explaining an overview of the game. [Figure 523] 13A and 13B are diagrams for explaining whether or not the freeze limit flag and the custom counter are initialized at each trigger in Modification Example 6. FIG. [Figure 524] In the seventh modification, (a) is a diagram for explaining the in-region RAM, and (b) is a diagram for explaining whether or not the freeze limit flag and the custom counter are initialized at each trigger. [Figure 525] 10 is a flowchart showing lottery result handling processing. [Figure 526] In Modification 8, (a) is a flowchart showing the processing for a first BB tenpai game, and (b) is a diagram showing an example of a display effect on the auxiliary display section. [Figure 527] 10 is a flowchart showing a bet acceptance process. [Figure 528] 13 is a flowchart showing the process for the effect switch in the ninth modification example. [Figure 529] (a) is a flowchart showing the process of switching the game history display, (b) and (c) are figures showing an example of the display presentation on the auxiliary display unit, and (d) is a figure for explaining the display switching. [Fig. 530] 10 is a timing chart for explaining switching of each display. [Figure 531] FIG. 23 is a diagram showing an example of a display effect on the auxiliary display unit in Modification 10. [Fig. 532] FIG. 6C is a front view of a slot machine according to a sixth embodiment. [Figure 533]1 is a perspective view of the slot machine with the front door closed. FIG. [Fig. 534] 1 is a perspective view of the slot machine with the front door open. FIG. [Fig. 535] FIG. 2 is a perspective view of the slot machine with the inner door open. [Fig. 536] FIG. [Figure 537] FIG. 10 is a diagram showing the arrangement of symbols on each reel. [Figure 538] 10 is an explanatory diagram showing the relationship between the symbols visible through the display window and the pay lines. FIG. [Fig. 539] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Fig. 540] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 541] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Fig. 542] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 543] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Fig. 544] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 545] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 546] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 547] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 548] FIG. 10 is a diagram illustrating an example of a winning mode. [Fig. 549] FIG. 10 is a diagram illustrating an example of a winning mode. [Fig. 550] FIG. 2 is a block diagram showing the electrical configuration of the main control device. [Figure 551] FIG. 2 is a block diagram showing the electrical configuration of the sub-control device. [Figure 552] 4 is a flowchart showing main processing by the main control device. [Figure 553]10 is a flowchart showing timer interrupt processing by the main control device. [Figure 554] 10 is a flowchart showing a normal process. [Figure 555] 10 is a flowchart showing lottery processing. [Figure 556] FIG. 10 is a diagram showing an example of a lottery table for a non-internal winning state. [Figure 557] FIG. 10 is a diagram showing an example of a lottery table for an internal winning state. [Figure 558] FIG. 10 is a diagram showing an example of a lottery table for a bonus state. [Figure 559] FIG. 10 is a diagram for explaining the RT state. [Fig. 560] 10 is a flowchart showing a reel control process. [Fig. 561] FIG. 10 is an explanatory diagram showing the relationship between the operation sequence of the stop switches and the winning patterns that are achieved. [Figure 562] 10 is an explanatory diagram showing the relationship between the operation timing of the stop switch and the winning mode that is achieved. FIG. [Fig. 563] 10 is a flowchart showing bonus state processing. [Fig. 564] A diagram for explaining the normal area and the advantageous area. [Figure 565] 10 is a flowchart showing advantageous zone processing. [Fig. 566] A flowchart showing processing for advantageous zones at the start. [Fig. 567] This is a flowchart showing the processing for the advantageous zone at the end. [Fig. 568] 10 is a flowchart showing lottery result handling processing. [Fig. 569] A flowchart showing the advantageous zone transition process. [Fig. 570] 10A and 10B are diagrams showing examples of various transition lottery tables. [Figure 571] FIG. 2 is a diagram for explaining an overview of an instruction monitor and a section indicator. [Figure 572] An explanatory diagram showing an overview of the push order notification display performed on the auxiliary display unit. [Figure 573] An explanatory diagram showing an overview of the push order notification display performed on the auxiliary display unit. [Figure 574] This is a diagram to explain the position on the reels of the representative patterns that are announced in the color-push sequence announcement performance. [Figure 575] This is a diagram to explain the relationship between the push order notification performed on the instruction monitor and the push order notification performance performed on the auxiliary display unit. [Figure 576] 10 is a flowchart showing the push order notification process. [Figure 577] 10 is a flowchart showing a winning result response process. [Figure 578] 10 is a flowchart showing a performance setting process performed by the sub-control device. [Figure 579] 10 is a flowchart showing a performance setting process at the time of a start operation. [Fig. 580] 10 is a flowchart showing a process for setting a performance when a stop operation is performed. [Figure 581] 10 is a flowchart showing the process for setting effects when winning. [Fig. 582] 10 is a flowchart showing a normal process at the start. [Fig. 583] 10A to 10C are diagrams showing examples of various lottery tables used in a normal state. [Fig. 584] 10 is a flowchart showing a RUSH transition process. [Fig. 585] 10A and 10B are diagrams showing examples of various transition lottery tables used in a normal state. [Fig. 586] 10 is a flowchart showing a battle transition process. [Figure 587] 10 is a flowchart showing a CZ transfer process. [Figure 588] 10 is a flowchart showing a normal state management process. [Figure 589] This is a flowchart showing normal processing when a prize is won. [Fig. 590] 10 is a flowchart showing a CZ migration setting process. [Fig. 591] 10A and 10B are diagrams for explaining various states, etc. [Fig. 592] 10 is a flowchart showing a battle transition setting process. [Fig. 593] 10 is a flowchart showing a RUSH transition setting process. [Fig. 594] 10 is a flowchart showing a normal processing for effects at the time of start operation. [Fig. 595] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Fig. 596] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 597] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Fig. 598] 10 is a flowchart showing the first process of notifying the pressing order at the time of the start operation. [Figure 599] 10 is a flowchart showing a process for producing a state at the time of a start operation. [Figure 600] 10 is a flowchart showing a process for premonition effects at the time of a start operation. [Figure 601] FIG. 10 is a diagram for explaining an outline of the premonition effects. [Figure 602] FIG. 10 is a diagram illustrating an example of a performance scenario table. [Figure 603] FIG. 10 is a diagram illustrating an example of a performance scenario table. [Figure 604] FIG. 10 is a diagram illustrating an example of a performance scenario table. [Figure 605] 10 is a flowchart showing a premonition effect rewrite setting process. [Figure 606] FIG. 10A is a diagram for explaining an example of a rendering scenario table, and FIG. 10B is a diagram showing an example of a display rendering on the auxiliary display unit. [Figure 607] 10 is a flowchart showing a process for setting performance data. [Figure 608] A diagram to explain the outline of the advance performance. [Figure 609] FIG. 10 is a diagram for explaining an outline of the thrust effect. [Figure 610] This is a diagram to explain the outline of the small performance. [Figure 611]10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 612] 10 is a flowchart showing processing for specific effects. [Figure 613] FIG. 10 is a diagram illustrating an example of an execution table for a specific effect. [Figure 614] FIG. 10 is a diagram illustrating an example of an execution table for a specific effect. [Figure 615] 10 is a flowchart showing the normal processing for effects when a stop operation is performed. [Figure 616] 10 is a flowchart showing a process for producing a non-recommended operation. [Figure 617] 10 is a flowchart showing the first process for notifying the pressing order during a stop operation. [Figure 618] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 619] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 620] 10 is a flowchart showing the processing for premonition effects during a stop operation. [Figure 621] This is a flowchart showing the normal processing for the winning effect. [Figure 622] 10A is a flowchart showing the first process of notifying the push order when a prize is won, and FIG. 10B is a diagram for explaining an example of a presentation when a prize is won. [Figure 623] 10 is a flowchart showing a point number display update process. [Figure 624] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 625] 10 is a flowchart showing a process for displaying the number of points. [Figure 626] 10 is a flowchart showing the processing for producing a winning state. [Figure 627] 10 is a flowchart showing the processing for the winning sign effect. [Figure 628] 10 is a flowchart showing processing for a performance switch. [Figure 629] 10 is a flowchart showing a process for customizing premonition effects. [Figure 630]10A is a flowchart showing a custom display process, and FIG. 10B is a diagram showing an example of a display effect on the auxiliary display unit. [Figure 631] This is a timing chart to explain the timing of execution of specific effects. [Figure 632] FIG. 10 is a diagram illustrating a game in which a specific effect can be executed. [Figure 633] FIG. 10 is a diagram illustrating games in which specific effects can be executed when premonition states overlap. [Figure 634] FIG. 10 is a diagram illustrating games in which specific effects can be executed when premonition states overlap. [Figure 635] FIG. 10 is a diagram illustrating games in which specific effects can be executed when premonition states overlap. [Figure 636] 10 is a flowchart showing a process for a CZ at the start. [Figure 637] 10A is a flowchart showing the processing for the first CZ at the start, and FIG. 10B is an explanatory diagram showing the relationship between the operation timing of the stop switch and the winning mode that will be achieved. [Figure 638] 10A is a flowchart showing the processing for the second CZ at the start, and FIG. 10B is a diagram showing an example of a target lottery table. [Figure 639] This is a flowchart showing the processing for the CZ when winning. [Figure 640] This is a flowchart showing the processing for the first CZ when a prize is won. [Figure 641] 10 is a flowchart showing a normal transition setting process when a CZ ends. [Figure 642] This is a flowchart showing the processing for the second CZ when a prize is won. [Figure 643] A flowchart showing the processing for the CZ performance when the start operation is performed. [Figure 644] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 645] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 646] This is a flowchart showing the processing for the first CZ performance when the start operation is performed. [Figure 647] FIG. 10 is a diagram for explaining an outline of the aim effect. [Figure 648] This is a flowchart showing the processing for premonition effects during the CZ when the start operation is performed. [Figure 649] (a) is a flowchart showing the processing for advance performance during CZ, and (b) is a diagram showing an example of an execution table for advance performance during CZ. [Figure 650] A flowchart showing the processing for the second CZ performance when the start operation is performed. [Figure 651] A flowchart showing the processing for the CZ effect when a stop operation is performed. [Figure 652] A flowchart showing processing for non-recommended operation presentation for CZ. [Figure 653] This is a flowchart showing the processing for the winning CZ effect. [Figure 654] This is a flowchart showing the processing for the first CZ of the winning performance. [Figure 655] This is a flowchart showing the processing for the second CZ winning effect. [Figure 656] FIG. 10 is a diagram for explaining the relationship between game lottery results and points, etc. [Figure 657] FIG. 10 is a diagram for explaining an outline of a battle state. [Figure 658] 10 is a flowchart showing a process for a battle at the start of the battle. [Figure 659] 10 is a flowchart showing a process for reel effect at the start. [Figure 660] 10 is a flowchart showing processing for a battle when a prize is won. [Figure 661] 10 is a flowchart showing a normal transition setting process at the end of a battle. [Figure 662] 10A is a flowchart showing the process for long BET press, and FIG. 10B is a diagram for explaining how the battle state is switched. [Figure 663] 10 is a flowchart showing a process for a battle effect at the time of a start operation. [Figure 664] 10 is a flowchart showing a common processing for effects when a start operation is performed. [Figure 665] 10 is a flowchart showing the processing for the first battle performance at the time of the start operation. [Figure 666] 10 is a flowchart showing the processing for the second battle performance at the time of the start operation. [Figure 667] 10 is a flowchart showing the processing for the battle effect when a stop operation is performed. [Figure 668] 10 is a flowchart showing the processing for the winning effect battle. [Figure 669] 10A is a flowchart showing a common process for effects when a prize is won, and FIG. 10B is a diagram showing an example of a display effect on the auxiliary display unit. [Figure 670] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 671] 10 is a flowchart showing the processing for the first and second battles of the winning effects. [Figure 672] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 673] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 674] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 675] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 676] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 677] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 678] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 679] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 680] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 681] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 682] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 683] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 684]10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 685] 10 is a flowchart showing the second process of notifying the pressing order at the time of the start operation. [Figure 686] 10 is a flowchart showing the second process of notifying the pressing order during a stop operation. [Figure 687] This is a flowchart showing the second process for notifying the order of pressing when a prize is won. [Figure 688] This is a timing chart to explain how the push order notification effect is executed. [Figure 689] 10 is a flowchart showing a process for lottery determination of the number of games at the start. [Fig. 690] FIG. 10 is a diagram showing an example of a number-of-games lottery table. [Figure 691] 10 is a flowchart showing a process for lottery of G numbers when winning; [Figure 692] 10 is a flowchart showing the process for lottery determination of the number of Gs for effects at the time of start operation. [Figure 693] 10A is a flowchart showing the processing for the advance performance during the G number lottery, and FIG. 10B is a diagram showing an example of an execution table for the advance performance in the G number lottery state. [Figure 694] 10 is a flowchart showing the process for lottery of the number of Gs for effects when a stop operation is performed. [Figure 695] 10 is a flowchart showing a process for lottery determination of the number of Gs of effects when winning. [Figure 696] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 697] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 698] 10 is a flowchart showing a process for a RUSH at the start. [Figure 699] 10 is a flowchart showing the processing for the RUSH when winning. [Figure 700] 10 is a flowchart showing post-RUSH battle transition setting processing. [Figure 701] 10A is a flowchart showing the ending transition setting process, and FIG. 10B is a flowchart showing the ending process when a prize is won. [Figure 702]10A is a flowchart showing the promotion transition setting process, and FIG. 10B is a flowchart showing the normal transition setting process at the time of advantageous start. [Fig. 703] 10 is a flowchart showing a start-time promotion lottery process. [Fig. 704] 10A is a flowchart showing a process for a promotion lottery at the time of winning, and FIG. 10B is a diagram showing an example of a type lottery table for a G number lottery state. [Figure 705] 10 is a flowchart showing the processing for the RUSH performance at the time of the start operation. [Figure 706] 10 is a flowchart showing an additional notification process. [Fig. 707] 10A is a flowchart showing a normal surcharge setting process, and FIG. 10B is a diagram showing an example of a surcharge timing table. [Fig. 708] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 709] This is a flowchart showing the premonition effect setting process for additional bonuses. [Fig. 710] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 711] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Fig. 712] 10 is a flowchart showing the premonition effect setting process for a specialized zone. [Fig. 713] FIG. 10 is a diagram for explaining an overview of a specialized zone. [Fig. 714] A diagram to explain the relationship between added bonuses and characters in specialized zones. [Fig. 715] FIG. 2 is a diagram for explaining each character. [Fig. 716] A diagram to explain the relationship between the number of added games and the number of notified games. [Fig. 717] 10A is a flowchart showing the process of setting an additional bonus during a premonition, and FIG. 10B is a flowchart showing the process of setting an additional bonus during a specialized zone. [Fig. 718] 10 is a flowchart showing a start-time special setting process. [Fig. 719]10 is a flowchart showing the effect setting process for a premonition state. [Fig. 720] 10 is a flowchart showing a specialized effect setting process. [Fig. 721] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Fig. 722] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Fig. 723] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Fig. 724] 10 is a flowchart showing the processing for the RUSH effect when a stop operation is performed. [Fig. 725] 10 is a flowchart showing the processing for the winning performance RUSH. [Fig. 726] 10A is a flowchart showing the update process for the display of the number of remaining games in the RUSH, and FIG. 10B is a diagram showing an example of a display effect on the auxiliary display unit. [Fig. 727] 10 is a flowchart showing a process at the end of a precursor; [Fig. 728] 10 is a flowchart showing the effect setting process at the time of ending the state. [Fig. 729] 10 is a flowchart showing processing for a special zone when winning; [Fig. 730] 10 is a flowchart showing a specialized zone customization process. [Fig. 731] A flowchart showing the process of updating the number of games displayed when an additional bonus is added. [Fig. 732] 10A is a flowchart showing a transition condition notification process, and FIG. 10B is a diagram showing an example of a display effect on the auxiliary display unit. [Fig. 733] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Fig. 734] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Fig. 735] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Fig. 736] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Fig. 737] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Fig. 738] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Fig. 739] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Fig. 740] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Fig. 741] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Fig. 742] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Fig. 743] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Fig. 744] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Fig. 745] This is a diagram to explain the relationship between various push order notification effects and various winning effects. [Fig. 746] (a) is a timing chart for explaining the execution timing of the push order notification push order presentation and the custom preview display, and (b) to (d) are figures showing an example of the display presentation on the auxiliary display section. [Fig. 747] 10 is a flowchart showing a process for setting effect data in the first modification example. [Fig. 748] 10 is a flowchart showing processing for specific effects in Modification Example 2. [Fig. 749] 10(a) to 10(b) are diagrams showing an example of an execution table for advance effects in Modification 3, and 10(c) to 10(f) are diagrams showing an example of a target lottery table in Modification 4. FIG. [Fig. 750] In Modification 5, (a) is a flowchart showing the normal transition setting process at the end of the CZ, and (b) is a diagram showing an example of a battle transition lottery table. [Fig. 751] This is a timing chart to explain the relationship between the push order notification effect and the navigation character display in variant example 6. [Fig. 752] FIG. 23 is a diagram showing an example of a display effect on the auxiliary display unit in Modification 7. [Fig. 753] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Fig. 754]10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Fig. 755] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Fig. 756] FIG. 20 is a diagram showing an example of a display effect on the auxiliary display unit in Modification 8. [Fig. 757] FIG. 20 is a diagram showing an example of a display effect on the auxiliary display unit in Modification 9. [Fig. 758] FIG. 23 is a diagram showing an example of a lottery table for an internal winning state in Modification Example 10. DETAILED DESCRIPTION OF THE INVENTION
[0011] <1ath 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 Figures 1 to 5, the slot machine 10 has a housing 11 that forms its outer shell. The housing 11 is formed in a box shape with an open front as a whole, and is attached to so-called island equipment by nailing it when installed in an amusement hall.
[0013] A front door 12 is attached to the front side of the housing 11 in an openable and closable manner. A pair of upper and lower support shafts 13a and 13b are provided on the left side of the housing 11 when viewed from the front. The front door 12 is provided with bearings 14a and 14b at positions corresponding to the support shafts 13a and 13b. When the support shafts 13a and 13b are inserted into the bearings 14a and 14b, the front door 12 is rotatably supported relative to the housing 11 about an opening / closing axis extending in the vertical direction connecting the support shafts 13a and 13b. Rotation of the front door 12 allows the front open side of the housing 11 to be opened or closed. The front door 12 is locked and cannot be opened by a locking device 20 provided on its back surface. A key cylinder 21 integrated with the locking device 20 is provided at the upper right end of the front door 12. The locked state is released by operating a predetermined key on the key cylinder 21.
[0014] A game panel 25 that notifies the player of the game status is provided near the upper center of the front door 12. The game panel 25 has three vertically long display windows 26L, 26M, and 26R formed side by side, and the interior of the slot machine 10 can be seen through each of the display windows 26L, 26M, and 26R. The display windows 26L, 26M, and 26R may be combined into one common display window.
[0015] As shown in FIG. 3, the interior of the housing 11 is divided into two sections, upper and lower, by a partition plate 30, and a reel unit 31 constituting a variable display means is attached to the upper part of the partition plate 30. The reel unit 31 includes a left reel 32L, a center reel 32M, and a right reel 32R, each formed in a cylindrical (annular) shape. Each reel 32L, 32M, and 32R is rotatably supported so that its central axis coincides with the axis of rotation of the reel. The axes of rotation of the reels 32L, 32M, and 32R are arranged on the same axis extending substantially horizontally, and each reel 32L, 32M, and 32R corresponds one-to-one to each display window 26L, 26M, and 26R. Therefore, a portion of the surface of each reel 32L, 32M, and 32R is visible through the corresponding display window 26L, 26M, and 26R. Furthermore, when the reels 32L, 32M, and 32R rotate forward, the surfaces of the reels 32L, 32M, and 32R are projected through the respective display windows 26L, 26M, and 26R as if they were moving from top to bottom.
[0016] Here, the configuration of the reel unit 31 will be briefly described.
[0017] Each of the reels 32L, 32M, and 32R is connected to a stepping motor, and each of the reels 32L, 32M, and 32R can be rotated individually, i.e., independently, by driving each stepping motor. The stepping motor is set to rotate once by applying a drive signal (hereinafter also referred to as an excitation pulse) of, for example, 500 pulses, and this excitation pulse controls the rotational position of the stepping motor, i.e., the rotational position of the reel. Furthermore, the reel unit 31 is provided with a reel index sensor on each of the reels 32L, 32M, and 32R to detect when the reel has rotated once. Each time the reel index sensor detects that the reel has rotated once, it outputs a detection signal to the main control device 101, which will be described later. Therefore, the main control unit 101 can check and correct the angular position of each reel 32L, 32M, 32R for each rotation based on the detection signal of the reel index sensor and the number of excitation pulses output before the detection signal is input.
[0018] On the outer periphery of each reel 32L, 32M, 32R, a plurality of symbols are drawn along the long side (circumference direction) of the reel, serving as identification information. More specifically, 20 symbols are drawn at equal intervals. Therefore, to switch from one symbol to the next symbol at a predetermined position, 25 excitation pulses (= 500 pulses ÷ 20 symbols) must be output. Furthermore, the main control device 101 can determine which symbols are visible through the display windows 26L, 26M, 26R, and can stop a predetermined symbol at a position visible through the display windows 26L, 26M, 26R, based on the number of excitation pulses output after the reel index sensor detection signal is input.
[0019] Next, the symbols depicted on the reels 32L, 32M, and 32R will be described.
[0020] 7 shows the arrangement of symbols on the left reel 32L, center reel 32M, and right reel 32R. As shown in the figure, 20 symbols are arranged in a row on each of the reels 32L, 32M, and 32R. Numbers ranging from 0 to 19 are assigned to the reels 32L, 32M, and 32R, respectively. However, these numbers are used by the main control device 101 to identify the symbols visible through the display windows 26L, 26M, and 26R, and are not actually assigned to the reels 32L, 32M, and 32R. However, these numbers will be used in the following explanation.
[0021] There are ten types of symbols: a "bell" symbol (e.g., the first symbol on the left reel 32L), a "replay" symbol (e.g., the zeroth symbol on the left reel 32L), a "red 7" symbol (e.g., the fourteenth symbol on the left reel 32L), a "watermelon" symbol (e.g., the second symbol on the left reel 32L), a "cherry" symbol (e.g., the eighth symbol on the left reel 32L), a "bar" symbol (e.g., the ninth symbol on the left reel 32L), a "white 7" symbol (e.g., the third symbol on the left reel 32L), a "young man" symbol (e.g., the eighteenth symbol on the left reel 32L), a "red shell" symbol (e.g., the fourth symbol on the left reel 32L), and a "white shell" symbol (e.g., the nineteenth symbol on the left reel 32L). As shown in Figure 7, the number and arrangement order of the various symbols are completely different on each of the reels 32L, 32M, and 32R.
[0022] Each of the display windows 26L, 26M, and 26R is formed so that only three of the 20 symbols on the corresponding reel are visible in their entirety. Therefore, when each of the reels 32L, 32M, and 32R is stopped, 3 x 3 = 9 symbols are visible through the display windows 26L, 26M, and 26R.
[0023] In the slot machine 10, the game result of each game is announced using a combination of three symbols, one for each of the reels 32L, 32M, and 32R, among the visible symbols. As described above, 3 × 3 = 9 symbols are visible, and as combinations of these three symbols, for example, as shown in Fig. 8, there are combinations of symbols that stop on an upper line L1 connecting the upper symbols of the reels 32L, 32M, and 32R, combinations of symbols that stop on a middle line L2 connecting the middle symbols of the reels 32L, 32M, and 32R, and combinations of symbols that stop on a lower line L3 connecting the lower symbols of the reels 32L, 32M, and 32R. There are also combinations of symbols that stop on a downward-sloping line L4 connecting the top symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the bottom symbol on the right reel 32R, and combinations of symbols that stop on an upward-sloping line L5 connecting the bottom symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the top symbol on the right reel 32R. There are also combinations of symbols that stop on a curved line L6 connecting the middle symbol on the left reel 32L, the top symbol on the middle reel 32M, and the top symbol on the right reel 32R. The above lines L1 to L5 are straight lines when the symbols are lined up, while the curved line L6 is a line that bends when the symbols are lined up. There are other combinations of symbols that stop on curved lines besides the curved line L6, but we will not explain them here.
[0024] Of these lines L1 to L6, some are activated by betting medals, and some are not, and when symbols stop in a predetermined combination on an activated line, i.e., an activated line, a win is achieved and a bonus is awarded in which a predetermined number of medals, which are game media, are paid out, or a bonus is awarded in which the game state is changed.On the other hand, when symbols stop in a predetermined combination on an inactivated line, a win is not achieved and the bonus is not awarded.
[0025] In the slot machine 10, of the above lines L1 to L6, the bent line L6 is set as the pay line. More specifically, in the slot machine 10, there are cases where a game is started by betting three medals or two medals. When a game is started by betting three or two medals, only the bent line L6 is set as the pay line, and the other lines L1 to L5 are not set as pay lines. In the following description, the bent line L6 may be referred to as the pay line ML. Also, hereinafter, a game that starts by betting three medals is also referred to as a 3-bet game, a game that starts by betting two medals is also referred to as a 2-bet game, and a game that starts by betting one medal is also referred to as a 1-bet game. In this embodiment, a 1-bet game is not set.
[0026] 9 to 11 are diagrams showing the correspondence between winning symbol combinations and the benefits awarded when a winning symbol combination is obtained.
[0027] The small winning combinations that result in medal payouts include the 1st small winning combination to the 32nd small winning combination.
[0028] When the "Replay" symbol on the left reel 32L, the "Replay" symbol on the middle reel 32M, and the "Replay" symbol on the right reel 32R stop on the active line ML, the first small win is achieved. When the first small win is achieved, 13 medals are paid out in a 3-bet game, and 12 medals are paid out in a 2-bet game.
[0029] As shown in Figure 12(a), when the symbol corresponding to the first small win stops on the activated line ML, the "bell" symbol stops on the downward sloping line L4, so the player can easily understand that the small win corresponding to the bell has been achieved.
[0030] If the "Replay" symbol on the left reel 32L, the "Bell" symbol on the middle reel 32M, and the "Bell" symbol on the right reel 32R stop on the active line ML, the second small win will be awarded. If the second small win is awarded, 13 medals will be paid out in a 3-bet game, and 12 medals will be paid out in a 2-bet game.
[0031] As shown in Figure 12(b), when the symbol corresponding to the second small win stops on the activated line ML, the "bell" symbol stops in line on the upper line L1. Therefore, the player can easily understand that the small win corresponding to the bell has been achieved, and also understand that a small win different from the first small win has been achieved because of the difference in the line on which the "bell" symbol is aligned.
[0032] When the "bell" symbol on the left reel 32L, the "replay" symbol on the middle reel 32M, and the "watermelon" or "red shell" symbol on the right reel 32R stop on the active line ML, the third small win is achieved. When the third small win is achieved, 13 medals are paid out in a 3-bet game, and 12 medals are paid out in a 2-bet game.
[0033] As shown in Figure 12(c), when the symbol corresponding to the third small win stops on the activated line ML, the "bell" symbol stops in alignment on the middle line L2. Therefore, the player can easily understand that the small win corresponding to the bell has been achieved, and also understand that a small win different from the first and second small wins has been achieved because of the difference in the line on which the "bell" symbol is aligned.
[0034] When the "watermelon" symbol on the left reel 32L, the "replay" symbol on the middle reel 32M, and the "bell" symbol on the right reel 32R stop on the active line ML, the fourth small win is achieved. When the fourth small win is achieved, 13 medals are paid out in a 3-bet game, and 12 medals are paid out in a 2-bet game.
[0035] As shown in Figure 12(d), when the symbol corresponding to the fourth small win stops on the activated line ML, the "bell" symbol stops in line on the upward-sloping line L5. Therefore, the player can easily understand that the small win corresponding to the bell has been achieved, and also understand that a small win different from the first to third small wins has been achieved because of the difference in the line on which the "bell" symbol is aligned.
[0036] When the "watermelon" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "replay" symbol on the right reel 32R stop on the active line ML, the 5th small win is achieved. When the 5th small win is achieved, 13 medals are paid out in a 3-bet game, and 12 medals are paid out in a 2-bet game.
[0037] As shown in Figure 12(e), when the symbol corresponding to the fifth small win stops on the activated line ML, the "bell" symbol stops in alignment on the lower line L3. Therefore, the player can easily understand that the small win corresponding to the bell has been achieved, and also understand that a small win different from the first to fourth small wins has been achieved because of the difference in the line on which the "bell" symbol is aligned.
[0038] When the "watermelon" symbol on the left reel 32L, the "replay" symbol on the middle reel 32M, and the "replay" symbol on the right reel 32R stop on the active line ML, the 6th small win is achieved. When the 6th small win is achieved, 13 medals are paid out in a 3-bet game, and 12 medals are paid out in a 2-bet game.
[0039] As shown in Figure 12 (f), when the symbol corresponding to the sixth small win stops on the activated line ML, "bell" symbols stop (in a small mountain shape) on the bottom of the left reel 32L, the middle of the middle reel 32M, and the bottom of the right reel 32R. Therefore, the player can easily understand that a small win corresponding to a bell has been achieved, and can also understand that a small win different from the first to fifth small wins has been achieved, based on the difference in the stopping position of the "bell" symbols.
[0040] When the "bell" symbol on the left reel 32L, the "white 7" symbol, the "cherry" symbol, the "red shell" symbol or the "young man" symbol on the middle reel 32M, and the "white 7" symbol, the "white shell" symbol or the "young man" symbol on the right reel 32R stop on the active line ML, it is the 7th small win. When the 7th small win is achieved, 3 medals are paid out in a 3-bet game, and 3 medals are paid out in a 2-bet game.
[0041] As shown in Figure 13(a), when the symbol corresponding to the seventh small win stops on the activated line ML, the "watermelon" symbol stops on the downward-sloping line L4, so the player can easily understand that the small win corresponding to the watermelon has been achieved.
[0042] When the "bell" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "watermelon" symbol on the right reel 32R stop on the active line ML, the 8th small win is achieved. When the 8th small win is achieved, 3 medals are paid out in a 3-bet game, and 3 medals are paid out in a 2-bet game.
[0043] As shown in Figure 13(b), when the symbol corresponding to the 8th small win stops on the activated line ML, the "watermelon" symbol stops in alignment on the upper line L1. Therefore, the player can easily understand that the small win corresponding to the watermelon has been achieved, and also understand that a small win different from the 7th small win has been achieved because of the difference in the line on which the "watermelon" symbol is aligned.
[0044] The 9th to 32nd small wins are mainly awarded when the 1st to 6th small wins are missed, so-called missed wins. When the 9th to 32nd small wins are awarded, one medal is paid out in a 3-bet game, and one medal is paid out in a 2-bet game. For the 9th to 32nd minor winning combinations, a winning combination is achieved when the following symbols stop on the active line ML: "Replay", "Red 7", "BAR", "Red Shell", "White Shell", "Youth" or "Bell" on the left reel 32L, "White 7", "Cherry", "Red Shell", "Youth", "Red 7", "Watermelon", "Replay", "BAR", "Bell" or "White Shell" on the middle reel 32M, and "Red 7", "White 7", "White Shell", "Youth", "Watermelon", "Red Shell", "BAR" or "Replay" on the right reel 32R. As shown in Figures 9 and 10, the combinations of symbols corresponding to the 9th to 32nd small wins are all set so that the "bell" symbols do not line up and stop on a straight line (L1 to L5), making it easy to understand that the small win corresponding to the bell has not been achieved.
[0045] Incidentally, in the configuration in which medals are paid out based on the above-mentioned 1st small prize winning to 32nd small prize winning, the paid out small prize is a kind of benefit (game value) granted according to the result of the game. In this specification, the paid out medals may also be referred to as "out balls", and the ratio of the number of paid out medals (out balls) to the number of inserted (betted) medals may also be referred to as "out ball rate".
[0046] The winning combinations that can be awarded with a replay privilege (play value) that allows a player to play the next game without inserting a medal include the 1st replay winning combination to the 12th replay winning combination. As shown in Figure 11, winning symbol combinations are set for the 1st replay winning combination to the 12th replay winning combination.
[0047] The first replay wins when the "replay" symbol on the left reel 32L, the "watermelon" symbol on the center reel 32M, and the "red 7," "white 7," "white shell" or "young man" symbol on the right reel 32R stop on the active line ML. As shown in FIG. 13(c), when the symbol corresponding to the first replay win stops on the active line ML, the "replay" symbols stop in line on the center line L2. This allows the player to easily understand that a replay win corresponding to the replay has been achieved.
[0048] In the second replay, a win is achieved when the "white 7" symbol on the left reel 32L, the "white shell" symbol on the center reel 32M, and the "cherry" symbol on the right reel 32R stop on the activated line ML. When the symbol corresponding to the second replay win stops on the activated line ML, the "white 7" symbols line up and stop on the center line L2, as shown in Figure 14(e).
[0049] The third replay wins when the "white 7" symbol on the left reel 32L, the "white shell" symbol on the middle reel 32M, and the "BAR" symbol on the right reel 32R stop on the activated line ML. When the symbols corresponding to the third replay win stop on the activated line ML, as shown in Figure 14(f), the "white 7" symbol stops in the middle row of the left reel 32L and the middle reel 32M, and the "red 7" symbol stops in the middle row of the right reel 32R.
[0050] The fourth and fifth replays are adjustment replays in the event that multiple replays result in overlapping wins.
[0051] In the sixth replay, a win is achieved when the "bell" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "red 7", "white 7", "bar", "cherry", "white shell" or "young man" symbol on the right reel 32R stop on the activated line ML. As shown in Figure 13(d), when the symbols corresponding to the sixth replay win stop on the activated line ML, the "watermelon" symbols stop on the upper row of the left reel 32L and the upper row of the middle reel 32M, but the "watermelon" symbol does not stop on the upper row of the right reel 32R (the "watermelon" symbol stops on the lower row of the right reel 32R), resulting in a stop pattern where the upper row watermelon is not in the ready state. Furthermore, when the symbol corresponding to the sixth replay win stops on the valid line ML, the "watermelon" symbol stops on the top row of the left reel 32L and the bottom row of the right reel 32R, but the "watermelon" symbol does not stop on the middle row of the middle reel 32M (the "watermelon" symbol stops on the top row of the middle reel 32M), resulting in a stopping pattern that is known as a right-downward watermelon tenpai miss.
[0052] In the seventh replay, a win is achieved when the "bell" symbol on the left reel 32L, the "white 7" symbol, the "cherry" symbol, the "red shell" symbol or the "young man" symbol on the middle reel 32M, and the "watermelon" symbol or the "red shell" symbol on the right reel 32R stop on the activated line ML. As shown in FIG. 13(e), when the symbols corresponding to the seventh replay win stop on the activated line ML, the "watermelon" symbols stop on the upper row of the left reel 32L and the upper row of the right reel 32R, but the "watermelon" symbol does not stop on the upper row of the middle reel 32M (the "watermelon" symbol stops on the middle row of the middle reel 32M), resulting in a stop pattern where the upper row watermelon is not in a tenpai state. Furthermore, when the symbol corresponding to the seventh replay win stops on the valid line ML, the "watermelon" symbol stops on the top row of the left reel 32L and the middle row of the middle reel 32M, but the "watermelon" symbol does not stop on the bottom row of the right reel 32R (the "watermelon" symbol stops on the top row of the right reel 32R), resulting in a stopping pattern that is known as a right-downward watermelon tenpai miss.
[0053] The eighth replay wins when the "watermelon" symbol on the left reel 32L, the "white 7" symbol, the "cherry" symbol, the "red shell" symbol or the "young man" symbol on the center reel 32M, and the "replay" symbol on the right reel 32R stop on the activated line ML. As shown in Figure 14(a), when the symbol corresponding to the eighth replay win stops on the activated line ML, the "watermelon" symbols stop in alignment on the center line L2.
[0054] The 9th replay wins when the "replay" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "watermelon" symbol or the "ark shell" symbol on the right reel 32R stop on the activated line ML. As shown in Figure 14(b), when the symbols corresponding to the 9th replay win stop on the activated line ML, the "replay" symbols stop in the middle row of the left reel 32L and the middle row of the middle reel 32M, but the "replay" symbol does not stop in the middle row of the right reel 32R (the "bell" symbol stops in the middle row of the right reel 32R), resulting in a stop pattern where the so-called middle row replay is not ready.
[0055] The 10th replay is won when the "BAR" symbol on the left reel 32L, the "white 7", "BAR", "cherry", "red shell" or "young man" symbol on the center reel 32M, and the "red 7", "white 7", "BAR", "cherry", "white shell" or "young man" symbol on the right reel 32R stop on the active line ML. Also, the 12th replay is won when the "BAR" symbol on the left reel 32L, the "BAR" symbol on the center reel 32M, and the "bell", "watermelon" or "red shell" symbol on the right reel 32R stop on the active line ML. As shown in Figures 14(c) and 14(d), when a symbol corresponding to a 10th or 12th replay win stops on the pay line ML, a "cherry" symbol stops on the bottom row of the left reel 32L. If a 10th or 12th replay win has been won, and a "cherry" symbol is stopped on the right reel 32R, the "cherry" symbol will stop on the top row in the case of a 10th replay win, and the "cherry" symbol will stop on the middle or bottom row in the case of a 12th replay win, making it possible to distinguish between a 10th replay win and a 12th replay win. An 11th replay win is achieved when a 10th or 12th replay win is not possible, i.e., when a miss occurs.
[0056] The state transition winning events that only result in a transition of the gaming state include the first BB winning event and the second BB winning event.
[0057] When the "replay" symbol on the left reel 32L, the "bell" symbol on the center reel 32M, and the "bar" symbol on the right reel 32R stop on the active line ML, a first BB win is achieved. When the first BB win is achieved, the game state transitions to the first BB state. When the symbols corresponding to the first BB win stop on the active line ML, as shown in Figure 15(a), the "bar" symbols may stop aligned on the upward-sloping line L5, or as shown in Figure 15(b), the "red 7" symbol, the "red 7" symbol, and the "bar" symbol may stop on the upward-sloping line L5 in order from left to right.
[0058] When the "red shell" symbol on the left reel 32L, the "bell" symbol on the center reel 32M, and the "bell" symbol on the right reel 32R stop on the activated line ML, a second BB win is achieved. When a second BB win is achieved, the game state transitions to the second BB state. When the symbols corresponding to the second BB win stop on the activated line ML, as shown in Figure 15(c), the "white 7" symbols may stop in a line on the lower line L3, or as shown in Figure 15(d), the "white 7" symbols, "white 7" symbols, and "red 7" symbols may stop on the lower line L3 in order from left to right.
[0059] A start lever 41 that is operated to start the rotation of each of the reels 32L, 32M, and 32R is provided on the lower left side of the game panel 25. The start lever 41 constitutes a start operation means or a starting operation means that is operated to start the rotation of the reels 32L, 32M, and 32R, i.e., to start the variable display of symbols. When the start lever 41 is operated with a predetermined number of medals inserted, each of the reels 32L, 32M, and 32R starts to rotate.
[0060] Button-like stop switches 42-44 that are operated to individually stop the spinning reels 32L, 32M, and 32R are provided on the right side of the start lever 41. Each stop switch 42-44 is located directly below the display window 26L, 26M, and 26R that corresponds to the reel 32L, 32M, and 32R to be stopped.
[0061] Stop switches 42-44 are connected to stop detection sensors 42a-44a (FIG. 16), respectively, and the stop detection sensors 42a-44a are connected to main control device 101, which will be described later. Main control device 101 determines that stop switches 42-44 have been operated based on the detection signals from the stop detection sensors 42a-44a. Specifically, when stop switches 42-44 have not been operated, stop detection signals of LOW signals are output from stop detection sensors 42a-44a, and when stop switches 42-44 are operated, the detection signals switch from LOW to HI. Main control device 101 determines that stop switches 42-44 have been operated by detecting this signal switch. When main control device 101 determines that stop switches 42-44 have been operated, it controls the reel corresponding to the operated switch to stop spinning.
[0062] That is, when the left stop switch 42 is operated, the left reel 32L stops spinning, when the center stop switch 43 is operated, the center reel 32M stops spinning, and when the right stop switch 44 is operated, the right reel 32R stops spinning. The stop switches 42 to 44 constitute stop operation means that is operated to stop the variable display of symbols based on the rotation of the reels 32L, 32M, and 32R.
[0063] Stop lamps 42b to 44b are built into the stop switches 42 to 44, respectively. Light from the stop lamps 42b to 44b is partially transmitted through the operation surfaces of the stop switches 42 to 44, and the light from the stop lamps 42b to 44b is visible through the stop switches 42 to 44. When the operation of the stop switches 42 to 44 is valid, the stop lamps 42b to 44b are controlled to be turned on, and when the operation of the stop switches 42 to 44 is invalid, the corresponding stop lamps 42b to 44b are controlled to be turned off.
[0064] A medal insertion slot 45 for inserting medals is provided below and to the right of the display windows 26L, 26M, and 26R. The medal insertion slot 45 constitutes input means for inputting game media. In addition, considering that the medal insertion slot 45 involves the action of the player directly inserting medals, it can also be said to constitute direct input means for directly inputting game media.
[0065] A medal inserted through the medal insertion slot 45 is guided to either a storage passage 47 or a discharge passage 48 by a selector 46 serving as a passage switching means provided on the back of the front door 12 .
[0066] The selector 46 will now be described with reference to Figure 6. Figure 6 is an explanatory diagram for explaining the internal structure of the selector 46. Note that the two-dot chain line in the figure indicates the path along which the medals pass in order to facilitate understanding.
[0067] The selector 46 is formed with a guide passage 84 for guiding medals inserted through the medal insertion port 45 to the storage passage 47. The guide passage 84 is formed in a curved shape that draws an arc from the top end of the figure to the lower right, allowing medals to pass through in a single file. More specifically, the selector body that constitutes the selector 46 is provided with a protrusion 46b that protrudes toward the front of the figure, and the guide passage 84 is formed with the protrusion 84a constituting the bottom. Medals that reach the guide passage 84 roll on the protrusion 46b and flow downstream.
[0068] The selector 46 is equipped with a path switching piece 85 for discharging medals located upstream of the guide path 84 to the discharge path 48. The path switching piece 85 is provided upstream of the guide path 84 so as to be able to appear and disappear within the guide path 84. The path switching piece 85 is also connected to a medal path switching solenoid 46a, and when the medal path switching solenoid 46a is not energized, the path switching piece 85 protrudes into the guide path 84. In this case, medals located upstream of the guide path 84 hit the protruding path switching piece 85, ride up the protrusion 46b, and fall downward, and are guided to the discharge path 48. The medals guided to the discharge path 48 are guided to the medal tray 50 through a medal discharge port 49 located at the lower front surface of the front door 12 and are returned to the player. On the other hand, when the medal path switching solenoid 46a is energized, the path switching piece 85 retracts outside the guide path 84. As a result, the medals flow along the guide path 84 and are guided to the storage path 47. The medals guided to the storage passage 47 are guided to a hopper device 51 housed inside the housing 11.
[0069] Additionally, an inserted medal detection device 86 is provided on the downstream side of the path switching piece 85 in the selector 46 to detect medals passing through the guide path 84. The inserted medal detection device 86 includes a first inserted medal detection sensor 86a consisting of a photosensor and a second inserted medal detection sensor 86b also consisting of a photosensor, and these inserted medal detection sensors 86a, 86b are arranged in close proximity to each other so as to be aligned in the downstream direction of the guide path 84 (they are arranged in such close proximity that they simultaneously detect the same medal at least for a period of time). The passage of medals through the guide path 84 is detected sequentially by these inserted medal detection sensors 86a, 86b.
[0070] A sensor lever 87 is provided on the selector 46 upstream of the passage switching piece 85. The sensor lever 87 is provided so as to be able to retract into the guide passage 84 and is biased toward a retracted position where it retracts into the guide passage 84. A medal inserted through the medal insertion slot 45 passes through the guide passage 84 while displacing the sensor lever 87 from the retracted position to a retracted position. The positional displacement of the sensor lever 87 is detected by a lever detection sensor 88 provided for the sensor lever 87 (provided for a lever interlocking light blocking piece interlocked with the sensor lever 87), and the lever detection sensor 88 is turned ON when the sensor lever 87 is displaced to the retracted position. The position at which the sensor lever 87 is provided in the guide passage 84 and the position at which the inserted medal detection device 86 detects the medal are separated by a distance greater than the diameter of one medal. Therefore, the sensor lever 87, which has been displaced to the retracted position by the medal, returns to the retracted position at least before the medal is detected by the inserted medal detection device 86.
[0071] That is, when a medal is inserted through the medal insertion slot 45, the lever detection sensor 88 turns ON, and then the lever detection sensor 88 turns OFF, and the passage of the medal is detected by each inserted medal detection sensor 86a, 86b.
[0072] 4 and 5, hopper device 51 is made up of storage tank 52 for storing medals, and payout device 53 for paying out medals to players. Payout device 53 rotates a medal payout rotating plate (not shown) to discharge medals into opening 48a provided in discharge passage 48, and pays out medals via discharge passage 48 to medal tray 50.
[0073] The payout device 53 is provided with a payout medal detection device 95 for detecting medals paid out from the payout device 53. The payout medal detection device 95 includes a first payout medal detection sensor 95a consisting of a photosensor and a second payout medal detection sensor 95b also consisting of a photosensor, and these payout medal detection sensors 95a, 95b are arranged in close proximity to each other so as to be aligned in the direction in which medals are paid out from the payout device 53 (they are arranged in such close proximity that they simultaneously detect the same medal at least for a certain period of time). These payout medal detection sensors 95a, 95b sequentially detect the passage of medals paid out from the payout device 53.
[0074] Furthermore, a spare tank 54 is provided to the right of the hopper device 51 to prevent more than a predetermined amount of medals from being stored in the storage tank 52. Inside the storage tank 52 of the hopper device 51, a guide plate 52a is provided to discharge medals from the storage tank 52 to the spare tank 54. Therefore, if medals are stored above the height at which the guide plate 52a is provided, the medals will be stored in the spare tank 54.
[0075] The reserve tank 54 is provided with a reserve tank sensor 96 for detecting when the medals in the reserve tank 54 reach a certain level or more. When medals accumulate in the reserve tank 54 above the height at which the reserve tank sensor 96 is provided, the reserve tank sensor 96 turns ON, and it is detected that the reserve tank 54 is full.
[0076] A button-shaped return switch 55 is provided below the medal insertion slot 45. If the return switch 55 is operated when a medal inserted into the medal insertion slot 45 is stuck in the selector 46, the selector 46 is mechanically linked and operated, and the medal stuck in the selector 46 is returned from the medal discharge slot 49.
[0077] A first credit insertion switch 56 is provided below and to the left of the display windows 26L, 26M, and 26R for inserting a predetermined specified number of credited virtual medals as gaming media at one time out of the specified number of medals for the game. The specified number is set depending on the progress of the game. For example, when the specified number of coins for a game is set to three and the specific specified number is set to three, operating the first credit insertion switch 56 causes three virtual medals to be inserted, provided that there are credits available. When the specified number of coins is set to two and the specific specified number is set to two, operating the first credit insertion switch 56 causes two virtual medals to be inserted, provided that there are credits available. When the specified number of coins is set to three or two and the specific specified number is set to three, operating the first credit insertion switch 56 causes three virtual medals to be inserted, provided that there are credits available. When the specified number of coins is set to three or two and the specific specified number is set to two, operating the first credit insertion switch 56 causes two virtual medals to be inserted, provided that there are credits available. A second credit insertion switch 57 is provided to the left of the first credit insertion switch 56. The second credit insertion switch 57 is for inserting one virtual medal. Each credit insertion switch 56, 57, together with the medal insertion slot 45, constitutes an input means for inputting game media. Furthermore, while the medal insertion slot 45 involves the player directly inserting medals, the credit insertion switches 56, 57 merely involve the insertion of virtual medals based on stored memory, so they can also be considered to constitute indirect input means for indirectly inputting game media. Note that the slot machine 10 does not have a credit insertion switch because it inserts one virtual medal at a time.
[0078] The first credit insertion switch 56 is set to have a larger operation surface operated by the player than the second credit insertion switch 57, and the first credit insertion switch 56 is easier to operate than the second credit insertion switch 57. Therefore, it is expected that a player will normally proceed with a game by operating the first credit insertion switch 56. In other words, it is expected that a player will normally insert a specific specified number of coins out of the specified number to play a game.
[0079] To the right of the first credit insertion switch 56 and the second credit insertion switch 57, there is provided an effect switch 66 which is operated when an effect occurs.
[0080] A settlement switch 59 is provided to the left of the start lever 41. That is, the slot machine 10 has a credit function that stores and stores, as virtual medals, any surplus medals inserted up to a predetermined maximum value (equivalent to 50 medals) and medals paid out when a prize is won, and when the settlement switch 59 is operated while virtual medals are stored and stored, the virtual medals are paid out as real medals from the medal outlet 49. In this case, when attention is focused on the function of paying out credited virtual medals as real medals, the settlement switch 59 can also be said to constitute a settlement operation means for actually paying out the stored and stored game media.
[0081] Below the display windows 26L, 26M, and 26R on the game panel 25 are a credit display 60, which displays the number of credited virtual medals; a remaining payout number display 61, which displays the number of medals remaining to be paid out until the BB state ends; and a payout number display 62, which displays the number of medals paid out upon winning. These displays 60-62 are configured with 7-segment displays, but they can of course be replaced with LCD displays or other devices. In addition to displaying the number of medals to be paid out, the payout number display 62 also functions as an instruction monitor, including a push order indicator that notifies the operation order of the stop switches 42-44 and a zone indicator that indicates an advantageous zone, which changes the winning rate of minor winning combinations and allows the player to play in an advantageous situation. The payout number display 62 (instruction monitor) will be explained in detail later.
[0082] Below the display windows 26L, 26M, and 26R on the game panel 25 and to the left of the credit display unit 60, there are provided a BET display unit 75 as a first display unit for displaying the number of bets on a game that is set by operating the first credit insertion switch 56 or the second credit insertion switch 57 or by inserting medals into the medal insertion slot 45, and a game status display unit 76 that shows the current progress of the game. The BET display unit 75 is provided with a first BET display unit 75a, a second BET display unit 75b, and a third BET display unit 75c (FIG. 17), and the number of bets on a game is shown by switching each of these BET display units 75a to 75c from an off state to an on state. The game status display unit 76 is also provided with a replay status display unit 76a which indicates that the current game is a game after a replay win and is in a replay status, an acceptable status display unit 76c which indicates that the game is in an acceptable status (bet waiting status) where a bet operation such as inserting a medal into the medal insertion slot 45 is possible, and a start-ready status display unit 76b which indicates that the game is in a start-ready status (start operation waiting status) where the start lever 41 is possible to operate (Figure 17), and when these display units 76a to 76c are lit, it indicates that the corresponding status is being displayed, and when these display units 76a to 76c are unlit, it indicates that the corresponding status is not being displayed.
[0083] A bet display section 34 is provided to the left of the display windows 26L, 26M, and 26R on the gaming panel 25 as a second display section for displaying the number of bets on the game. A wait display section 35 is provided to the right of the display windows 26L, 26M, and 26R on the gaming panel 25 for informing players that a game is about to start (a waiting state) until the reels 32L, 32M, and 32R begin to spin. The bet display section 34 includes a first bet display section 34a, a second bet display section 34b, and a third bet display section 34c. The number of bets on a game is indicated by switching each of the bet display sections 34a-34c from an off state to an on state. The wait display section 35 is also switchable between an on state and an off state. When the display window 35 is on, it indicates that a waiting state is in effect, and when the display window 35 is off, it indicates that a waiting state is not in effect.
[0084] The upper part of the front door 12 is provided with an upper lamp 63 that lights up and flashes as the game progresses, a pair of left and right speakers 64 that play various sound effects as the game progresses and notify the player of the game status, and an auxiliary display unit 65 that provides various information to the player. The auxiliary display unit 65 is used to execute various display effects as the game progresses, and since the game using each of the reels 32L, 32M, and 32R can be considered to be performed by the main display unit, it is referred to as the auxiliary display unit 65 in this embodiment. A display control device 81 for controlling the auxiliary display unit 65 is provided behind the auxiliary display unit 65, and a sub-controller 180 for controlling the display control device 81, the upper lamp 63, and the speaker 64 is provided behind the display control device 81.
[0085] On the front door 12, below the game panel 25 and below the stop switches 42 to 44, there is provided a lower display section 69 on which the model name of the gaming machine is written and which constitutes a predetermined display screen. The lower display section 69 may be configured as a liquid crystal display section, or the lower display section 69 may be provided with operation buttons for effect purposes, or the entire lower display section 69 may be configured to be operable.
[0086] A power supply box 70 is provided inside the housing 11 to the left of the hopper device 51. The power supply box 70 houses a power supply device 91 and is equipped with a power switch 71, a reset switch 72, a setting key insertion hole 73, and the like. The power switch 71 is an activation switch for supplying power to the main control device 101 and other components. The reset switch 72 is a switch for resetting an error state of the slot machine 10. The setting key insertion hole 73 is used by a hall manager or the like to adjust the number of medals dispensed. In other words, a hall manager or the like can set the winning probability (setting value) of the slot machine 10 by inserting a setting key into the setting key insertion hole 73 and turning it ON. The reset switch 72 is operated not only to reset an error state but also to change the winning probability of the slot machine 10.
[0087] Above the reel unit 31, a main control device 101 for controlling the overall game is attached to the cabinet 11.
[0088] The main control device 101 is provided with a hand ratio monitor 77 for indicating the ratio between advantageous and unfavorable game states for the player. The hand ratio monitor 77 is installed on the side of the main control device 101 facing the front of the gaming machine so that it is visible from the front of the gaming machine when the front door 12 is open and invisible from the front of the gaming machine when the front door 12 is closed. More specifically, the hand ratio monitor 77 is housed in a board box that houses the main control device 101 so that the display screen of the hand ratio monitor 77 is visible through the board box. Incidentally, when the front door 12 is closed, the hand ratio monitor 77 is not visible through the gaps between the display windows 26L-26R, etc., and cannot be viewed unless the front door 12 is unlocked by a predetermined key operation on the key cylinder 21 and opened. The hand ratio monitor 77 will be described in detail later.
[0089] Next, the electrical configuration of the slot machine 10 will be described with reference to the block diagrams of FIGS.
[0090] The main control device 101 is equipped with a microcomputer centered around a CPU 102, which is a calculation processing means. In addition to a power supply device 91, the CPU 102 is connected to a clock circuit 103 that outputs a rectangular wave of a predetermined frequency, an input / output port 104, and the like via an internal bus. The main control device 101 functions as a main board built into the slot machine 10.
[0091] The input side of the main control device 101 is provided with the reel unit 31 (more specifically, a reel index sensor that individually detects that each of the reels 32L, 32M, and 32R has made one rotation), a start detection sensor 41a that detects the operation of the start lever 41, stop detection sensors 42a to 44a that individually detect the operation of each of the stop switches 42 to 44, a first inserted medal detection sensor 86a and a second inserted medal detection sensor 86b that detect inserted medals inserted from the medal insertion slot 45, a lever detection sensor 88 that detects the operation of the sensor lever 87 in the selector 46, a first paid-out medal detection sensor 95a and a second paid-out medal detection sensor 96b that detect paid-out medals paid out from the hopper device 51, and a second paid-out medal detection sensor 97a. Various sensors are connected to the machine, such as a sensor 95b, a spare tank sensor 96 for detecting when the spare tank 54 is full, a first credit insertion detection sensor 56a for individually detecting the operation of the first credit insertion switch 56, a second credit insertion detection sensor 57a for individually detecting the operation of the second credit insertion switch 57, a settlement detection sensor 59a for detecting the operation of the settlement switch 59, a reset detection sensor 72a for detecting the operation of the reset switch 72, and a setting key detection sensor 73a for detecting when a setting key is inserted into the setting key insertion hole 73 and turned ON, and signals from these various sensors are output to the CPU 102 via an input / output port 104.
[0092] Furthermore, a power supply unit 91 is connected to the input side of the main control unit 101 via an input / output port 104. The power supply unit 91 is equipped with a power supply unit 91a that supplies driving power to the main control unit 101 and other electronic devices of the slot machine 10, a power outage monitoring circuit 91b, and the like.
[0093] The power failure monitoring circuit 91b monitors the power supply interruption state and generates a power failure signal not only during a power failure but also when the power is shut off by the power switch 71. Therefore, the power failure monitoring circuit 91b monitors the stabilized drive voltage, which in this example is 12 volts DC, output from the power supply unit 91a, and is configured to determine that the power supply has been interrupted when this drive voltage drops to, for example, less than 10 volts, and output a power failure signal. The power failure signal is supplied to both the CPU 102 and the input / output port 104, and the CPU 102 recognizes this power failure signal and executes the power failure processing described below. This power failure signal is also supplied to the sub-controller 180.
[0094] Power supply unit 91a is configured so that even if the output voltage drops below 10 volts, it outputs a stabilized voltage of 5 volts that is used as a drive voltage in control systems such as main control device 101. The time for which this stabilized voltage is output is long enough for main control device 101 to execute power outage processing.
[0095] The output side of the main control device 101 is connected via input / output port 104 to the reel unit 31 (more specifically, the stepping motor for rotating each of the reels 32L, 32M, and 32R), the medal passage switching solenoid 46a provided on the selector 46, the hopper device 51, the credit display unit 60, the remaining number of coins to be paid out display unit 61, the number of coins to be paid out display unit 62, the BET display unit 75, the game status display unit 76, the role ratio monitor 77, the sub-control device 180, and an external centralized terminal board 121 that can transmit information to hall management devices (hall computers, data displays, etc.) not shown.
[0096] The above-mentioned CPU 102 has built-in ROM 105 which stores various control programs and fixed value data executed by the CPU 102, and RAM 106 which secures a working area for temporarily storing various data when executing the control programs stored in ROM 105, as well as various processing circuits required for the slot machine 10, such as an interrupt circuit, a timer circuit, a data transmission / reception circuit, and various counters, such as a credit counter which counts the number of credits, although not shown. The ROM 105 and RAM 106 form a main memory as storage means, and programs for executing various processes are stored in the above-mentioned ROM 105 as part of the control programs.
[0097] The RAM 106 is configured to be able to retain (back up) data by receiving a backup voltage from the power supply device 91 even after the power to the slot machine 10 is cut off. The RAM 106 is provided with a backup area in addition to memories for temporarily storing various data, a win flag storage area 106a for storing the lottery results of winning combinations, a stop information storage area 106b for storing stop information used when controlling the stop of each of the reels 32L, 32M, and 32R, and a setting value information storage area 106c for storing setting values.
[0098] The backup area is an area for storing the value of the stack pointer at the time of power cutoff (including power cutoff by operating the power switch 71; the same applies below) when the power is cut off due to a power outage or the like, and when the power outage is resolved (including power on by operating the power switch 71; the same applies below), the state of the slot machine 10 can be restored to the state before power cutoff based on the information in the backup area. Writing to the backup area is performed by the power outage processing (see Figure 18) when power is cut off, and the restoration of each value written to the backup area is performed in the main processing when power is turned on.
[0099] Furthermore, when the power supply is cut off due to a power outage or the like, a power outage signal is input from the power outage monitoring circuit 91b to the NMI terminal (non-maskable interrupt terminal) of the CPU 102. When the power supply is cut off, an NMI interrupt process is immediately executed as a power outage flag generation process.
[0100] 17, the sub-control device 180 is equipped with a microcomputer centered around a CPU 181, which is an arithmetic processing means. The CPU 181 incorporates a ROM 182 that stores various control programs and fixed value data executed by the CPU 181, and a RAM 183 that secures a working area for temporarily storing various data when the control programs stored in the ROM 182 are executed.
[0101] The sub-controller 180 is provided with an input / output port (not shown), with the main controller 101 connected to the input side, and the bet display unit 34, the wait display unit 35, the first credit lamp 56b, the stop lamps 42b to 44b, the upper lamp 63, the speaker 64, and the display controller 81 connected to the output side. The auxiliary display unit 65 is connected to the display controller 81, and the display controller 81 controls the auxiliary display unit 65 based on information from the sub-controller 180.
[0102] Specifically, the connection between the main control device 101 and the sub-control device 180 is such that the main terminal CN1 at the input / output port 104 of the main control device 101 and the sub terminal CN2 at the input / output port of the sub-control device 180 are connected via a harness H as a transmission means (connection path). In this case, the connection between the main control device 101 and the sub-control device 180 is completed by inserting the main outlet of the harness H into the main terminal CN1 and the sub outlet of the harness H into the sub terminal CN2. In other words, the connection between the main control device 101 and the sub-control device 180 can be terminated by unplugging the harness H from the main terminal CN1 or the sub terminal CN2. For example, it is also possible to check (start up) the operation of only the main control device 101 without connecting the main control device 101 and the sub-control device 180.
[0103] The sub-controller 180 is connected to the power supply 91 in the same manner as the main controller 101, and is supplied with driving power from the power supply unit 91a of the power supply 91. The power supply 91 and the sub-controller 180 are connected by a harness (connection path, transmission means) separate from the harness H, and the sub-controller 180 can be used to check (start up) its operation alone without connecting the harness H (without connecting to the main controller 101).
[0104] In this embodiment, the power supply device 91 is connected to each of the main control device 101 and the sub-control device 180, and both the main control device 101 and the sub-control device 180 are supplied with driving power from the power supply device 91, but it is also possible to connect the power supply device 91 to the main control device 101 and the main control device 101 to the sub-control device 180, while not connecting the power supply device 91 to the sub-control device 180, so that driving power is supplied to the sub-control device 180 via the main control device 101. Even in this case, it is preferable that the harness for supplying driving power between the main control device 101 and the sub-control device 180 be different from the harness H described above.
[0105] Based on various commands input from the main control device 101 to the sub-control device 180 via the harness H, the sub-control device 180 drives and controls the bet display unit 34, the wait display unit 35, the first credit lamp 56b, the stop lamps 42b to 44b, the upper lamp 63, the speaker 64, etc., and also controls the display control device 81 by outputting the various commands input from the main control device 101 directly or after performing analysis processing, etc., to the display control device 81, thereby controlling and driving the display control device 81 so that the corresponding display is performed on the auxiliary display unit 65. In other words, the sub-control device 180 is a sub-board that performs auxiliary control in relation to the main control device 101, 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.
[0106] Furthermore, the input side of the sub-control device 180 is connected to a performance switch 66 (more specifically, a performance switch detection sensor that detects the operation of the performance switch 66) that is operated when a performance occurs.
[0107] The various display units 60 to 62, 75, and 76 may be driven and controlled by the sub-controller 180. Alternatively, all or some of the components 42b to 44b, 63 to 66, 81, 210, and 310 connected to the sub-controller 180 may be directly connected to the main controller 101, and the main controller 101 may directly control all or some of these components 42b to 44b, 63 to 66, 81, 210, and 310.
[0108] Next, we will explain each control process executed by the CPU 102 of the main control device 101. The processes of the CPU 102 can be broadly divided into main processing that is started when the 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 when a power outage signal is input to the NMI terminal. Below, we will explain the processes related to the progress of the game, namely the timer interrupt processing and the main processing, out of these processes.
[0109] FIG. 18 is a flowchart of the timer interrupt process that is periodically executed by the main control device 101, and the CPU 102 of the main control device 101 generates a timer interrupt every 1.49 msec, for example.
[0110] First, in the register save process shown in step Sa101, the values of all registers in CPU 102 used in normal processing, which will be described later, are saved to the backup area of RAM 106. In step Sa102, it is checked whether the power outage flag is set, and if the power outage flag is set, the process proceeds to step Sa103, where power outage processing is executed.
[0111] Here, the power outage process will be outlined.
[0112] When the power supply is cut off due to a power outage or the like, a power outage signal is output from the power outage monitoring circuit 91b of the power supply device 91, and the power outage signal is input to the main control device 101 via the NMI terminal. When the power outage signal is input, the main control device 101 immediately executes NMI interrupt processing and sets a power outage flag in a power outage flag storage area provided in the RAM 106.
[0113] In the power outage processing, the system first determines whether command transmission has finished. If transmission has not finished, the system terminates this processing, returns to the timer interrupt processing, and ends command transmission. If command transmission has finished, the value of the stack pointer of the CPU 102 is saved in the backup area of the RAM 106. Then, the output status of the output port of the input / output port 104 is cleared, and all actuators (not shown) are turned off. Then, when the power outage is resolved, a RAM judgment value is calculated to determine whether the data in the RAM 106 is normal and saved in the backup area, thereby prohibiting further RAM access. After the above processing is performed, the system enters an infinite loop in preparation for a complete power outage that would prevent processing from being executed. Note that, in consideration of the possibility that the power outage flag may be erroneously set due to noise, for example, the system checks whether a power outage signal is being output before entering the infinite loop. If the power outage signal is not being output, this indicates that the system has recovered from the power outage, and writing to the RAM 106 is permitted, the power outage flag is reset, and the system returns to the timer interrupt processing. If the power outage signal continues to be output, the system enters the infinite loop. Incidentally, even under an infinite loop, it is checked whether or not a power outage signal is being output, and if the power outage signal is no longer being output, the process proceeds to the main processing.
[0114] Returning to the explanation of the timer interrupt process, if the power outage flag is not set in step Sa102, various processes from step Sa104 onwards are carried out.
[0115] That is, in step Sa104, a watchdog timer clearing process is performed to initialize the value of the watchdog timer, which monitors for malfunctions. In step Sa105, an interrupt end declaration process is performed, which allows the CPU 102 itself to set the next timer interrupt. In step Sa106, a stepping motor control process is performed to drive the stepping motors that drive the reels 32L, 32M, and 32R to rotate each reel. In step Sa107, a sensor monitoring process is performed to read the status of various sensors (see FIG. 16 ), such as the stop detection sensors 42a-44a, credit insertion detection sensors 56a, 57a, settlement detection sensor 59a, reset detection sensor 72a, setting key detection sensor 73a, inserted medal detection sensors 86a, 86b, lever detection sensor 88, paid-out medal detection sensors 95a, 95b, and spare tank sensor 96, connected to the input / output port 104, and to monitor whether the read results are normal. In step Sa108, a timer update process is performed to subtract or add values from each counter and timer. In step Sa109, a counter process is performed to count the number of medals bet and the number of medals paid out and output the results to the external centralized terminal board 121.
[0116] In step Sa110, a command output process is performed to send various commands, such as a lottery result command (described later), to the sub-control device 180. In step Sa111, a segment data setting process is performed to set the segment data to be displayed in the credit display unit 60, the remaining payout number display unit 61, and the payout number display unit 62. In step Sa112, a segment data display process is performed to supply the segment data set in the segment data setting process to each display unit 60-62 and display the corresponding numbers, symbols, etc. In step Sa113, a port output process is performed to output data corresponding to the I / O device from the input / output port 104. In step Sa114, the values of each register saved to the backup area in the previous step Sa101 are restored to the corresponding register in the CPU 102. Thereafter, in step Sa115, an interrupt enable process is performed to enable the next timer interrupt, and this series of timer interrupt processes is terminated.
[0117] Next, the main processing of main control device 101 will be described with reference to the flowchart in Fig. 19. The main processing is started when power is restored from a power outage or when power switch 71 is turned on.
[0118] In step Sa201, as an initialization process for driving, the value of the stack pointer is set in CPU 102, and an interrupt mode that allows interrupt processing is set, and then various settings are made for registers within CPU 102, I / O devices, etc.
[0119] When these initialization processes are completed, step Sa202 determines whether the reset switch 72 has been operated, more specifically, whether an ON signal has been received from the reset detection sensor 72a. If the reset switch 72 has been operated at the time of this power-on (recovery), step Sa203 performs a RAM clear process to erase all data stored in RAM 106.
[0120] If the reset switch 72 is not operated in step Sa202, or after the RAM clear process in step Sa203 has been executed, step Sa204 determines whether the setting key has been inserted into the setting key insertion hole 73 and turned ON, more specifically, whether an ON signal has been received from the setting key detection sensor 73a. If the setting key has been turned ON at the current power-on (recovery), the process proceeds to step Sa205, where the RAM clear process is executed. This process is the same as the process in step Sa203 above.
[0121] In the next step Sa206, a winning probability setting process is performed.
[0122] The winning probability setting process will be outlined below. The slot machine 10 is provided with six winning probabilities, from "Setting 1" to "Setting 6." The winning probability setting process determines which winning probability the internal processing will be based on. In the winning probability setting process, the setting value is updated by one each time the reset switch 72 is operated. For example, each time the reset switch 72 is operated, the setting value is updated as follows: "Setting 1" → "Setting 2" → "Setting 3" → "Setting 4" → "Setting 5" → "Setting 6" → "Setting 1." Each setting value is displayed, for example, on the credit display unit 60, and the display is updated each time the setting value is updated. Then, when the setting key detection sensor 73a is turned OFF, the setting value is confirmed. The setting value at that time is stored in the setting value information storage area 106c in the RAM 106 as the current setting value, and the winning probability setting process is then terminated. Upon completion of the winning probability setting process, the display on the credit display unit 60 also terminates. The setting values set in the winning probability setting process are stored and held in the setting value information storage area 106c of the RAM 106 until the next winning probability setting process is started.
[0123] After the winning probability setting process is executed, step Sa207 confirms that the setting process of step Sa206 has been performed normally, and executes an error determination process to check that no error has occurred. In step Sa207, for example, if the setting value set in the winning probability setting process is within the range of 1 to 6, it is determined that no error has occurred, and if the setting value is outside the range of 1 to 6, it is determined that an error (RAM abnormality error) has occurred.
[0124] If it is determined in step Sa204 that the setting key has not been turned ON, or after the processing of step Sa207 has been performed, processing is executed in step Sa208 to output a startup command to the sub-control device 180. The startup command is a command for checking the connection between the main control device 101 and the sub-control device 180 when the slot machine 10 is powered on.
[0125] In the next step Sa209, it is determined whether or not the power outage flag is set. If the power outage flag is not set, normal processing is executed in step Sa210 to perform main control related to the game.
[0126] On the other hand, if the power outage flag is set in step Sa209, the power restoration process shown in step Sa211 and subsequent steps is performed. The power restoration process is a process for restoring the state of the slot machine 10 to the state before the power was cut off. Therefore, in the power restoration process, it is first necessary to check whether the data in the RAM 106 is normal.
[0127] Therefore, in step Sa211, it is determined whether the RAM judgment value is normal. Specifically, the checksum value of RAM 106 is checked to see if it is normal, that is, whether the checksum value taking into account the RAM judgment value is 0. If the checksum value taking into account the RAM judgment value is 0, the data in RAM 106 is determined to be normal.
[0128] If the RAM determination value is abnormal in step Sa211, that is, if the checksum value is not 0, it is highly likely that the data in RAM 106 has been destroyed (a RAM abnormality error has occurred). Therefore, in such a case, an error handling process is executed in step Sa212 to notify that a RAM abnormality error has occurred, and then the process loops until a reset operation is performed.
[0129] If it is determined in step Sa211 that the RAM determination value is normal, the process proceeds to step Sa213, where the value of the stack pointer saved in the backup area is written to the stack pointer of CPU 102, and the state of the stack is restored to the state before power was cut off. Next, in step Sa214, a power restoration command informing the execution of power restoration processing is output to sub-control device 180. Thereafter, in step Sa215, the game is stopped as a gaming state and automatic settlement setting saving processing is performed, and in step Sa216, various sensors such as start detection sensor 41a are initialized. After the above processing is completed, in step Sa217, the power outage flag is reset and the address before power was cut off is returned to. Specifically, the process returns to the timer interrupt processing described above, and the watchdog timer clear processing (step Sa104) is executed.
[0130] Next, the normal processing executed in step Sa210 of the main processing will be described with reference to the flowchart of FIG.
[0131] First, in step Sa301, an interrupt permission process is performed to permit the next timer interrupt. In step Sa302, a pre-start process is performed to enable a game. In the pre-start process, the sub-control device 180 and the like wait until initialization is completed. When initialization of the sub-control device 180 and the like is completed, the game management process shown in steps Sa303 to Sa312 is performed.
[0132] As part of the game management process, in step Sa303, data such as various game information (for example, random number values used in the previous game) stored in the RAM 106 is cleared. Thereafter, in step Sa304, a start waiting process is performed.
[0133] In the start waiting process, it is determined whether any replay winnings were achieved in the previous game. If any replay winnings were achieved, an automatic insertion process is performed to automatically insert virtual medals in the same number as the previous bet number, and the start waiting process is terminated. Specifically, for example, if a replay winning is achieved in a 3-bet game, a process to automatically insert three virtual medals is performed, and if a replay winning is achieved in a 2-bet game, a process to automatically insert two virtual medals is performed.
[0134] In the automatic insertion process, virtual medals are inserted without reducing the number of virtual medals displayed on the credit display unit 60. In other words, if any replay wins were achieved in the previous game, the player can play the current game without reducing the number of medals owned or inserting any more medals. If no replay wins were achieved, a sensor abnormality confirmation process is performed to check whether any abnormalities have occurred in the sensor reading results obtained in the sensor monitoring process (step Sa107) of the timer interrupt process. If an abnormality has occurred, an abnormality occurrence process is performed to place the slot machine 10 in an error state and notify the user of the occurrence of the error. This error state is maintained until the reset switch 72 is operated. If the sensor reading results are normal, a determination is made as to whether the settlement switch 59 has been operated. If the settlement switch 59 has been operated, a medal settlement process is performed to pay out the same number of medals as the credited virtual medals.
[0135] After the medal return process is completed or if the settlement switch 59 is not operated, it is determined whether medals have been inserted or the credit insertion switches 56, 57 have been operated between the previous start waiting process and the current start waiting process, and if either has been done, the number of bets, etc. is changed.
[0136] After the start waiting process is completed, step Sa305 determines whether the number of medals bet has reached the specified number. In this slot machine 10, the specified number in the bonus state (BB state) is set to "3," and the specified number in gaming states other than the bonus state is set to "2" or "3." That is, in the bonus state, a positive determination is made in step Sa305 on the condition that the number of medals bet is "3," and in gaming states other than the bonus state, a positive determination is made in step Sa305 on the condition that the number of medals bet is "2" or "3." In other words, in gaming states other than the bonus state, if no medals have been bet, or if the number of medals bet is "1," a negative determination is made in step Sa305. If the number of medals bet has not reached the specified number, the process returns to the start waiting process of step Sa304.
[0137] If the number of bets has reached the specified number, a bet command including information on the number of bets that resulted in a positive determination in step Sa305 and information on the bet trigger (such as information on whether the bet is due to an automatic insertion process following a replay win, or whether the bet is based on the player's operation of credit insertion switches 56, 57) is set as an output target to sub-control device 180, which serves as a sub-side control device, in step Sa306. The command set here is output to sub-control device 180 in step Sa110 of the timer interrupt process. Upon receiving the bet command, sub-control device 180 executes processing for notification based on the bet operation (for example, notification that a game start condition has been met, or notification of the lottery result of the previous game), and controls speaker 64 and auxiliary display unit 65.
[0138] After executing the process of step Sa306, it is determined in step Sa307 whether or not the start lever 41 has been operated. If the start lever 41 has not been operated, the process returns to the start waiting process of step Sa304.
[0139] On the other hand, if the start lever 41 is operated, this means that a start command has been issued to start the game, since the game can be started by operating the start lever 41 when a specified number of medals have been bet. In this case, in step Sa308, a valid line setting process is performed to set the combination of lines corresponding to the number of bets as valid lines. In other words, only the bent line L6 is set as a valid line. In step Sa309, the medal path switching solenoid 46a is switched to a non-excited state to prohibit bet acceptance. Thereafter, the lottery process in step Sa310, the reel control process in step Sa311, and the medal payout process in step Sa312 are executed in this order, and then the process returns to step Sa302.
[0140] Next, the lottery process in step Sa310 will be described with reference to the flowchart in FIG.
[0141] In step Sa401, a random number used to determine whether a winning combination has been achieved is acquired. In the slot machine 10, when the start lever 41 is operated, the hardware circuit latches the value of the free-run counter at that time. The free-run counter generates a random number between 0 and 65,535. After the CPU 102 confirms the operation of the start lever 41, it stores the value latched by the hardware circuit in the RAM 106. This configuration allows the random number to be acquired promptly upon operation of the start lever 41, thereby avoiding synchronization problems. The hardware circuit of the slot machine 10 latches the value of the free-run counter each time the start lever 41 is operated. If the random number acquired in the random number acquisition process is not within the update range (0 to 65,535), a random number abnormality error is detected, information about this error is stored, and a process for reporting the occurrence of the random number abnormality error is performed.
[0142] After obtaining the random number, in step Sa402, a lottery table for determining whether the winning combination has been achieved is selected. In the slot machine 10, the gaming states are broadly divided into a normal gaming state and a bonus state, and a lottery table is set for each gaming state. In the normal gaming state, since the specified number of bets is set to "3" and "2" as described above, the lottery table for the normal gaming state is set to a lottery table for a 3-bet game and a lottery table for a 2-bet game.
[0143] That is, in step Sa402, a lottery table corresponding to the number of bets and the game state is selected. For example, if the number of bets is "3" and any bonus state flag is not set, it is determined that the current game state is the normal game state, and a lottery table for the normal game state is selected. If the current game is a three-bet game, a lottery table for the normal game state for a three-bet game (FIG. 22) is selected, and if the current game is a two-bet game, a lottery table for the normal game state for a two-bet game (FIG. 23) is selected. In addition, in this slot machine 10, six levels of winning probability, from "Setting 1" to "Setting 6," are pre-prepared, and by inserting a setting key into the setting key insertion hole and turning it ON and performing a predetermined operation, it is possible to set which winning probability is used to execute the internal processing. In step Sa402, when the setting state is "Setting 1," a lottery table with the lowest expected value of medal payout is selected, and when the setting state is "Setting 6," a lottery table with the highest expected value of medal payout is selected. As described above, the winning probability setting process is executed by the main process started by the main control device 101 when the power is turned on, and the setting information in the winning probability setting process is stored in the setting value information storage area 106c. In step Sa402, a lottery table is selected based on the stored setting value information.
[0144] In this slot machine 10, if the number of coins bet set in step Sa402 is other than the specified number, a corresponding lottery table does not exist, and therefore the lottery process is forced to result in a loss. However, basically, if a number of coins other than the specified number has been bet, a negative determination is made in step Sa305, and the lottery process is not performed. A case in which the lottery process is performed when a number of coins other than the specified number has been bet is when a positive determination is made in step Sa305 due to the influence of noise or the like, even though a number of coins other than the specified number has been bet.
[0145] The lottery table will be briefly explained. Fig. 22 is a lottery table for a normal game state selected in a normal game state in a 3-bet game. Fig. 23 is a lottery table for a normal game state selected in a normal game state in a 2-bet game. Index values IV are set in the lottery table, and each index value IV is uniquely associated with a winning combination and is also set with a point value PV.
[0146] After selecting a lottery table, in step Sa403, the index value IV is set to 1, and in the following step Sa404, a judgment value DV to be used when determining whether a winning combination has been achieved is set. In this judgment value setting process, a point value PV corresponding to the current index value IV is added to the current judgment value DV to set a new judgment value DV. Note that in the first judgment value setting process, the random number value acquired in step Sa401 is set as the current judgment value DV, and the point value PV corresponding to the current index value IV, which is 1, is added to this random number value to set a new judgment value DV.
[0147] Then, in step Sa405, a win / loss determination is made for the winning combination corresponding to the index value IV. In the win / loss determination for the winning combination, it is determined whether the judgment value DV exceeds 65535. If it exceeds 65535, in step Sa406, a process is executed to set a winning flag for the game result corresponding to the index value IV determined to be positive in step Sa405 in the winning flag storage area 106a. For example, if the judgment value DV exceeds 65535 when IV=23, the seventh small winning combination flag and the eighth small winning combination flag are set in step Sa406. Also, if the judgment value DV exceeds 65535 when IV=25, the first BB winning flag is set in step Sa406, and if the judgment value DV exceeds 65535 when IV=26, the second BB winning flag is set in step Sa406.
[0148] Incidentally, if the set winning flag is not a winning flag indicating that the first BB has been won (first BB winning flag) or a winning flag indicating that the second BB has been won (second BB winning flag), the winning flag set in the winning flag storage area 106a is reset after the game in which the corresponding winning flag was set ends (see step Sa303 of the normal processing). On the other hand, if the winning flag is a first BB winning flag or a second BB winning flag, these winning flags are reset on the condition that the corresponding winning is achieved. In other words, the first BB winning flag and the second BB winning flag may be valid over multiple games.
[0149] In addition, in step Sa406 when the 1st BB winning flag or the 2nd BB winning flag is carried over, if a winning combination other than the 1st BB or the 2nd BB is won, the corresponding winning flag is set, and if a winning combination other than the 1st BB or the 2nd BB is not won, the corresponding winning flag is not set.
[0150] That is, for example, in a state where the 1st BB winning flag is carried over, if the judgment value DV exceeds 65535 when the index value IV=25, the 1st BB winning flag is not set. Also, in a state where the 1st BB winning flag is carried over, if the judgment value DV exceeds 65535 when the index value IV=11, for example, the 1st small win flag, the 9th small win flag, the 10th small win flag, and the 13th small win flag are set.
[0151] In addition, a lottery table for when the first BB winning flag or the second BB winning flag is carried over may be separately prepared, and when the first BB winning flag or the second BB winning flag is carried over, the lottery process may be performed using the separately prepared lottery table. In this case, in the separately prepared lottery table, it is preferable to set each index value IV and point value PV so that the first BB and the second BB are not won.
[0152] If the judgment value DV does not exceed 65535 in step Sa405, this means that the hand corresponding to the index value IV has not been won. In this case, in step Sa407, the index value IV is incremented by 1, and in the following step Sa408, it is determined whether or not there is a hand corresponding to the index value IV, i.e., whether or not there is a target for judgment of whether or not there is a winning or losing hand. Specifically, it is determined whether or not the index value IV incremented by 1 exceeds the maximum value of the index value IV set in the lottery table. If there is a target for judgment of whether or not there is a winning or losing hand, the process returns to step Sa404, and the judgment of whether or not the hand is a winning or losing hand continues. At this time, in step Sa404, the point value PV corresponding to the current index value IV is added to the judgment value DV used to judge whether or not the previous hand is a winning or losing hand (i.e., the current judgment value DV) to obtain a new judgment value DV, and in step Sa405, the winning or losing hand is judged based on the judgment value DV.
[0153] Incidentally, when determining whether a winning combination is achieved using the lottery table shown in Figure 22, that is, when playing a 3-bet game in normal gaming mode, the probability of winning normal lip A (probability of winning when IV = 1) is approximately 1 in 27.3 with setting 1, approximately 1 in 27.5 with setting 3, and approximately 1 in 28.3 with setting 6, and the higher the setting value, the harder it is to win. The probability of winning normal lip B (probability of winning when IV = 2) and the probability of winning normal lip C (probability of winning when IV = 3) are both approximately 1 in 26.2 regardless of the setting value. The probability of winning chance symbol A (probability of winning when IV = 4) is approximately 1 in 164 regardless of the setting value, the probability of winning chance symbol B (probability of winning when IV = 5) is approximately 1 in 262 regardless of the setting value, and the probability of winning chance symbol C (probability of winning when IV = 6) is approximately 1 in 16,400 regardless of the setting value, so that chance symbol B is easier to win than chance symbol C, and chance symbol A is easier to win than chance symbol B. The probability of winning Cherry A (probability of winning when IV = 7) is approximately 1 in 107 with setting 1, approximately 1 in 104 with setting 3, and approximately 1 in 93.6 with setting 6, so that the higher the setting value, the easier it is to win. The probability of winning Cherry B (probability of winning when IV=8) is approximately 1 in 215 regardless of the setting value, and the probability of winning Cherry C (probability of winning when IV=9) is approximately 1 in 13,100 regardless of the setting value, so Cherry B is easier to win than Cherry C, and Cherry A is easier to win than Cherry B. The probability of winning the common bell (probability of winning when IV=10) is approximately 1 in 504 regardless of the setting value. The probability of winning the Forward Push Bell 1, Forward Push Bell 2, Pinch Push Bell 1, Pinch Push Bell 2, Middle Forward Push Bell 1, Middle Forward Push Bell 2, Middle Reverse Push Bell 1, Middle Reverse Push Bell 2, Reverse Pinch Bell 1, Reverse Pinch Bell 2, Reverse Push Bell 1, Reverse Push Bell 2 (hereinafter collectively referred to as Push Order Bells) (probability of winning when IV = 11 to 22) is approximately 1 in 18.4 regardless of the setting value, and the probability of winning the Push Order Bell is approximately 1 in 1.53 in total.The probability of winning a watermelon (when IV = 23) is approximately 1 in 107 regardless of the setting. The probability of winning a first BB (when IV = 25) is approximately 1 in 5.03 regardless of the setting, which is higher than the probability of winning other roles (replay, small roles, IV = 1-24). In 3-bet games, duplicate 1-coin roles (IV = 24) and second BB (IV = 26) are set to not win (the corresponding point value PV is set to 0). In 3-bet games, the probability of not winning any role, including the first BB, is 0. Furthermore, when the first BB is won, the probability of not winning any role in a 3-bet game is approximately 1 in 5.03 (for the first BB) regardless of the setting. Incidentally, in 3-bet games, excluding the increase in the first BB state, you can expect a loss of approximately 1.77 medals per game (net increase minus approximately 1.77 medals).
[0154] In contrast, when determining whether a winning combination is achieved using the lottery table shown in FIG. 23, i.e., when playing a two-bet game in normal game mode, the probability of winning Normal Lip A, Normal Lip B, Normal Lip C, Chance Eye A, Chance Eye B, Chance Eye C, Cherry A, Cherry B, or Cherry C (the probability of winning when IV = 1 to 9) is the same as the probability when playing the three-bet game. The probability of winning the Common Bell (the probability of winning when IV = 10) is approximately 1 in 9.64 regardless of the setting value, which is set to be easier to win than when playing a three-bet game. The Push Order Bell (IV = 11 to 22) is set to be impossible to win in a two-bet game. The probability of winning the Watermelon (the probability of winning when IV = 23) is approximately 1 in 257 regardless of the setting value, which is set to be harder to win than when playing a three-bet game. In a two-bet game, the system is set up so that a double 1-coin combination (IV = 24) can be won, with a probability of approximately 1 in 1.81 regardless of the setting value. Also, in a two-bet game, the system is set up so that the first BB (IV = 25) cannot be won, but the second BB (IV = 26) can be won, with a probability of approximately 1 in 4.95 regardless of the setting value. Even in a two-bet game, the probability of not winning any combination, including the second BB, is zero. And when the second BB is won, the probability of not winning any combination in a two-bet game is approximately 1 in 4.95 (for the second BB), regardless of the setting value. Incidentally, in a two-bet game, excluding the increase in the second BB, you can expect a decrease of approximately 0.78 medals per game (net increase minus approximately 0.78 medals).
[0155] After the winning flag is set in step Sa406, or if it is determined in step Sa408 that there is no target to be determined, it means that the judgment of the winning or losing combination has been completed. In such a case, the process proceeds to step Sa409, and a freeze lottery process is performed to determine whether or not to execute a freeze effect that disables the operation of the stop switches 42 to 44 for a predetermined period of time.
[0156] In the following step Sa410, a lottery result response process is performed. In the lottery result response process, a process of whether to shift the gaming state or not depending on the results of the lottery in steps Sa401 to Sa408, a process of notifying the push order combination, etc. are performed. The lottery result response process will be described in detail later.
[0157] After executing the processing of step Sa410, a lottery result command is set in step Sa411. Here, the lottery result command is a command sent to the sub-control device 180 to make the result of the winning / losing role determination known, and is a type of start operation command sent based on the operation of the start lever 41 (start operation). However, in normal processing, various commands such as the lottery result command are simply set in the ring buffer, and no command is sent to the sub-control device 180. Command transmission to the sub-control device 180 is performed in the command output processing (step Sa110) of the timer interrupt processing described above. The lottery result command processing of step Sa411 will be explained in detail later.
[0158] Then, in step Sa412, a stop information setting process is executed to set symbols that can be stopped on each of the reels 32L, 32M, and 32R based on the lottery results of this game. In the stop information setting process, stop symbol information corresponding to the winning combination is set based on the winning flag set in step Sa406. For example, if the push order bell 1 is won (won when IV = 11) and the first small role winning flag, the ninth small role winning flag, the tenth small role winning flag, and the thirteenth small role winning flag are set, the stop symbol information is set so that symbols corresponding to the first small role winning, the ninth small role winning, the tenth small role winning, and the thirteenth small role winning are stoppable on each of the reels 32L, 32M, and 32R. Also, if the watermelon is won (won when IV = 23) and the seventh small role winning flag and the eighth small role winning flag are set, the stop symbol information is set so that symbols corresponding to the seventh small role winning and the eighth small role winning are stoppable on each of the reels 32L, 32M, and 32R.
[0159] In this slot machine 10, the first BB is set to be won only in a three-bet game, and the second BB is set to be won only in a two-bet game. Therefore, even if the first BB hit flag is set, if the game is started in a two-bet game, the stop information setting process of step Sa412 does not set stop symbol information that will win the first BB (stop symbol information that will avoid the first BB hit is set). Also, even if the second BB hit flag is set, if the game is started in a three-bet game, the stop information setting process of step Sa412 does not set stop symbol information that will win the second BB (stop symbol information that will avoid the second BB hit is set).
[0160] In the following step Sa413, when multiple pieces of stoppable symbol information are set in step Sa412, a priority setting process is executed to set their priorities. For example, when multiple types of roles among small role, replay, and bonus are won, the following priorities are set. When small role and bonus are won, the priority is set so that the small role win is given priority, and when the small role win cannot be won, the bonus win is won. When replay and bonus are won, the priority is set so that the replay win is given priority.
[0161] For example, in a situation where the first BB has been won (the first BB win flag is set and the first BB win has been carried over), if a watermelon is also won and stop symbol information corresponding to the first BB win and the seventh and eighth small wins has been set, the priority is set so that the seventh and eighth small wins take priority over the first BB win. Also, in a situation where the second BB has been won (the second BB win flag is set and the second BB win has been carried over), if a normal lip A is also won and stop symbol information corresponding to the second BB win and the first replay, second replay, third replay, and fourth replay wins has been set, the priority is set so that each replay win takes priority over the second BB win.
[0162] Here, when a replay is won, the winning symbol combination is set so that one of the winning replays will always win. In other words, when a replay is won, a replay win is always achieved, and no misses occur. Therefore, when the stop symbol information for the replay and the bonus is set, one of the set replay wins is always achieved, and no bonus win is achieved.
[0163] After executing the process of step Sa413, the first interval display process is executed in step Sa414, and then the lottery process is terminated. The first interval display process is a process related to the display control of the payout number display unit 62 and the role ratio monitor 77, which function as an instruction monitor, and this process will be described in detail later.
[0164] Next, the reel control process in step Sa311 will be described with reference to the flowchart in FIG.
[0165] In the reel control process, first, in step Sa501, a spin effect process is performed. The spin effect process is a process for performing an effect using reel control during an invalid period based on the result of the freeze lottery process performed in step Sa409 and the result of the lottery result response process performed in step Sa410.
[0166] In the next step Sa502, it is checked whether a predetermined wait time (for example, 4.1 seconds) has elapsed since the reels started spinning in the previous game, and if not, the process waits until the wait time has elapsed. In this case, a wait command is output to the sub-controller 180, causing the wait display unit 35 to be turned on. If the wait time has elapsed, a wait elapsed command is output to the sub-controller 180, causing the wait display unit 35 to be turned off, and then the process proceeds to step Sa503, where rotation start processing is executed. For this reason, even if the player bets the specified number of medals and operates the start lever 41, there are cases where the reels 32L, 32M, and 32R do not immediately start spinning.
[0167] In the spin start process of step Sa503, the wait time for the next game is reset, and a motor control initialization process is performed to set spin start information in the motor control storage area provided in RAM 106. By performing this process, the stepping motor acceleration process is started in the stepping motor control process (step Sa106) of the timer interrupt process, and each of reels 32L, 32M, and 32R starts spinning.
[0168] When the rotation of each of the reels 32L, 32M, and 32R starts in step Sa503, a rotation start command is set in the following step Sa504 as an output target to the sub-control device 180. The sub-control device 180 that has received the rotation start command controls the display control device 81 (auxiliary display unit 65), speaker 64, etc. to output display effects and sound effects associated with the start of rotation of each of the reels 32L, 32M, and 32R.
[0169] In the next step Sa505, the process waits until each of the reels 32L, 32M, and 32R rotates at a predetermined constant speed. When the rotation speed of each of the reels 32L, 32M, and 32R reaches a constant speed, in step Sa506, a stop possible command is set as an output target for the sub-control device 180. Upon receiving the stop possible command, the CPU 181 on the sub-control device 180 lights up the stop lamps 42b-44b built into each of the stop switches 42-44, thereby notifying the player and the like that it is now possible to issue a stop command.
[0170] In the following step Sa507, it is determined whether any of the stop switches 42 to 44 has been operated. If none of the stop switches 42 to 44 has been operated, the process waits until any of the stop switches 42 to 44 is operated. If it is determined that any of the stop switches 42 to 44 has been operated, the process proceeds to step Sa508, where it is determined whether the stop operation was valid.
[0171] Here, a supplementary explanation will be given regarding the operation of the stop switches 42-44. The stop switches 42-44 can be moved from an initial position at the front to an operating position at the back. When placed in the initial position, the detection signals from the stop detection sensors 42a-44a are in a LOW state, and when the stop switches are moved from the initial position to the operating position, the detection signals from the stop detection sensors 42a-44a switch to a HI signal. Then, based on the detection signal switching from a LOW signal to a HI signal, the main control device 101 determines that a stop ON operation has been performed, which means that a stop switch 42-44 has been pressed.
[0172] Furthermore, the stop switches 42-44 are biased toward their initial positions by springs or the like. Therefore, when a user releases a stop switch 42-44 that is being operated to turn on the stop switch and no longer applies the operating force (pressing force) that pushed the stop switch 42-44 toward the operating position, the stop switch 42-44 returns to its initial position due to the biasing force of the spring or the like. In this case, the detection signal from the stop detection sensor 42a-44a switches from a HI signal to a LOW signal. Then, based on the detection signal switching from a HI signal to a LOW signal, the main control device 101 determines that a stop OFF operation has been performed, which means that the pressing operation of the stop switch 42-44 has ended.
[0173] In this slot machine 10, when a stop ON operation is performed on a stop switch 42-44 corresponding to a rotating reel 32L, 32M, or 32R, the slot machine 10 performs stop drive control on the corresponding reel 32L, 32M, or 32R. Then, if a stop ON operation is performed on a stop switch 42-44 corresponding to another rotating reel 32L, 32M, or 32R while the stop ON operation that triggered the stop drive control is being performed, the slot machine 10 starts stop drive control on the reel that was subsequently stopped ON without waiting until the stop drive control that was started earlier is completed (the reel stops). In other words, the slot machine 10 is configured to be able to execute stop drive control on multiple reels 32L, 32M, and 32R in an overlapping manner.
[0174] In this case, the stop drive control can be started without waiting for the completion of the stop ON operation that triggered the previously started stop drive control, that is, without waiting for the stop OFF operation to be performed on the stop switch 42-44 on which the stop ON operation was performed. In other words, when the stop ON operations are performed on multiple stop switches 42-44, the stop ON operations are each considered to be valid and the stop drive control is performed on all of them. This makes it possible to improve the operability of the stop operation that stops each of the reels 32L, 32M, and 32R.
[0175] In this embodiment, when the stop ON operations are performed simultaneously on multiple stop switches 42-44, the order of the processes for determining that the stop ON operations have been performed and for performing stop drive control is predetermined. Specifically, the process for the left reel 32L takes priority, followed by the process for the center reel 32M, and the process for the right reel 32R is performed last. For example, if the stop ON operations of the stop switches 42, 44 for the left reel 32L and the right reel 32R are performed simultaneously and the timing at which the detection signals to the main controller 101 switch from LOW to HI is the same, the main controller 101 first performs the process for determining that the stop ON operation has been performed on the left reel 32L and the associated process for stop drive control, and then performs the process for determining that the stop ON operation has been performed on the right reel 32R and the associated process for stop drive control. This allows multiple stop drive controls to be performed simultaneously without complicating the process configuration for starting stop drive controls simultaneously.
[0176] Note that the priority order of the process for determining that a stop ON operation has been performed and the process for stop drive control when stop ON operations are performed simultaneously is not limited to the above, and for example, the right reel 32R may be given the highest priority. Also, when stop ON operations are performed simultaneously, the process for determining that a stop ON operation has been performed may be performed simultaneously, but a priority order may be set for the process for stop drive control, or a priority order may be set for the process for determining that a stop ON operation has been performed, and as a result, the process for stop drive control may be performed according to the priority order of the process for determining that a stop ON operation has been performed.
[0177] Furthermore, in the case of simultaneous stop ON operations, the process for determining that a stop ON operation has been performed and the process for stop drive control may be executed for the priority reel, but the process for determining that a stop ON operation has been performed and the process for stop drive control may not be executed for the non-priority reel, or a part of the process for determining that a stop ON operation has been performed and the process for stop drive control may not be executed for the non-priority reel (for example, a process for determining that a stop ON operation has been performed is executed, but the process for stop drive control may not be executed). In this case, it is preferable to predetermine the period during which simultaneous stop ON operations are performed, and for example, it is preferable to predetermine the period during which simultaneous stop ON operations are performed for multiple reels within a predetermined period (0.2 seconds), and to differentiate between whether or not to stop the priority side and the non-priority side as described above. The length of the above-mentioned predetermined period may be configured to differ depending on the game state. For example, the predetermined period may be shortened under normal circumstances to reduce the number of cases where the non-priority side does not stop, and may be lengthened in advantageous states (AT mode or BB state, described below) to reduce the disadvantage to the player caused by unintentionally stopping the non-priority side.
[0178] When setting a priority for whether or not to stop when the stop ON operations are performed simultaneously, for example, when the number of symbols on each reel 32L, 32M, 32R is different, such as a "watermelon" symbol (four symbols on each of the left reel 32L and the center reel 32M, and three symbols on the right reel 32R), the priority of each of the above processes may be set according to the number of symbols (the likelihood of a miss). In this case, by prioritizing the processing of the reel with the greater number of symbols, it is possible to prevent misses from occurring.
[0179] In the following description, the reel control process will be described assuming that the stop operations of the stop switches 42 to 44 do not overlap.
[0180] If a valid stop command has not been issued in step Sa508, the process returns to step Sa507 and waits until one of the stop switches 42 to 44 is operated. If a stop command has been issued, it is determined in step Sa509 whether the current stop operation was a stop ON operation.
[0181] If the stop ON operation is detected, in step Sa508, a process of adding 1 to a sequence number counter provided in the various counter area 106e is executed. The sequence number counter is a counter that allows the CPU 102 to determine which stop ON operation this time was. If the stop ON operation is the first after the rotation of each of the reels 32L, 32M, and 32R has started, the sequence number counter is 1; if the stop ON operation is the second, the sequence number counter is 2; and if the stop ON operation is the third, the sequence number counter is 3. The sequence number counter is cleared to its initial value of 0 at the start of the game (step Sa303). Then, in step Sa509, a stop ON command is set as an output target to the sub-control device 180. The stop ON command includes information about the stop switch 42 to 44 (corresponding reels 32L, 32M, and 32R) that was currently operated to stop the reels, as well as information about the sequence number counter. Upon receiving the stop ON command, the sub-controller 180 controls the display controller 81 (auxiliary display unit 65) and the speaker 64 to perform the effect of stopping the corresponding reel, and also controls the stop lamps 42b to 44b corresponding to the stop switches 42 to 44 that were operated this time to be turned off.
[0182] Steps Sa512 to Sa519 are stop control processes for stopping the reels that are spinning.
[0183] Specifically, in step Sa512, the symbol number of the reaching symbol that has reached the base position (the lower position in this embodiment) at the time the stop switch is operated is confirmed. Specifically, the symbol number of the reaching symbol that has reached the base position is confirmed based on the number of excitation pulses output from the time the detection signal of the reel index sensor is input. In the following step Sa513, the number of reel slides to be stopped this time is calculated based on the stop information stored in the stop information storage area 106b. In this slot machine 10, five stop modes are provided for stopping each reel 32L, 32M, 32R when the stop switches 42 to 44 are operated: a stop mode in which the reaching symbol that has reached the base position is stopped as is, a stop mode in which the corresponding reel slides by one symbol, a stop mode in which the corresponding reel slides by two symbols, a stop mode in which the corresponding reel slides by three symbols, and a stop mode in which the corresponding reel slides by four symbols. Therefore, in step Sa513, a value between 0 and 4 is calculated as the slip count based on the stop information stored in the stop information storage area 106b. Then, in step Sa514, the calculated slip count is added to the symbol number of the reached symbol to determine the symbol number of the stop symbol that will actually stop at the base position. In step Sa515, it is determined whether the symbol number of the reached symbol on the reel to be stopped this time and the symbol number of the stopped symbol are equal. If they are equal, a reel stop process is performed in step Sa516 to stop the reel rotation. Then, in step Sa517, a reel stop command is set as an output target to the sub-control device 180. The reel stop command includes information on the stopped reels 32L, 32M, and 32R. Upon receiving the reel stop command, the sub-control device 180 controls the display control device 81 (auxiliary display unit 65) and the speaker 64 to display a reel stop effect. Then, in step Sa518, it is determined whether all reels 32L, 32M, and 32R have stopped. If all reels 32L, 32M, and 32R have not stopped, in step Sa519, a second stop information setting process is performed, and the process returns to step Sa507.
[0184] Here, the second stop information setting process is a process of changing the stop information stored in the stop information storage area 106b of the RAM 106 after the reels have stopped. In the second stop information setting process, the stop information is changed based on the set win flag and the stop outcome of the stopped reels. In the slot machine 10, for example, when a win occurs when IV=11 to 22, that is, when the push order bell is won (see Figures 22 and 23), the second stop information setting process is performed to change the winning mode established by the operation order of the stop switches 42 to 44 that generated the stop command.
[0185] 25 is an explanatory diagram showing the correspondence between winning combinations, the operation order of the stop switches 42 to 44, and the winning patterns that are achieved. For example, when the center push bell 1 is won, if the stop switches 42 to 44 are operated in the order of left → center → right, left → right → center, center → right → left, right → left → center, or right → center → left, the stop information is set so that the 17th small win, the 18th small win, or the 21st small win is achieved, and if they are operated in the order of center → left → right, the stop information is set so that the 3rd small win is achieved. However, even if the stop information is set in this way, the corresponding win may not be achieved depending on the operation timing of the stop switches 42 to 44.
[0186] A brief description will be given of the arrangement of symbols on each reel 32L, 32M, and 32R. In the slot machine 10, the reels 32L, 32M, and 32R can be stopped after sliding a maximum of four symbols from the timing of the operation of the stop switches 42 to 44. Therefore, when symbols of the same kind are arranged on each reel 32L, 32M, and 32R with a spacing of four symbols or less, when a winning symbol is formed, the winning symbol can be stopped on an active line regardless of the timing of the operation of the stop switch 43. On the other hand, when symbols are arranged so that they form a section spaced five symbols or more apart, the player must operate the stop switches 42 to 44 while aiming at the symbol to stop it on an active line.
[0187] An example will be explained below in which the middle push bell 1 is won and the stop switches 42 to 44 are operated in the order of left → middle → right. In such a case, as described above, the reels 32L, 32M, and 32R are stopped to achieve the 17th small win, the 18th small win, or the 21st small win.
[0188] The 17th minor winning symbol on the left reel 32L is a "red 7" symbol and a "BAR" symbol. The 18th minor winning symbol on the left reel 32L is a "red shell" symbol and a "white shell" symbol. The 21st minor winning symbol on the left reel 32L is a "replay" symbol and a "young man" symbol. The 17th, 18th, and 21st minor winning symbols on the left reel 32L are arranged so that the spacing between symbols is four symbols or less. Therefore, when the left stop switch 42 is operated first, one of the 17th, 18th, and 21st minor winning symbols will stop on the pay line (middle row) regardless of the timing of the operation. In this slot machine 10, when multiple target symbols are operated at a timing when they can be stopped, stop control is performed so that the symbol with the fewest slip frames stops on the pay line. That is, for example, if the left stop switch 42 is operated at the timing when the first "bell" symbol on the left reel 32L reaches the bottom row, it is possible to stop the fourth "red shell" symbol (2-frame slip) which is the 18th small win symbol and the fifth "replay" symbol (3-frame slip) which is the 21st small win symbol in the middle row, but the stop control of the left reel 32L is performed so that the fourth "red shell" symbol with the fewest slip frames stops in the middle row. In this case, although there is still room for the 18th small win symbol to be established, the 17th small win symbol and the 21st small win symbol will not be established.
[0189] When the 18th small winning symbol on the left reel 32L stops in the middle row, the stop information second setting process changes the stop information so that the 18th small winning symbol can be achieved.
[0190] The 18th minor winning symbol on the center reel 32M is a "replay" symbol. On the left reel 32L, the "replay" symbols are arranged so that the interval between each "replay" symbol is four symbols or less. Therefore, in this case, regardless of the operation timing of the center stop switch 43, stop control is performed so that the "replay" symbol stops on the upper row of the center reel 32M.
[0191] The 18th minor winning symbol on the right reel 32R is a "white shell" symbol and a "young man" symbol. The "white shell" and "young man" symbols are arranged on the right reel 32R so that the spacing between them is at least five symbols. In other words, depending on the timing of operation of the right stop switch 44, the 18th minor winning symbol, the "white shell" symbol or the "young man" symbol, may or may not be able to stop on the upper row. If the right stop switch 44 is operated at a time when it is possible to stop the symbol on the upper row, the 18th minor winning symbol is established, and if the right stop switch 44 is operated at a time when it is not possible to stop the symbol on the upper row, a so-called miss occurs.
[0192] Here, when the "red shell" symbol stops in the middle row of the left reel 32L and the "replay" symbol stops in the top row of the middle reel 32M, in addition to the case where the middle push bell 1 is won and the 18th small prize is achieved as described above, there is also a case where the middle push bell 2 is won and the 20th small prize is achieved. In other words, the 20th small prize symbol in the middle push bell 2 is the 18th small prize symbol on the left reel 32L and the middle reel 32M. And, on the right reel 32R, the 18th small prize symbol is the "white shell" symbol and the "young man" symbol, while the 20th small prize symbol is the "red 7" symbol and the "white 7" symbol, which are different. In particular, on the right reel 32R, the 18th small win symbol and the 20th small win symbol are arranged so that if the right stop switch 44 is operated at the timing when the 18th small win symbol can be stopped on an active line, the 20th small win symbol cannot be stopped on an active line, and if the right stop switch 44 is operated at the timing when the 20th small win symbol can be stopped on an active line, the 18th small win symbol cannot be stopped on an active line. Therefore, assuming that it is not known whether the middle push bell 1 or the middle push bell 2 has been won, even if the left reel 32L and the middle reel 32M are stopped and a stop pattern is formed in which there is a possibility of winning the 18th small win symbol and the 20th small win symbol, it is not possible to aim for that and win.
[0193] Next, we will explain an example in which the middle push bell 1 is won and the stop switches 42 to 44 are operated in the order of middle → left → right. In this case, the reels 32L, 32M, and 32R are stopped to establish the third small win.
[0194] On the middle reel 32M, the "replay" symbol, which is the third minor winning symbol, is arranged so that the interval between the "replay" symbols is four symbols or less. Therefore, when the middle stop switch 43 is operated first, the "replay" symbol stops on the top row regardless of the operation timing.
[0195] On the left reel 32L, the "bell" symbols, which are the third minor winning symbols, are arranged so that the interval between each "bell" symbol is four symbols or less. Therefore, when the left stop switch 42 is operated second, the "bell" symbols stop in the middle row regardless of the timing of the operation.
[0196] On the right reel 32R, the third minor winning symbols, the "watermelon" symbol and the "red shell" symbol, are arranged so that the spacing between these symbols is four symbols or less. Therefore, if the right stop switch 44 is operated third, the "watermelon" symbol or the "red shell" symbol will stop on the top row regardless of the timing of the operation. As shown above, if the middle order push bell 1 is won and the middle stop switch 43 → left stop switch 42 → right stop switch 44 are operated in this order, the third minor winning symbol will be established regardless of the timing of the operation.
[0197] As described above, when the push order bell is won, if the stop switches 42 to 44 are operated in a predetermined operation sequence, the first small prize, the second small prize, the third small prize, the fourth small prize, the fifth small prize, or the sixth small prize will be achieved regardless of the operation timing, and if the stop switches 42 to 44 are operated in a different operation sequence, depending on the operation timing, other small prizes will be achieved, or none of the small prizes will be achieved and the win will be missed. Incidentally, when the common bell is won, the first small prize, the second small prize, the third small prize, the fourth small prize, the fifth small prize, or the sixth small prize will be achieved regardless of the operation sequence and operation timing.
[0198] Returning to the explanation of the reel control process, if it is determined in step Sa509 that the current stop operation is a stop OFF operation and not a stop ON operation, then in step Sa520 a process is executed to set a stop OFF command as an output target to the sub-control device 180. The stop OFF command contains information about the stop switches 42 to 44 (corresponding reels 32L, 32M, 32R) that were stopped this time. Upon receiving the stop OFF command, the sub-control device 180 controls the display control device 81 (auxiliary display unit 65) and speaker 64 to display an indication that the stop operation of the corresponding reel has been completed (that the stop OFF operation has been performed).
[0199] If it is determined in step Sa518 that all reels 32L, 32M, and 32R are stopped, or after the stop OFF command is set in step Sa520, it is determined in step Sa521 whether all stop switches 42-44 are in their initial positions by checking whether the detection signals from the stop detection sensors 42a-44a are all LOW signals. If any of the stop switches 42-44 are not in their initial positions, for example, if the stop ON operation has been performed and the corresponding reel has stopped but the stop OFF operation has not yet been performed, the process returns to step Sa507.
[0200] That is, in this slot machine 10, while allowing overlapping of stop drive controls due to overlapping stop ON operations, the payout determination and other processes associated with stopping all reels 32L, 32M, 32R after step Sa522 are not performed until the stop OFF operations are completed for all stop switches 42 to 44. In this way, it is possible to ensure that stop operations are performed reliably in each game (each game does not progress while the stop ON operation is continued), and it is possible to optimize game progress within the scope of the premise of playing the slot machine 10, in which each game progresses according to the game operations by the player.
[0201] If all stop switches 42-44 are in their initial positions, a payout determination process is performed in step Sa522. The payout determination process is a process for determining the number of medals to be paid out, with one of the conditions being that a winning symbol combination is aligned on a payout line. In the payout determination process, a symbol combination formed on a payout line is derived from the symbol numbers of the symbols stopped on the lower rows of each reel 32L, 32M, and 32R, and a determination is made as to whether a winning combination is formed on the payout line. If a winning combination is formed, a determination is made as to whether the winning combination corresponds to the win flag set in the win flag storage area 106a. If the winning combination corresponds to the win flag, a process is performed to set the winning combination and the number of medals corresponding to the winning combination to be paid out. On the other hand, if the winning combination does not correspond to the win flag, an error process is performed to place the slot machine 10 in an error state and notify the user of the occurrence of the error. This error state is maintained until the reset switch 72 is operated.
[0202] The payout determination process will be specifically described with reference to the flowchart of FIG.
[0203] In step Sa601, a process for determining the lottery result of the current game is executed. Then, in step Sa602, a process for determining the symbols (symbol numbers) stopped at the pay positions on each of the reels 32L, 32M, and 32R is executed, and in step Sa603, a process for comparing the combination of symbols stopped with the combination of symbols corresponding to the lottery result of the current game is executed. Note that in the stop information setting process (step Sa412) in the lottery process (FIG. 21), based on the lottery result of the current game, the winning symbol combination of the lottery result is set as the stop information for each of the reels 32L, 32M, and 32R, and also the non-winning symbol combinations are set as the stop information for each of the reels 32L, 32M, and 32R. In the comparison process in step Sa603, not only the winning symbol combinations but also the non-winning symbol combinations are compared to determine whether they correspond to the lottery result of the current game.
[0204] Then, in the following step Sa604, it is determined whether the result of the comparison process in step Sa603 is inconsistent, and whether the combination of stopped symbols does not correspond to the lottery result of this game. If the determination in step Sa604 is affirmative, that is, a symbol that was not scheduled to stop is stopped in an active position, then in step Sa605, a process is executed to set a stop error flag in the various flag storage area 106d, and then this payout determination process is terminated. If the stop error flag is set, as an error handling process, an error notification is issued on the auxiliary display unit 65 and speaker 64, and processing to stop the game progress is performed.
[0205] If it is determined in step Sa604 that there is no mismatch, the process proceeds to step Sa606. In step Sa606, it is determined whether the combination of symbols that has stopped corresponds to a winning combination in the current game lottery results. If it does not correspond to a winning combination, the payout determination process ends.
[0206] If it corresponds to a win, it is determined in step Sa607 whether the current win is a replay win. If it is a replay win, the replay state is set in step Sa608 and this payout determination process is terminated. By setting the state to the replay state, automatic betting process is performed in the process of waiting for the start of the next game (step Sa304) so that the same number of bets are made as in the game that triggered the current replay win.
[0207] If it is determined that the win is not a replay win, it is determined in step Sa609 whether the win this time is a small win or not. If it is neither a replay win nor a small win, it means that it is a BB win, in which case the payout determination process is terminated as is, and the process for the BB win is executed in the bonus state process (step Sa523) executed following this payout determination process.
[0208] If it is determined in step Sa609 that a small win has been achieved, a process is executed in step Sa610 to determine the number of coins to be paid out in association with the small win. Then, in step Sa2611, a process is executed in which a value corresponding to the determined number of coins to be paid out is input into a payout counter provided in the various counter area 106e, and then this payout determination process is terminated.
[0209] After the payout determination process is performed, bonus state process is performed in step Sa523. The bonus state process will be described in detail later. After the bonus state process is performed, winning result process is performed in step Sa524. The winning result process includes processes such as transitioning the game state based on the winning result. The winning result process will be described in detail later.
[0210] After the winning result processing is performed, the second interval display processing is executed in step Sa525. The second interval display processing is processing related to display control of the payout number display unit 62 which functions as an instruction monitor, and this processing will be explained in detail later. Thereafter, in step Sa526, a winning result command is set so that the sub-control device 180 knows the winning combination in this game, and the reel control processing is terminated.
[0211] Next, the medal payout process of step Sa312 will be described with reference to the flowchart of FIG.
[0212] First, in step Sa701, it is determined whether the payout counter is 0. If it is greater than 0, in step Sa702, a process is executed to set a payout start command as an output target to the sub-control device 180. Upon receiving the payout start command, the sub-control device 180 controls the display control device 81 (auxiliary display unit 65) and speaker 64 so that a medal payout effect is performed.
[0213] In the next step Sa703, it is determined whether the credit counter provided in the various counter area 106e is at its upper limit of 50. If it is not at its upper limit, a process of incrementing the credit counter by 1 is executed in step Sa704, and if it is at its upper limit, a payout drive process is executed in step Sa705 to control the payout device 53 so that one medal is paid out from the payout device 53. The credit counter is a counter used by the CPU 102 to count the number of credits.
[0214] After the process of step Sa704 or step Sa705 is executed, the payout counter is decremented by 1 in step Sa706. In the following step Sa707, the payout counter becomes 0, and it is determined whether or not the payout based on the winning has been completed. If the payout counter is not 0, the process returns to step Sa703.
[0215] When the payout is complete, in step Sa708, a process is executed to set the payout completion command as an output target to the sub-controller 180, and then this medal payout process is terminated. Upon receiving the payout completion command, the sub-controller 180 controls the display control device 81 (auxiliary display unit 65) and speaker 64 so that the medal payout effect currently being executed is terminated.
[0216] Next, the bonus state process of step Sa523 will be described with reference to the flowchart of FIG.
[0217] First, in step Sa801, it is determined whether the current gaming state is a bonus state, i.e., whether the current gaming state is the first BB state or the second BB state. Whether the current gaming state is the first BB state or the second BB state can be determined by the presence or absence of a first BB state flag or a second BB state flag that are set in the various flag storage area 106d of RAM 106 when transitioning to the first BB state or the second BB state. That is, in step Sa801, if neither the first BB state flag nor the second BB state flag is set, it is determined that the current state is not the first BB state or the second BB state, and the process proceeds to step Sa802.
[0218] In step Sa802, it is determined whether the first BB hit flag or the second BB hit flag is set, and whether either BB has been hit. If neither BB hit flag is set, the bonus state processing ends. If either BB hit flag is set, the process proceeds to step Sa803.
[0219] In step Sa803, a process is performed to input 3 into the MAX bet counter provided in the various counter area 106e of the RAM 106. The MAX bet counter is used to set a specific specified number of virtual medals to be inserted when the first credit insertion switch 56 is operated. That is, when the first credit insertion switch 56 is operated while the MAX bet counter has input 3, three virtual medals are inserted. In this case, since the MAX bet counter does not set the specified number of medals for the game, when the specified number of medals for the game is set to two or three, it is permitted to play a two-bet game by operating the second credit insertion switch 57. Note that if 3 has already been input into the MAX bet counter in step Sa803, that state is maintained.
[0220] The initial value of the MAX bet counter is 2, and when the reset switch 72 is operated to clear the RAM, 2 is input to the MAX bet counter and the slot machine 10 is started up.
[0221] In the next step Sa804, it is determined whether the first BB win or the second BB win has been achieved. If neither of the BB wins has been achieved, the bonus state processing ends. If either of the BB wins has been achieved, the process proceeds to step Sa805, where it is determined whether the first BB win has been achieved.
[0222] If the first BB win has been achieved, in step Sa806, a process of inputting "15" into the BB counter provided in the various counter area 106e is executed. The BB counter is a counter for defining the upper limit payout number in each BB state. That is, by inputting "15" into the BB counter in step Sa806, the first BB state is set to end when 15 or more medals are paid out. In step Sa807, the first BB hit flag is cleared. Then, in step Sa808, the first BB state flag is set in the various flag storage area 106d. As a result, a positive determination will be made in step Sa801 from the next game onwards. In the following step Sa809, a process of setting a first BB start command to be output to the sub-control device 180 is executed. The first BB start command is a command for making the sub-control device 180 aware that the first BB state will start, and upon receiving this first BB start command, the sub-control device 180 controls the speaker 64, auxiliary display unit 65, etc. so that a first BB start effect corresponding to the start of the first BB state is performed. Furthermore, by receiving the first BB start command, the sub-control device 180 is able to understand that the first BB state will start from the next game, and controls the speaker 64, auxiliary display unit 65, etc. so that an effect for the first BB state will be performed from the next game.
[0223] After the output setting of the first BB start command is performed in step Sa809, the process of setting the specified number of bets to 2 is performed in step Sa810, and the process of inputting 2 into the MAX bet counter is performed in step Sa811, and then this bonus state process is terminated. The specified number of bets corresponds to the specified number of coins for the above game. In other words, by transitioning to the first BB state, the specified number of coins for the game is set to 2, and the first BB state is performed in a 2-bet game.
[0224] The initial values of the specified number of bets are 2 and 3, and when the reset switch 72 is operated to clear the RAM, the specified number of bets is set to 2 and 3 and the slot machine 10 is started up.
[0225] In step Sa805, it is determined that the first BB win has not been achieved if the second BB win has been achieved. In this case, the process proceeds to step Sa812, where the BB counter is set to "15." That is, the second BB state is set to end when 15 or more medals are paid out. Then, in step Sa813, the second BB win flag is cleared, and in step Sa814, the second BB state flag is set. Then, in step Sa815, a second BB start command is set as an output target to the sub-control device 180. The second BB start command corresponds to the first BB start command and is a command for informing the sub-control device 180 that the second BB state has begun. Upon receiving the second BB start command, the sub-control device 180 controls the speaker 64, auxiliary display unit 65, etc. to perform a second BB start effect corresponding to the start of the second BB state, and controls the speaker 64, auxiliary display unit 65, etc. to perform an effect for the second BB state from the next game onward. The appearance and content of the first BB start effect and the second BB start effect are different enough for the player to distinguish them. Also, the appearance and content of the effects for the first BB state and the second BB state are different enough for the player to distinguish them.
[0226] After setting the output of the second BB start command in step Sa815, the process of setting the specified number of bets to 2 is executed in step Sa810, and 2 is input to the MAX bet counter in step Sa811, and then this bonus state process is terminated. That is, the specified number of coins for the game is set to 2 not only in the first BB state but also in the second BB state, and the second BB state is played in a two-bet game.
[0227] If step Sa801 returns a positive result and the state is the first BB state or the second BB state, the process proceeds to step Sa816, where processing for the first BB state or the second BB state is performed. FIG. 29 shows an example of a lottery table for the BB state. In this embodiment, a common lottery table is used for the first BB state and the second BB state. However, separate lottery tables may be provided for each state, with different types of winning combinations and winning probabilities for each combination. In this embodiment, as shown in FIG. 29, in the first BB state and the second BB state, normal lip A, common bell, and overlapping 1-coin combinations are possible. The probability of winning normal lip A (the probability of winning when IV = 1) is approximately 1 in 61.2, the probability of winning common bell (the probability of winning when IV = 10) is approximately 1 in 5.96, and the probability of winning overlapping 1-coin combinations (the probability of winning when IV = 24) is approximately 1 in 1.31. Additionally, in the 1st BB state or the 2nd BB state, the probability of a losing result (not winning any role) is approximately 1 in 10.14. In this case, you can expect an increase of approximately 0.00 medals per game (a net increase of approximately plus or minus 0.00 medals), and no increase or decrease in medals occurs in the 1st BB state or the 2nd BB state. In other words, although you cannot expect an increase in medals in the 1st BB state or the 2nd BB state, you can progress through the game without losing medals.
[0228] Here, in the normal game state in a 3-bet game and the 1st BB state to which a transition can be made in a 3-bet game, the main medal increase is caused by the winning of the 1st to 6th small roles, and the roles are the push order bell in the normal game state and the common bell in the 1st BB state. Comparing the winning rates of these main small roles, in the normal game state, assuming that the stop switches 42 to 44 are operated in a fixed operation order, the winning probability is about 1 in 9.19, while in the 1st BB state, the winning probability is about 1 in 5.96, so that the 1st BB state is set to be more likely to win than the normal game state. In addition, in the normal game state in a 2-bet game and the second BB state to which a 2-bet game can be entered, the main medal increase is the common bell, and while in the normal game state the probability of winning is approximately 1 in 9.64, in the second BB state the probability of winning is approximately 1 in 5.96, so even in a 2-bet game, it is set up so that winning is more likely to occur in the second BB state than in the normal game state.
[0229] However, as mentioned above, you cannot expect an increase in the number of medals you have even if you complete the 1st BB state or the 2nd BB state.
[0230] In the bonus state processing, in step Sa816, it is determined whether any small winning combination has been achieved in the current game as a result of the lottery processing using the BB state lottery table and the control of each reel. If no winning combination has been achieved, the bonus state processing is terminated. If a winning combination has been achieved, in step Sa817, the payout amount corresponding to the winning combination is subtracted from the BB counter in the various counter area 106e. Then, in step Sa818, it is determined whether the BB counter has become 0 or less as a result of the subtraction processing in step Sa817. For example, if a common bell is won and the first to sixth small winning combinations are achieved, a payout of 12 coins will be generated, so in step Sa817, 12 is subtracted from the BB counter.
[0231] If it is determined in step Sa818 that the count is not 0 or less, the bonus state processing is terminated. On the other hand, if it is determined that the count is 0 or less, in step Sa819, the BB state flag corresponding to the current BB state is cleared. That is, if it is the first BB state, the first BB state flag is cleared, and if it is the second BB state, the second BB state flag is cleared. Then, in step Sa820, the BB end command corresponding to the BB state to be terminated this time is set as the output target to the sub-control device 180. More specifically, if the first BB state is to be terminated, the first BB end command is set as the output target, and if the second BB state is to be terminated, the second BB end command is set as the output target. Upon receiving the first BB end command or the second BB end command, the sub-control device 180 controls the speaker 64 and the auxiliary display unit 65 so that a first BB end effect or a second BB end effect is performed.
[0232] Then, in step Sa821, the specified bet number is set to 2 and 3, and the bonus state processing is terminated. In this case, in the normal gaming state after the end of the first BB state or the second BB state, a 2-bet game and a 3-bet game are possible. In contrast, since 2 is input into the MAX bet counter in step Sa811 as described above, when the first credit insertion switch 56 is operated, two virtual medals are inserted and a 2-bet game is played. In other words, when neither the first BB hit flag nor the second BB hit flag is set, the system is set to make it easier to play a 2-bet game. Incidentally, after the end of the first BB state or the second BB state, 2 is input into the MAX bet counter, so a 3-bet game cannot be played by operating the first credit insertion switch 56 or the second credit insertion switch 57. To play a 3-bet game, three medals must be inserted into the medal insertion slot 45.
[0233] Here, the gameplay of the slot machine 10 using the 2-bet game and the 3-bet game will be briefly explained with reference to FIG.
[0234] The normal gaming state in which the first BB hit flag and the second BB hit flag are not set and no BB has been hit is a state called a non-internal state. In this case, as described above, the specified bet number (specified number of coins per game) is set to 2 or 3, and a 2-bet game and a 3-bet game are possible. However, if 2 is input to the MAX bet counter as described above and the first credit insertion switch 56 is operated to start a game, it will be a 2-bet game.
[0235] In the non-internal state, the first BB can be won in a 3-bet game but the second BB cannot be won, and in a 2-bet game, the second BB can be won but the first BB cannot be won. In a game in which the first credit insertion switch 56 is operated as described above, the second BB can basically be won in a 2-bet game.
[0236] If the first BB or second BB is won but no prize is awarded in that winning game, the internal state will be one in which the first BB win or second BB win is carried over (carryover state). Even in the internal state, as described above, the specified bet number (specified number of coins per game) is set to 2 or 3, and a 2-bet game or a 3-bet game is possible. However, if 3 is input into the MAX bet counter as described above and the first credit insertion switch 56 is operated to start a game, it will be a 3-bet game.
[0237] As already explained, in the slot machine 10, in the internal state where the first BB is won, the reels 32L, 32M, and 32R are stopped so that the first BB win is possible in a 3-bet game, but the first BB win is not possible in a 2-bet game. Also, in the internal state where the second BB is won, the reels 32L, 32M, and 32R are stopped so that the second BB win is not possible in a 3-bet game, but the second BB win is possible in a 2-bet game. That is, if the first BB is won in a 3-bet game, the first BB win can be achieved by continuing the 3-bet game, but the first BB win cannot be achieved by switching to a 2-bet game after the first BB is won. Also, if the second BB is won in a 2-bet game, the second BB win can be achieved by continuing the 2-bet game, but the second BB win cannot be achieved by switching to a 3-bet game after the second BB is won. Furthermore, the first BB and the second BB cannot be won twice, and if a first BB win is carried over, the first BB cannot be won again, and the second BB cannot be won twice. Also, if a second BB win is carried over, the second BB cannot be won again, and the first BB cannot be won twice. In other words, if you win the first BB and play a 2-bet game, the game will continue in an internal state where the first BB win is carried over, and if you win the second BB and play a 3-bet game, the game will continue in an internal state where the second BB win is carried over.
[0238] Here, since the first BB win is only possible in a three-bet game and the second BB win is only possible in a two-bet game as described above, even if a three-bet game results in a loss (no winning combination) while the second BB win is carried over, the second BB win will not be achieved, and even if a two-bet game results in a loss (no winning combination) while the first BB win is carried over, the first BB win will not be achieved. This dramatically simplifies the role configuration and control of reels 32L, 32M, and 32R in an internal state where a first BB win or a second BB win is carried over. If a configuration were such that a second BB win could be achieved in a three-bet game or a first BB win could be achieved in a two-bet game, maintaining the internal state where the first BB win or the second BB win is carried over would require a lottery table that would prevent a loss, and, for example, in a role where a miss may occur, it would be necessary to have a different role win when the miss occurs.
[0239] Also, in the 1st BB state and the 2nd BB state, the main role for increasing medals is the common bell. Also, in the non-internal state and the internal state, the main role for increasing medals in a 2-bet game is the common bell, whereas the main role for increasing medals in a 3-bet game is the push order bell. For the common bell, any of the 1st to 6th small roles will be achieved regardless of the operation sequence and operation timing of each of the stop switches 42 to 44, whereas for the push order bell, the small role that is achieved will differ depending on the operation sequence and operation timing of each of the stop switches 42 to 44. In other words, the fluctuation in medal increase or decrease depending on the operation sequence and operation timing (mainly the operation sequence) when the push order bell is won is greater in the non-internal state and the internal state in a 3-bet game than in the 1st BB state and the 2nd BB state. For example, by announcing the operation sequence (Figure 25) that will result in the first to sixth small wins when the push order bell is won, it is possible to switch between an AT mode (assist time mode, navigation mode) that assists in winning and a non-AT mode (non-navigation mode) that does not, and to create a state in which medals increase or decrease depending on whether or not the notification (assist) is given.
[0240] The basic flow of a game in which the first credit insertion switch 56 is operated is as follows: first, in the non-internal state, a 2-bet game is played, and the second BB is won in the 2-bet game. When the second BB is won, the state switches to the internal state, the game switches to the 3-bet game, and the game proceeds in a state in which the above-mentioned second BB winning cannot be realized. In this case, as described above, in the 3-bet game in which the second BB winning is carried over, neither the first BB nor the second BB is won, and the game continues in the internal state in which the second BB winning is carried over.
[0241] Below, we will assume that the game is played with the second BB win carried over, and explain the gameplay using notifications (push order notifications) when the push order bell is won during that game (also referred to as normal game in the following explanation).
[0242] <Lottery result processing> First, the lottery result response process performed in step Sa410 will be described with reference to the flowchart in Figure 31. The lottery result response process is a process performed after the lottery process for each game is performed, and is a process that performs a lottery to transition to an AT mode in which a push order notification is generated based on the lottery result of the game. Note that the AT mode in this embodiment is a number-managed mode that ends when the number of medals set at the time of transition has been paid out.
[0243] First, in steps Sa901 to Sa903, a process is executed to determine the number of bets for the game that will start this time. That is, in step Sa901, it is determined whether either the first BB state flag or the second BB state flag is set, and it is determined whether the game that will start this time is in either of the BB states. If it is not in the BB state, it is determined in step Sa902 whether the number of bets is 3. Also, if it is in the BB state, it is determined in step Sa903 whether the number of bets is 3. As already explained, in the non-internal state before the first BB or second BB win and the internal state after the first BB or second BB win, the specified number is set to 2 or 3, and in the first BB state and the second BB state, the specified number is set to 2. The processing of steps Sa902 and Sa903 is to determine whether the number of bets for the current game is a specific specified number (specific set number) that is specified (set) in association with the game status, and if it is not the specific specified number, the lottery result response processing is terminated without performing processing for the display mode (processing for the instruction function) from step Sa904 onwards.
[0244] That is, in the non-internal state and internal state, processing for the display mode is executed in a 3-bet game, but processing for the display mode is not executed in a 2-bet game. Also, in the 1st BB state and the 2nd BB state, since the specified number is set to 2, a 3-bet game is not executed, and processing for the display mode is not executed in the 1st BB state and the 2nd BB state.
[0245] That is, in this embodiment, if the internal state is a 2-bet game, the lottery for transition to the AT mode after step Sa904 is not performed, which is disadvantageous to the player. By doing this, the internal state is made to be a 3-bet game, making it easier to play a normal game with the second BB carried over.
[0246] If a positive determination is made in step Sa902 or step Sa903, it is determined in step Sa904 whether or not an advantageous zone flag is set in the various flag storage area 106d. In this slot machine 10, regarding whether or not a push order notification or the like occurs, advantageous zones in which the push order notification or the like may occur and normal zones in which the notification may not occur are set. The advantageous zone flag is a flag that allows the CPU 102 to determine whether the current game is in an advantageous zone, and is set upon transition to an advantageous zone and cleared upon transition to a normal zone.
[0247] If the advantageous zone flag is not set, it means that the current game is in the normal zone, and in this case, the advantageous zone transition lottery process is executed in step Sa905, and then the lottery result response process is terminated.
[0248] In the advantageous zone transition lottery process, as shown in the flowchart of FIG. 32, the lottery result of the current game is grasped in step Sa1001. Then, in step Sa1002, an advantageous zone transition lottery table is acquired from the various table storage area 105a of the ROM 105. As shown in FIG. 33, the advantageous zone transition lottery table has a transition rate to the advantageous zone (probability of winning the advantageous zone transition lottery) set according to the lottery result of each game. As shown in FIG. 33, the trigger roles for the lottery for transition to the advantageous zone are set as follows: normal lip A, normal lip B, normal lip C, chance eye A, chance eye B, chance eye C, cherry A, cherry B, cherry C, common bell, push order bell, and watermelon. In other words, in normal play as a 3-bet game carrying over the second BB, all possible winning results are set as trigger roles for the lottery for transition to the advantageous zone.
[0249] After obtaining the lottery table in step Sa1002, a process of obtaining a random number for the advantageous zone transition lottery is executed in step Sa1003. The random number for the advantageous zone transition lottery is generated using a dedicated counter in the various counter area 106e, which is updated at a predetermined interval, and the most recent updated value of the counter is obtained in step Sa1003. Then, in step Sa1004, an advantageous zone transition lottery is executed, and in step Sa1005, it is determined whether or not the transition lottery has been won. Incidentally, in this embodiment, the lottery table is set so that any trigger role has a 100% probability of winning the advantageous zone transition lottery. In this case, if it is determined that the game result grasped in step Sa1001 is a trigger role for the transition lottery (not a losing result), it is possible to omit the processes of steps Sa1002 to Sa1005.
[0250] If it is determined in step Sa1005 that the transition lottery has been won, then in step Sa1006, a process is executed to set an advantageous zone winning game flag in the various flag storage area 106d. The advantageous zone winning game flag is a flag that allows the CPU 102 to determine that the current game is a game that has won the transition lottery to the advantageous zone. If a negative determination is made in step Sa1005, or after the process of step Sa1006 has been executed, the advantageous zone transition lottery process is terminated.
[0251] Returning to the explanation of the lottery result corresponding process, if it is determined in step Sa904 that the advantageous section flag is set, the process proceeds to step Sa906. In step Sa906, it is determined whether either the AT mode winning flag or the AT mode flag is set in the various flag storage areas 106d. The AT mode flag is a flag for the CPU 102 to recognize that it is in the AT mode, and is a flag that is set when the transition to the AT mode becomes possible. Also, the AT mode winning flag is a flag for the CPU 102 to recognize that it has won in the AT mode transition lottery, the transition to the AT mode is confirmed, and it is the situation before the AT mode transition. If neither flag is set in step Sa906, the AT lottery process is executed in step Sa907. On the other hand, if either flag is set in step Sa906, the AT topping-up process is executed in step Sa908.
[0252] <AT lottery process> The AT lottery process in step Sa907 will be described while referring to the flowchart of FIG. 34.
[0253] In step Sa1101, a process of subtracting 1 from the ceiling counter provided in the various counter areas 106e is executed. The ceiling counter is a counter for causing a transition to the AT mode regardless of the success or failure of the AT mode transition lottery (without winning) when the number of games after the advantageous section transition reaches the ceiling number of games, and is a counter for the CPU 102 to recognize the remaining number of games up to the ceiling number of games. The ceiling number of games is set at the time of the advantageous section transition. Incidentally, as described above, since the AT lottery process is executed when the bet number is a specific prescribed number corresponding to the game state, the ceiling counter is subtracted in games where the bet number is a specific prescribed number corresponding to the game state, for example, it is not subtracted in 2-bet games.
[0254] After performing the subtraction process of the ceiling counter in step Sa1101, it is determined in step Sa1102 whether or not the ceiling counter has reached 0. If it has not reached 0, the process for the AT mode transition lottery is performed in steps Sa1103 to Sa1109.
[0255] That is, in step Sa1103, a process is executed to grasp the lottery result of this game. Then, in step Sa1104, a process is executed to obtain a random number for the AT mode transition lottery. A dedicated counter in the various counter area 106e is used for the random number for the AT mode transition lottery, and this dedicated counter is updated at a predetermined interval, and in step Sa1104, the latest updated value of the counter is obtained. In the following step Sa1105, it is determined whether or not a CZ mode flag is set in the various flag storage area 106d. In this embodiment, normal mode and CZ mode, which are easier to win the AT mode transition lottery than normal mode, are set as display modes with different winning probabilities in the AT mode transition lottery, and the CZ mode flag is a flag that allows the CPU to grasp that it is in CZ mode.
[0256] Here, an overview of the CZ mode of this embodiment will be provided. In the CZ mode of this embodiment, a set of a predetermined number of games (five in this embodiment) as a unit continuation number can be executed up to a specific number (three in this embodiment). For each game in the CZ mode, an AT mode transition lottery, which is easier to win than in the normal mode, is held, as described above. Winning the AT mode transition lottery enables transition to the AT mode. Furthermore, a continuation condition is determined for each set in the CZ mode, and if the continuation condition is met, the set is updated. A transition to the AT mode is also possible if the continuation condition is met in a specific number of sets. If the continuation condition for each set is not met and the number of games in that set (five) is exhausted without winning the AT mode transition lottery, the CZ mode ends with that set. In other words, in this embodiment, transitioning to the CZ mode not only increases the chances of winning the AT mode transition lottery for each game in the CZ mode, but also enables transition to the AT mode by fulfilling the continuation condition for each set in the CZ mode, thereby enhancing the enjoyment of the CZ mode.
[0257] If the CZ mode flag is not set in step Sa1105, a process is executed in step Sa1106 to obtain a normal AT mode transition lottery table from the various table storage area 105a. On the other hand, if the CZ mode flag is set in step Sa1105, a process is executed in step Sa1107 to obtain a CZ AT mode transition lottery table.
[0258] As shown in Figure 33, the normal AT mode transition lottery table and the CZ AT mode transition lottery table each have a winning probability for the AT mode transition lottery set according to the lottery results of the game. For example, if the AT mode transition lottery is triggered by chance eye A, the normal AT mode transition lottery has a 1% probability of winning, and the CZ AT mode transition lottery has a 3% probability of winning. In other words, the CZ AT mode transition lottery table is set so that it is easier to win the AT mode transition lottery than the normal AT mode transition lottery table. Also, for normal RIP A, normal RIP B, and normal RIP C, they are set so that they do not win the AT mode transition lottery for normal use, but can win the AT mode transition lottery for CZ use.
[0259] After the AT mode transition lottery table is acquired in step Sa1106 or step Sa1107, the AT mode transition lottery process is executed in step Sa1108 using the acquired transition lottery table and the game lottery result grasped in step Sa1103. Then, in step Sa1109, it is determined whether or not the AT mode transition has been selected.
[0260] If it is determined in step Sa1109 that a transition to AT mode has been won, or if it is determined in step Sa1102 that the ceiling counter is 0, the process proceeds to step Sa1110. In step Sa1110, it is determined whether or not the CZ mode flag is set, and it is confirmed whether or not a transition to AT mode has been won during CZ mode. If a win has not been won during CZ mode, in step Sa1111 a process is executed to set an AT mode win flag in the various flag storage area 106d. As a result of this process, an affirmative determination will be made in step Sa906 from the next game onwards.
[0261] In the following steps Sa1112 to Sa1115, a process for setting a premonition mode is performed. The premonition mode is a mode that performs a premonition effect suggesting that the AT mode transition lottery or the CZ mode transition lottery has been won. In this embodiment, if the player wins these transition lotteries, the premonition mode of 0 to 32 games is played before the winning transition lottery is announced.
[0262] That is, in step Sa1112, a lottery process for the premonition game is executed. In the lottery process for the number of premonition games, the number of premonition games is lottery-determined based on the type of transition lottery that has been won, the lottery result of the game that triggered the win, etc. In this case, the number of premonition games may be varied based on the lottery result of the game that triggered the win. For example, a longer number of premonition games may be more likely to be selected when the AT mode transition lottery is won with Cherry A than when the AT mode transition lottery is won with Cherry C. Note that in the lottery process for the premonition game, a random number for lottery-determining the number of premonition games is also obtained, and the number of premonition games is lottery-determined based on the type of transition lottery that has been won, the lottery result of the game that triggered the win, etc.
[0263] In the next step Sa1113, the result of the lottery in step Sa1112 is input to the premonition counter provided in the various counter area 106e. The premonition counter is a counter that allows the CPU 102 to grasp the number of premonition games remaining, and is decremented by one each time a game in the premonition mode is played.
[0264] Then, in step Sa1114, a process is executed to set a premonition flag in the various flag storage area 106d, and in step Sa1115, a process is executed to set the premonition command as an output target to the sub-controller 180, after which the AT lottery process is terminated. The premonition flag is a flag that allows the CPU 102 to know that the premonition mode is in progress, and the premonition command is a command that causes the sub-controller 180 to know that the premonition mode has been set, the number of games in that premonition mode, and which transition lottery has been won. Upon receiving the premonition command, the sub-controller 180 knows the number of games in the premonition mode and the type of transition lottery that has been won, and performs processing to execute the effects during the premonition mode on the auxiliary display unit 65 and speaker 64.
[0265] If it is determined in step Sa1110 that the AT mode transition lottery during CZ mode has been won, the process proceeds to step Sa1116. In step Sa1116, a process for setting the AT mode win flag is executed, and in step Sa1117, a process for clearing the CZ mode flag is executed. Then, in step Sa1118, a process for inputting the value of the CZ game counter provided in various counter area 106e into the above-mentioned premonition counter is executed. The CZ game counter is a counter that allows CPU 102 to grasp the number of games remaining in each set of CZ mode, and when transitioning to CZ mode, a value (5) equivalent to the unit number of continuation games (5 games) for one set of CZ mode is input, and this counter is decremented by 1 each time a game is played.
[0266] In the next step Sa1119, a process is executed to determine the number of sets remaining until the number of sets in the CZ mode reaches a specific number, based on the current number of sets in the CZ mode. For example, if the current set is the first set in the CZ mode, the number of sets remaining until the specific number (3) is reached is 2. A battle counter is provided in the various counter area 106e, and each time the set is updated, the battle counter is incremented by 1, and the number of sets remaining can be determined from the battle counter.
[0267] In the next step Sa1120, a process is executed in which the remaining number of sets determined in step Sa1119 is multiplied by the unit continuation number of sets (5), and the result is added to the premonition counter. In other words, if the AT mode transition lottery is won during the CZ mode, the CZ mode ends in that game, and the number of games in which the maximum number (specific number) of sets continues in that CZ mode is set as the number of games in the premonition mode. In this case, the presentation on the sub-control device 180 side is configured to present an effect in which the CZ mode continues even when the premonition mode is set, and by doing so, it is possible to maintain a sense of anticipation for the continuation conditions of each set in the CZ mode to be fulfilled, even in games after the AT mode transition lottery is won during the CZ mode.
[0268] After executing the processing of step Sa1120, the process proceeds to step Sa1114, where the precursor flag is set, and then in step Sa1115, the precursor command output setting is performed, and the AT lottery processing is terminated.
[0269] If it is determined in step Sa1109 that the AT mode transition lottery has not been won, the process proceeds to step Sa1121. In step Sa1121, it is determined whether the CZ mode flag is set. If the CZ mode flag is set, the AT lottery processing is terminated. If the CZ mode flag is not set, the CZ mode transition lottery processing is executed in step Sa1122. In the CZ mode transition lottery processing, a CZ mode transition lottery table is obtained from the various table storage area 105a, and whether or not to transition to CZ mode is determined by lottery using the lottery results of the game grasped in step Sa1103. As shown in FIG. 33, the CZ mode transition lottery table is set so that the probability of winning the CZ mode transition lottery differs depending on the lottery results of the game. More specifically, it is set so that the more likely the lottery results of the game are to win the AT mode transition lottery, the more likely it is to win the CZ mode transition lottery. In other words, even if the lottery result is for a game that is likely to win the AT mode transition lottery, if the player does not win the AT mode transition lottery, the system is set up so that it is easier to transition to CZ mode.
[0270] After executing the CZ mode transition lottery process in step Sa1122, it is determined in step Sa1123 whether or not the CZ mode transition has been selected. If the transition has not been selected, the AT lottery process is terminated as it is. If the CZ mode transition has been selected, in step Sa1124, a process of setting a CZ mode winning flag in the various flag storage areas 106d is executed.
[0271] In the subsequent step Sa1125, the lottery process for the pre-game is executed. Also in this lottery process for the number of pre-games, the number of pre-games is lottery-determined based on the type of the winning transition lottery, the lottery result of the game that triggered the win, etc. In this case, it may be set such that the number of pre-games can be different when winning the AT mode transition lottery (step Sa1112) and when winning the CZ mode transition lottery (step Sa1125). For example, it may be made easier for a longer number of pre-games to be selected when winning the AT mode transition lottery than when winning the CZ mode transition lottery. Also, the number of pre-games may be made different depending on the lottery result of the game that triggered the win. For example, it may be made easier for a longer number of pre-games to be selected when winning the CZ mode transition lottery with cherry A than when winning the CZ mode transition lottery with cherry C.
[0272] In the subsequent step Sa1126, a process of inputting the lottery result of step Sa1125 into the pre-counter is executed. After that, a pre-flag is set in step Sa1114, the output setting of the pre-command is performed in step Sa1115, and then this AT lottery process is terminated.
[0273] <AT topping-up process> Next, the AT topping-up process executed in step Sa908 will be described while referring to the flowchart of FIG. 35. In the AT topping-up process, a topping-up lottery for increasing the payout number in the AT mode is performed, and when winning in this topping-up lottery, a process of adding (increasing, topping up) the remaining payout number in the AT mode is executed.
[0274] First, in step Sa1201, the lottery result of the current game is grasped, and then in step Sa1202, a process is executed to obtain the bonus lottery table from the various table storage area 105a.
[0275] As shown in Figure 36, the bonus lottery table sets the bonus winning rate according to the type of AT mode and the lottery result of the game. Specifically, in this embodiment, the first AT mode and the second AT mode are set as the types of AT mode, and the bonus winning rate is set to be higher in the second AT mode than in the first AT mode. In this embodiment, the first AT mode and the second AT mode have the same effects at the start of the AT mode and during the AT mode, making them visually difficult for players to distinguish. In other words, when the AT mode is switched to, the fun of predicting whether it is the first AT mode or the second AT mode based on the bonus winning rate is added.
[0276] In either the first AT mode or the second AT mode, normal roles such as Normal Lip A to Normal Lip C and Push Order Bell, which are easy to win in the lottery process of each game, are unlikely to result in an additional win. On the other hand, specific roles such as Chance Eye A to Chance Eye C, Cherry A to Cherry C, Common Bell, and Watermelon, which are difficult to win in the lottery process of each game, are set to be easier to win an additional win than normal roles. Furthermore, among specific roles, for example, Chance Eye C is more likely to result in an additional win than Chance Eye A, and Cherry C is more likely to result in an additional win than Cherry A. Therefore, the more difficult the lottery result is in the lottery process of each game, the more likely it is to win the additional lottery. However, if an additional win is based on a result that is difficult to win, the number of additional coins is set to be large, which can maintain the expectation of an additional win even with a normal role, along with the element of surprise when an additional win is achieved. It is also possible to configure the game so that an additional win is not achieved if the lottery result of each game is a normal role.
[0277] After obtaining the add-on lottery table in step Sa1202, a process for obtaining a random number for the add-on lottery is executed in step Sa1203. A dedicated counter in the various counter area 106e is used for the random number for the add-on lottery, and this dedicated counter is updated at a predetermined interval, and in step Sa1203 the latest updated value of the counter is obtained. Next, in step Sa1204, an add-on lottery is executed, and in step Sa1205 it is determined whether or not the add-on lottery has been won. If the add-on lottery has not been won, the AT add-on processing is terminated. If the add-on lottery has been won, in step Sa1206 a process for determining the number of add-on coins is executed.
[0278] After the number of coins to be added is drawn in step Sa1206, a process is executed in step Sa1207 to add the number of coins to be added to the AT coin counter. The AT coin counter is a counter that allows the CPU 102 to grasp the remaining number of coins to be paid out in AT mode (the difference in coins, the number of coins obtained by subtracting the number of bets from the number of coins paid out). Then, in step Sa1208, a process is executed to set the add-on command as an output target to the sub-control device 180, and then this AT add-on process is terminated. Upon receiving the add-on command, the sub-control device 180 executes a process to display an effect (add-on notification effect) corresponding to the fulfillment of the add-on condition on the auxiliary display unit 65 and speaker 64.
[0279] In the lottery result response process (FIG. 31), after the process of step Sa907 or step Sa908 is executed, processes for notifying the pressing order of the stop switches 42 to 44 are executed in steps Sa909 to Sa914.
[0280] <Outline of push order notification> Prior to explaining the process for pressing order notification executed in steps Sa909 to Sa914, we will explain an overview of the pressing order notification executed by the payout number display unit 62, which also functions as an instruction monitor, and the pressing order notification effect executed by the auxiliary display unit 65. Note that the pressing order notification and pressing order notification effect can also be referred to as, for example, pressing order navigation, sequence notification, or mode notification. The payout number display unit 62 is connected to the main control unit 101, and the pressing order notification is performed by the main control unit 101. In contrast, the auxiliary display unit 65 is connected to the sub-control unit 180 (display control unit 81), and the pressing order notification effect is performed by the sub-control unit 180.
[0281] First, the configuration of the dispensed coin count display unit 62 will be described with reference to Fig. 37. Fig. 37(a) is a front view of the dispensed coin count display unit 62, and Fig. 36(b) is a diagram for explaining the relationship between the display mode and the display content when the dispensed coin count display unit 62 functions as an instruction monitor.
[0282] As shown in FIG. 37(a), the dispensed coin count display unit 62 has 15 display segments Na1-Na8, Nb1-Nb7. Each display segment Na1-Na8, Nb1-Nb7 has its own light source made of an LED, and by controlling the on / off of each light source, it is possible to light up any one display segment or any combination of display segments. This allows the dispensed coin count display unit 62 to display predetermined symbols, including two-digit numbers and letters. Note that each of the individual light sources emits light of the same color, so the same color is displayed on each of the display segments Na1-Na8, Nb1-Nb7.
[0283] Regarding the display segments Na1-Na8 and Nb1-Nb7 in detail, the first right display segment Na1 to the seventh right display segment Na7 and the first left display segment Nb1 to the seventh left display segment Nb7 are all linear display segments, and these first right display segment Na1 to the seventh right display segment Na7 and the first left display segment Nb1 to the seventh left display segment Nb7 are arranged to be able to display at least the numbers "0" to "9." Furthermore, the eighth right display segment Na8 is a circular display segment and is arranged laterally in the lower right portion of the area where the first right display segment Na1 to the seventh right display segment Na7 are arranged. Therefore, the dispensed coin number display unit 62 can display at least "00" to "99," "AA" to "ZZ," "00." to "99.", "AA." to "ZZ.", and ".". Two-digit symbols consisting of a combination of numbers and letters may also be displayed.
[0284] In addition, as long as the dispensed coin count display unit 62 can individually display multiple patterns of symbols, the shapes and arrangements of the display segments Na1-Na8, Nb1-Nb7 are arbitrary. Furthermore, it is not necessary for the display segments Na1-Na8, Nb1-Nb7 to display the same color; the colors displayed by the display segments Na1-Na8, Nb1-Nb7 may be configured to be changeable as needed. Furthermore, it is not necessary to control the on / off of the light source to turn on or off the display segments Na1-Na8, Nb1-Nb7; as long as the display segments Na1-Na8, Nb1-Nb7 can be individually controlled, the segment display may be configured with a single backlight and liquid crystal display. Furthermore, instead of applying a segment display to each display area, symbols may be displayed using other types of display devices, such as a liquid crystal display, organic electroluminescence display, CRT, or dot matrix.
[0285] The display segments Na1-Na7, Nb1-Nb7 display the number of coins to be paid out by displaying two-digit numbers as described above, and are also used to notify the operation sequence of the push-order combination. For example, as shown in Figure 37(b), when the operation sequence of the stop switches 42-44 is "left" → "center" → "right" to perform the stop operation in this order, a winning mode advantageous to the player is achieved, and the right sixth display segment Na6 and the right seventh display segment Na7, the left first display segment Nb1, the left second display segment Nb2, and the left fourth display segment Nb4 to the left seventh display segment Nb7 are lit up to display "01." Furthermore, when the stop switches 42-44 are operated in the order of "right" → "left" → "center" to achieve a winning mode advantageous to the player, the first right display segment Na1 to the third right display segment Na3, the fifth right display segment Na5, and the sixth right display segment Na6, and the first left display segment Nb1, the second left display segment Nb2, and the fourth left display segment Nb4 to the seventh left display segment Nb7 are lit to display "05." In other words, the numbers (symbols) displayed on the display segments Na1 to Na7 and Nb1 to Nb7 correspond one-to-one to the operation order of the stop switches 42-44, and the player can achieve a winning mode advantageous to the player by operating the stop switches 42-44 to stop them based on the numbers (symbols) displayed on the display segments Na1 to Na7 and Nb1 to Nb7.
[0286] The right eighth display segment Na8 is lit in the game in which the start condition is met, including the notification condition that transitions to the advantageous zone and the possibility of a push order notification occurring. It is also turned off when the AT mode ends and transitions from the advantageous zone to the normal zone.
[0287] In other words, an advantageous zone (specific game state, specific mode) is a zone in which it becomes easier for the player to win in an advantageous manner by making it easier to notify the operation order of the push order bell, etc., and the right-hand eighth display segment Na8 is a zone indicator (specific notification means) that lights up during the specific zone in which the player can actually benefit from the push order notification in the advantageous zone, and turns off during the normal zone which is not an advantageous zone, or during the non-specific zone which is not an advantageous zone even if it is an advantageous zone.
[0288] As already explained, the payout number display unit 62, which includes the first right display segment Na1 through the seventh right display segment Na7, the first left display segment Nb1 through the seventh left display segment Nb7, and the eighth right display segment Na8 as a section indicator, is disposed on the gaming panel 25. That is, the payout number display unit 62, which functions as an instruction monitor, is disposed above the stop switches 42 through 44 operated by the player. In other words, it is not disposed on the decorative panel, which is the front part of the gaming machine, below the positions of the stop switches 42 through 44. Therefore, the eighth right display segment Na8 is prevented from being obscured by the hand operating the stop switches 42 through 44, and is disposed in a position that is easily visible to the player. Furthermore, because the payout number display unit 62, which is easily observed by players playing a game aiming to win medals, displays the payout number as a push order indicator and a section indicator, it is also prevented from being overlooked by the player.
[0289] Furthermore, in the payout coin number display unit 62, the brightness of the corresponding LED, particularly the right eighth display segment Na8, is set so that it is brighter than the brightness of the surrounding display units (e.g., the backlight of the gaming panel 25) (more specifically, so that it is twice as bright as the brightness of the surrounding display units). Therefore, even when the right eighth display segment Na8 and the surrounding display units are both light-emitting controlled (lit), the right eighth display segment Na8 stands out. The illuminance of the corresponding LED is also set so that the right eighth display segment Na8 has a higher illuminance toward the front of the gaming machine than the surrounding display units (more specifically, so that it is twice as bright as the illuminance of the surrounding display units). This configuration also improves the visibility of the right eighth display segment Na8, reducing the likelihood of missing the right eighth display segment Na8 when it is lit.
[0290] Next, the push order notification effect performed on the auxiliary display unit 65 will be described with reference to Fig. 38. Here, the push order notification effect on the auxiliary display unit 65 will be described using the example of a case where the push order combination is won when the operation order to be notified this time is center → right → left.
[0291] As shown in FIG. 38(a), in the auxiliary display unit 65, of the three button displays arranged in parallel corresponding to the stop switches 42 to 44, the button display corresponding to the stop switch that should be operated first (in the figure, the middle button display corresponding to the middle stop switch 43) is marked with the number 1 and displayed larger than the other button displays. In addition, each button display is displayed in a color corresponding to the winning combination (yellow for bell, blue for replay, etc.). This allows the player to recognize the winning combination in the current game and that the stop switch that should be operated first is the middle stop switch 43. In addition, in the auxiliary display unit 65, the right button display is displayed with the number 2 and the left button display is displayed with the number 3 to indicate that the stop switch that should be operated next is the right stop switch 44 and the stop switch that should be operated last is the left stop switch 42.
[0292] When the player operates the middle stop switch 43, as shown in Figure 38(b), the middle button display corresponding to the middle stop switch 43 disappears on the auxiliary display unit 65, and the right button display corresponding to the right stop switch 44 is displayed large. This allows the player to confirm that the operation of the middle stop switch 43 has been completed, and that the next stop switch to be operated is the right stop switch 44.
[0293] When the player operates the right stop switch 44, as shown in Figure 38(c), the right button display corresponding to the right stop switch 44 disappears on the auxiliary display unit 65, and the left button display corresponding to the left stop switch 42 is displayed larger. This allows the player to confirm that the operation of the right stop switch 44 has been completed, and that the next stop switch to be operated is the left stop switch 42.
[0294] Regarding the timing of the push order notification, the push order notification effect by the auxiliary display unit 65 is set to be executed when the start lever 41 is operated, and the push order notification is executed after the rotation of each of the reels 32L, 32M, and 32R has started and before the operation of the stop switches 42 to 44 becomes effective, so that it is possible to operate the stop switches 42 to 44 after recognizing the operation order of the stop switches 42 to 44, and it is possible to proceed with the game at a good tempo. In contrast, the push order notification by the payout number display unit 62 is set to be executed after the rotation of each of the reels 32L, 32M, and 32R has started after the start lever 41 is operated, and if the start lever 41 is operated before the wait period has elapsed, it is set so that the push order notification by the payout number display unit 62 may start after the push order notification effect by the auxiliary display unit 65.
[0295] In this slot machine 10, the winning replay for normal replays A to C is determined by the operation order of the stop switches 42 to 44. For example, by specifying the operation order when starting the AT mode or when executing the bonus effect during the AT mode, it is possible to achieve a second or third replay win instead of a first replay win. However, regardless of which replay win is achieved when normal replays A to C are won, the player receives the same bonus. Therefore, even if the winning result is determined by the operation order, such as normal replays A to C, and the player receives the same bonus regardless of which result is won, the operation order is not notified by the push order notification effect on the auxiliary display 65, but the payout number display 62 does not notify the player of the push order. By doing this, it is possible to minimize the opportunities for the main control unit 101 to notify the push order, thereby reducing the processing load on the main control unit 101 which manages the game lottery and the awarding of bonuses, and preventing inconveniences such as an increase in processing load or the occurrence of errors as the game progresses.
[0296] Therefore, as described above, it is set up so that the push order notification by the payout number display unit 62 may start after the push order notification by the auxiliary display unit 65, and by preventing the push order notification by the auxiliary display unit 65 and the push order notification by the payout number display unit 62 from starting at the same time, it is possible to avoid, for example, when the push order notification by the auxiliary display unit 65 is performed when a normal rip A to C is won, the player realizing that a normal rip A to C has been won and not a push order bell win, because the push order notification is not being made by the payout number display unit 62.
[0297] The process for notifying the push order in steps Sa909 to Sa914 will be explained.
[0298] That is, in step Sa909, it is determined whether or not the lottery result of this game was a push order bell win. If the push order bell win was not a win, the lottery result response processing is terminated. If the push order bell win was a win, in step Sa910, it is determined whether or not the AT mode flag is set. If the AT mode flag is set, in step Sa911, a process is executed to determine the type of push order bell this time. Specifically, it is determined whether the push order bell is a forward push bell 1, 2, a pinch push bell 1, 2, a middle forward push bell 1, 2, a middle reverse push bell 1, 2, a reverse pinch bell 1, 2, or a reverse push bell 1, 2. Then, in step Sa912, a process is executed to determine the operation order of the stop switches 42 to 44 that will result in the first small win to the sixth small win based on the results determined in step Sa911.
[0299] After executing the processing of step Sa912, in step Sa913, the push order information corresponding to the operation order grasped in step Sa912 is stored in the various flag storage area 106d of the RAM 106. More specifically, if the bells are forward push bells 1 and 2, the forward push flag is set to push order 1A in the various flag storage area 106d, if the bells are pinch push bells 1 and 2, the pinch push flag is set to push order 2A in the various flag storage area 106d, if the bells are middle forward push bells 1 and 2, the middle forward push flag is set to push order 3A in the various flag storage area 106d, if the bells are middle reverse push bells 1 and 2, the middle reverse push flag is set to push order 4A in the various flag storage area 106d, if the bells are reverse pinch bells 1 and 2, the reverse pinch flag is set to push order 5A in the various flag storage area 106d, and if the bells are reverse push bells 1 and 2, the reverse push flag is set to push order 6A in the various flag storage area 106d.
[0300] Then, in step Sa914, a process is executed to set the push order notification command corresponding to the push order information set in step Sa913 as the output target to the sub-control device 180, and then this lottery result response process is terminated. Specifically, if the push order flag is set as the push order information, a push order command is set, if the push order flag is set as the push order information, a push order command is set, if the push order flag is set as the push order information, a push order command is set, if the push order flag is set as the push order information, a push order command is set, if the push order flag is set as the push order information, a push order command is set, if the push order flag is set as the push order information, a push order command is set, if the push order flag is set as the push order information, a push order command is set, if the push order flag is set as the push order information, a push order command is set, if the push order flag is set as the push order information, a push order command is set The sub-control device 180, which receives these push order notification commands, controls the auxiliary display unit 65 and speaker 64 so that push order notification effects corresponding to forward push operations to reverse push operations (push order notification effects corresponding to the first small win to the sixth small win) are performed.
[0301] In this way, in this embodiment, if the game that wins the push order bell among the operation mode roles is in AT mode, a push order notification command including information on the operation order is output to the sub-control device 180, and a push order notification effect is performed by the auxiliary display unit 65. On the other hand, if the game that wins the push order bell is not in AT mode, the push order notification command including information on the operation order that makes it possible to achieve the first small role win to the sixth small role win is not output to the sub-control device 180, and therefore the push order notification effect is not performed by the auxiliary display unit 65.
[0302] Furthermore, in this embodiment, in the lottery result command processing of step Sa411 in the lottery processing (Figure 21), in a game in which the push order bell is won, information regarding which push order bell result (IV11 to IV22) is won is not output to the sub-control device 180.
[0303] Specifically, as shown in the flowchart of Figure 39(a), in step Sa1301, it is determined whether the current game is won with index value IV = 11 to 22 and whether any of the push order bells have been won. If the push order bell has not been won, in step Sa1302, a process is executed to set the lottery result command corresponding to each winning result as an output target to the sub-control device 180, and then this lottery result command setting process is terminated. That is, in step Sa1302, for example, if the win is with index value IV = 1, a lottery result command indicating a normal lip A is set, and if the win is with index value IV = 7, a lottery result command indicating a cherry A is set.
[0304] On the other hand, if it is determined in step Sa1301 that one of the push order bells has been won, then in step Sa1303 a process is executed to set the lottery result command indicating the push order bell group as an output target to the sub-control device 180, and then this lottery result command setting process is terminated. The lottery result command indicating the push order bell group includes information that one of the push order bells has been won, but is set so as not to include information about which push order bell has been won, that is, for example, information about winning the forward push bell 1 (information that the win was made with IV=11) or information about winning the middle reverse push bell 2 (information that the win was made with IV=18).
[0305] That is, as shown in FIG. 39(b), in this embodiment, information that the push order bell has been won is output to the sub-controller 180 as a lottery result command indicating the push order bell group, regardless of whether the AT mode is in effect or not. Then, in the AT mode, the above push order notification commands corresponding to the first small win to the sixth small win are also output, thereby enabling the sub-controller 180 to execute the push order notification effect. In contrast, when the AT mode is not in effect, the above push order notification commands corresponding to the first small win to the sixth small win are not output to the sub-controller 180, and as described above, only the lottery result command indicating the push order bell group is output. Therefore, even though the sub-controller 180 is not in the AT mode, it is not possible to grasp the operation sequence of the stop switches 42 to 44 that can achieve the first small win to the sixth small win when the push order bell is won. By doing this, it is possible to prevent fraudulent acts such as illegally analyzing the commands output from the main control unit 101 to the sub-control unit 180 or the sub-control unit 180 in order to try to enjoy the benefits of AT mode even when the AT mode is not in effect (the benefit of being able to achieve the first to sixth small wins when the push order bell is won).
[0306] As described above, the sub-controller 180 receives the push order bell group command and the push order notification command containing information on the operation order output from the main controller 101 based on the operation of the start lever 41, and executes the push order notification effect by the auxiliary display unit 65 based on these commands. In contrast, the main controller 101 executes the push order notification when the rotation of each of the reels 32L, 32M, and 32R begins. Therefore, particularly when the start lever 41 is operated before the wait period has elapsed, the push order notification effect on the sub-controller 180 starts first, and then the push order notification on the main controller 101 is performed. In this way, the player's attention can be directed to the push order notification effect that starts first, and the attention of the auxiliary display unit 65 that performs various effects can be suitably increased. Furthermore, for example, if a push order notification effect is performed in a game other than a push order bell winning game, or if an effect is performed to make it appear as if a different lottery result (for example, various cherries as rare roles) is being produced even though the game is a push order bell winning game, the effect will be obvious by checking the push order notification on the main control device 101 (it will be possible to determine whether the game is a push order bell winning game or not), but if the push order notification on the main control device 101 is made later as described above, it will be possible to expect favorable effect when producing the above-mentioned effects.
[0307] <Winning result processing> Next, the winning result response process performed in step Sa524 in the reel control process will be described with reference to the flowchart in Figure 40. In the winning result response process, processing is performed to start or end the AT mode depending on the game result.
[0308] First, in step Sa1401, it is determined whether either the first BB state flag or the second BB state flag is set, and it is determined whether the game to be started this time is in either of the BB states. If it is not in the BB state, it is determined in step Sa1402 whether the number of bets is 3. If it is in the BB state, it is determined in step Sa1403 whether the number of bets is 3. That is, the processing of steps Sa1401 to Sa1403 corresponds to the processing of steps Sa901 to Sa903 above, and is processing to determine whether it is a specific specified number that is specified in association with the gaming state. If it is not the specific specified number, the winning result corresponding processing ends without performing the processing for the display mode (processing for the instruction function) from step Sa1404 onwards.
[0309] If the determination in step Sa1402 or step Sa1403 is affirmative and the number of bets is the specified number, the process proceeds to step Sa1404. In step Sa1404, it is determined whether the premonition flag is set. If the premonition flag is set, this means that after winning the AT mode transition lottery or the CZ mode transition lottery, the notification of winning these transition lotteries has not yet been made. In this case, in step Sa1405, the premonition mode processing is executed, and then the winning result response processing is terminated.
[0310] On the other hand, if the premonition flag is not set in step Sa1404, it is determined whether the CZ mode flag is set in step Sa1406. If the CZ mode flag is set and the game is in CZ mode, CZ mode processing is executed in step Sa1407, and then the winning result processing is terminated.
[0311] If the CZ mode flag is not set in step Sa1406, it is determined in step Sa1408 whether the AT mode flag is set. If the AT mode flag is set and the game is in AT mode, AT mode processing is executed in step Sa1409, and the winning result processing is then terminated. If the determination in step Sa1408 is negative, the winning result processing is terminated.
[0312] The process for the precursor mode, the process for the CZ mode, and the process for the AT mode will be explained below.
[0313] <Precursor mode processing> In the premonition mode process, as shown in FIG. 41, step Sa1501 executes a process of decrementing the premonition counter by 1. Then, step Sa1502 determines whether the premonition counter has reached 0. If not, step Sa1503 executes a process of setting a premonition game count command to be output to the sub-control unit 180, and then terminates the premonition mode process. The premonition game count command contains information about the current premonition counter. The sub-control unit 180 can determine the number of games remaining in the premonition mode from the premonition command received at the start of the premonition mode. Furthermore, the sub-control unit 180 can also determine the number of games remaining in the premonition mode from the premonition game count command. This allows the sub-control unit 180 to accurately determine the number of games remaining if the premonition game count is rewritten, for example, when a player wins a lottery to transition to AT mode during the premonition mode of CZ mode.
[0314] If the precursor counter is 0 in step Sa1502, the processor 10 executes a process to clear the precursor flag in step Sa1504.
[0315] In the next step Sa1505, it is determined whether the AT mode win flag is set, thereby determining whether the current premonition mode was entered based on winning the AT mode transition lottery. If the AT mode win flag is not set and the current premonition mode was entered based on winning the CZ mode transition lottery, the process proceeds to step Sa1506. In step Sa1506, a process is executed to clear the CZ mode win flag. Then, in step Sa1507, the CZ mode flag is set, and in step Sa1508, a process is executed to input a predetermined number, 5, into the CZ game counter provided in the various counter area 106e. The CZ game counter is a counter that allows the CPU 102 to determine the number of games remaining in one set of CZ mode, and is decremented by one each time one game is played in CZ mode. Thereafter, in step Sa1509, a continuation rate setting process is executed. As described above, the CZ mode in this embodiment is configured so that the continuation condition is judged for each set, and transition to AT mode is possible even if the continuation condition is met for a specific number of sets, and the continuation rate setting process is a process for setting the continuation rate used in the continuation judgment to meet the continuation condition when each set is updated.
[0316] As shown in Figure 42 (a), the continuation rate setting process first executes a process in step Sa1601 to add 1 to the CZ number counter provided in the various counter area 106e. The CZ number counter is a counter that allows the CPU 102 to grasp the number of times the game has transitioned to the CZ mode during a favorable period of 1, and is cleared to 0 at the end of the favorable period.
[0317] In the next step Sa1602, a process of acquiring a continuation rate table from the various table storage area 105a is executed. As shown in FIG. 42(b), the continuation rate table is set so that the selected continuation rate (50% to 80%) can vary depending on the number of transitions to CZ mode during one advantageous period, and is set so that the more transitions to CZ mode there are, the more likely a higher continuation rate is to be selected. By doing this, even if a transition to AT mode cannot occur in CZ mode, the more times the player enters CZ mode, the easier it becomes to transition to AT mode, which can encourage the player to continue playing.
[0318] In the following step Sa1603, a continuation rate lottery process is executed. Then, in step Sa1604, the continuation rate of each set in the current CZ mode is set by inputting the processing result of step Sa1603 into the continuation rate counter in the various counter area 106e. After that, in step Sa1605, a process is executed to set the continuation rate command as an output target to the sub-control device 180, and then this continuation rate setting process is terminated. The sub-control device 180 that has received the continuation rate command controls the auxiliary display unit 65 and speaker 64 to display suggestive effects suggesting the continuation rate of the current CZ mode at the start of the CZ mode or during the CZ mode.
[0319] Returning to the explanation of the premonition mode processing (Figure 41), after executing the continuation rate setting processing in step Sa1509, in step Sa1510, a process is executed to add 1 to the battle counter provided in the various counter area 106e. The battle counter is a counter that allows the CPU 102 to know which set the current set is in this CZ mode. Then, in step Sa1511, a process is executed to set a CZ start command as an output target to the sub-control device 180, and then this premonition mode processing is terminated. Upon receiving the CZ start command, the sub-control device 180 controls the auxiliary display unit 65 and speaker 64 to notify the user that the CZ mode transition lottery has been won, as well as to notify the user that the CZ mode will begin.
[0320] If the AT mode hit flag is set in step Sa1505, and the current premonition mode is a premonition mode based on winning the AT mode transition lottery, then in step Sa1512, a process is executed to clear the AT mode hit flag. Then, in step Sa1513, a process is executed to set an AT mode flag in the various flag storage area 106d. In the following step Sa1514, a process is executed to input 100 into the AT coin number counter provided in the various counter area 106e. As described above, the AT coin number counter is a counter that allows the CPU 102 to grasp the remaining number of payout coins in the AT mode (the difference in coins, the number of payout coins minus the number of bets), and is updated each time one game is played by subtracting the value obtained by subtracting the number of bets from the number of payout coins.
[0321] Thereafter, in step Sa1515, a process is executed to set the AT start command as an output target to the sub-control device 180, and the process for the premonition mode is terminated. The sub-control device 180 that has received the AT start command controls the auxiliary display unit 65 and the speaker 64 to perform an effect corresponding to the start of the AT mode. When the AT mode is started, a lottery is executed to determine whether the AT mode is the first AT mode or the second AT mode, and information corresponding to the result of the lottery is preferably stored in RAM 106. The lottery may be configured so that the selection rate between the first AT mode and the second AT mode differs depending on the result of the lottery that triggered the transition to the AT mode (the result of the lottery when the AT mode transition lottery is won), or the selection rate may differ depending on the result of the lottery at the time of transition to the AT mode, or a random selection may be performed regardless of the result of the lottery to determine which mode to select. As described above, the first AT mode and the second AT mode have different winning probabilities for the additional lottery, and by doing so, it becomes possible to suitably select which lottery table to acquire when performing the additional lottery during the AT mode (Fig. 35). In this embodiment, it is difficult for a player to identify whether the AT mode to be shifted to (being executed) is the first AT mode or the second AT mode from the presentation content, etc., but it may be configured so that it can be identified from the presentation content, etc.
[0322] <Processing for CZ mode> As described above, in the CZ mode of the present embodiment, an AT mode transition lottery that is easier to win than the normal mode is performed in each game. Also, with a predetermined number of games as one set, the set is updated by satisfying the continuation condition in each set, and it is possible to transition to the AT mode by satisfying the continuation condition in a specific number of sets. In this processing for the CZ mode, the number of games in each set is managed, and the update of the set, the determination of whether the continuation condition is satisfied, etc. are performed.
[0323] That is, in the CZ mode processing, as shown in the flowchart of FIG. 43, it is determined in step Sa1701 whether or not the current game is the start game of the CZ mode. The start game can be identified by the battle counter indicating the number of sets being 1 and the CZ game counter indicating the number of games in one set being the maximum number (5 before subtraction). If the current game is the start game of the CZ mode, the CZ start AT lottery processing is executed in step Sa1702. In the CZ start AT lottery processing, an AT mode transition lottery is executed based on the lottery results and winning results of the game that is currently ending. For example, as shown in FIG. 33, the winning probability of the AT mode transition lottery for each game in the CZ mode may differ. In this embodiment, the AT mode transition lottery is set to be easier to win than each game in the CZ mode. Furthermore, the winning probability of the AT mode transition lottery is set to differ depending on the lottery results of each game, so that the less likely the lottery result for each game is to win, the easier it is to win the AT mode transition lottery. Furthermore, for example, with regard to the push order bell, the probability of winning the AT mode transition lottery is set to differ depending on the winning result, and if any of the 1st to 6th small wins are achieved, it is possible to win the AT mode transition lottery, but if none of the 1st to 6th small wins are achieved (if the 9th to 32nd small wins are achieved or if a win is missed), it is set so that it is less likely to win the AT mode transition lottery than if any of the 1st to 6th small wins are achieved, and specifically, it is set so that the player will not win the AT mode transition lottery.
[0324] After executing the AT lottery process at the start of the CZ in step Sa1702, it is determined whether or not the AT mode transition lottery has been won in step Sa1703. If the lottery has been won, processing for when the AT mode transition lottery during the CZ mode has been won is performed in steps Sa1704 to Sa1710.
[0325] That is, similar to the processing of steps Sa1116 to Sa1120 and steps Sa1114 to Sa1115, the AT mode winning flag is set in step Sa1704, and the CZ mode flag is cleared in step Sa1705. Thereafter, the CZ game counter is input into the premonition counter in step Sa1706, and the number of remaining sets in CZ mode (2 remaining since this is the first time) is determined in step Sa1707. In step Sa1708, the number of remaining sets in CZ mode multiplied by the unit number of continuing games is added to the premonition counter. With these processing steps, CZ mode ends, and the game up to the transition to AT mode will be played in premonition mode. Thereafter, the premonition flag is set in step Sa1709, and the premonition command output setting is performed in step Sa1710, and then this CZ mode processing ends.
[0326] If it is determined in step Sa1701 that the game is not a CZ mode start game, or if it is determined in step Sa1703 that the CZ start AT lottery process was not won, proceed to step Sa1711. In step Sa1711, the battle counter is counted to determine which set in CZ mode the current game is in. Then, in step Sa1712, the CZ game counter is counted to determine the number of games remaining in the current set.
[0327] In the following step Sa1713, it is determined whether or not the current game is the start game of the set. Note that the start game of the CZ mode is also the start game of the set, so the determination in step Sa1713 is affirmative. If it is the start game of the set, a win lottery process at the start of the set is executed in step Sa1714.
[0328] In this embodiment, in each set of the CZ mode, a battle between an ally character and an enemy character is performed as an effect using the auxiliary display unit 65 and the speaker 64. If the continuation condition for that set is met, an effect is executed in which the ally character wins the battle, and if the continuation condition is not met, an effe...
Claims
[Claim 1] A gaming machine capable of awarding rewards according to the progress of the game, Having a predetermined state that is advantageous to the player, Means capable of updating predetermined information in the aforementioned predetermined state, Means capable of displaying specific information corresponding to the predetermined information, Means for updating the display of the aforementioned specific information in accordance with the progress of the game, Means capable of performing a predetermined determination of causing a specific event to occur in the predetermined state, If the result of the predetermined determination is a predetermined result corresponding to causing the predetermined event, means capable of executing a specific notification corresponding to the result of the predetermined determination, After the result of the predetermined determination becomes the predetermined result, a predetermined game is played, and then a means is provided to execute the specific notification. A gaming machine characterized by having the following features.