Gaming machine

The control system in gaming machines optimizes game progression by executing and notifying game processes, improving player engagement through enhanced visual and auditory effects.

JP2026012382APending Publication Date: 2026-01-23SANYO BUSSAN KK
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Patent Information

Application Number
JP2025185048
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-10-31
Publication Date
2026-01-23

AI Technical Summary

Technical Problem

Existing gaming machines lack optimization in game progression, necessitating improvements to enhance player engagement and game experience.

Method used

Implementing a control system with first and second control means to execute and notify game processes, utilizing first and second output means to provide information and notifications based on game progression, and employing auxiliary display units for enhanced visual effects.

Benefits of technology

Optimizes game progression, enhancing player engagement through improved visual and auditory notifications, thereby optimizing the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine capable of optimizing game progress.SOLUTION: In the slot machine 10, when the start lever 41 is operated, the drawing of the game is performed and the rotation of each reel 32L, 32M, and 32R is started, and when the stop switches 42 to 44 are operated, the rotation of each reel 32L, 32M, and 32R is stopped, and when the symbol corresponding to the drawing result of the game is stopped on the activated line, the medal corresponding to the result is paid out, the command according to the game content is output from the main control device to the sub control device, and the performance is performed on the auxiliary display unit 65 by the sub control device. In the sub control device, first notification corresponding to first processing can be executed by a command based on the first processing executed by the main control device, and second notification corresponding to second processing can be executed by a command based on the first processing.SELECTED DRAWING: Figure 1117
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Description

Technical Field

[0001] The present invention relates to a gaming machine.

Background Art

[0002] As one type of gaming machines, pachinko machines, slot machines, etc. are known. In these gaming machines, an internal lottery is performed based on the establishment of predetermined lottery conditions, and a privilege is given to the player according to the result of the internal lottery.

[0003] Specifically, in the case of a slot machine, when the start lever is operated in a situation where medals as gaming media are bet, an internal lottery is carried out and the rotation of the reels is started. When the stop switch is operated during the rotation of the reels, the rotation of the reels stops. And when the stop result of the reels corresponds to the result of the internal lottery, a privilege corresponding to the result is given (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems 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 there is still room for improvement in this regard.

[0006] The present invention has been made in view of the above-exemplified circumstances, etc., and an object thereof is to provide a gaming machine capable of optimizing the progress of the game.

Means for Solving the Problems

[0007] The present invention is A first control means capable of executing processes for the progress of the game, The system comprises a second control means that enables the execution of a predetermined notification based on information from the first control means, The process for advancing the game includes a first process and a second process executed after the first process, The first control means is, When the first process is executed, a first output means outputs first information to the second control means, A second output means that outputs second information to the second control means when the second process is executed, Equipped with, The second control means is, A first notification means for providing a first notification corresponding to the first processing based on the first information, A second notification means for providing a second notification corresponding to the second processing based on the first information, It is characterized by having the following features. [Effects of the Invention]

[0008] According to the present invention, it becomes possible to optimize the progress of the game. [Brief explanation of the drawing]

[0009] [Figure 1] This is a front view of the slot machine in the first embodiment α. [Figure 2] This is a perspective view of a slot machine with the front door closed. [Figure 3] This is a perspective view of a slot machine with the front door open. [Figure 4] This is a rear view of the front door. [Figure 5] This is a front view of the enclosure. [Figure 6] This diagram shows the arrangement of symbols on each reel. [Figure 7] This is an explanatory diagram showing the relationship between the symbols visible through the display window and the winning lines. [Figure 8] This is an explanatory diagram showing the relationship between the type of prize awarded and the benefits that are granted. [Figure 9] It is an explanatory diagram showing the relationship between the winning mode and the privilege to be granted. [Figure 10] It is an explanatory diagram showing the relationship between the winning mode and the privilege to be granted. [Figure 11] It is a diagram for explaining an example of the winning mode. [Figure 12] It is a diagram for explaining an example of the winning mode. [Figure 13] It is a diagram for explaining an example of the winning mode. [Figure 14] It is a diagram for explaining an example of the winning mode. [Figure 15] It is a block diagram showing the electrical configuration of the main control device. [Figure 16] It is a block diagram showing the electrical configuration of the display control device. [Figure 17] It is a flowchart showing the timer interrupt processing by the main control device. [Figure 18] It is a flowchart showing the normal processing by the main control device. [Figure 19] It is a flowchart showing the lottery processing. [Figure 20] It is a diagram showing an example of the lottery table for the normal game state at 3 bets. [Figure 21] It is a diagram showing an example of the lottery table for the normal game state at 2 bets. [Figure 22] It is a flowchart showing the reel control processing. [Figure 23] It is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning mode that is established. [Figure 24] It is a flowchart showing the bonus state processing. [Figure 25] It is a diagram showing an example of the lottery table for the bonus state. [Figure 26] It is an explanatory diagram showing the transition relationship between each state. [Figure 27] It is a flowchart showing the lottery result corresponding processing. [Figure 28] It is a flowchart showing the advantageous section transition lottery processing. [Figure 29] This figure shows an example of various transition lottery tables. [Figure 30] This is a flowchart showing the process for AT (Automatic Transmission) lottery. [Figure 31] This is a flowchart showing the process for adding AT (Automatic Transmission) bonuses. [Figure 32] This figure shows an example of a bonus lottery table. [Figure 33] This diagram illustrates the overview of the instruction monitor and section indicator. [Figure 34] This is an explanatory diagram showing an overview of the button press order notification effect performed on the auxiliary display unit. [Figure 35] This is a flowchart showing the process for notifying when automatic transmission (AT) starts. [Figure 36] This is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning combinations that can be achieved. [Figure 37] This is a flowchart showing the process for handling award results. [Figure 38] The flowchart shows the processing for the pre-announcement mode. [Figure 39] This is a flowchart showing the AT type determination process. [Figure 40] This flowchart shows the processing for CZ mode. [Figure 41] This is a flowchart showing the processing for AT mode. [Figure 42] This flowchart shows the process for the preparation mode. [Figure 43] This figure shows an example of a promotion lottery table. [Figure 44] This is a flowchart showing the first processing step for displaying the interval. [Figure 45] This is a flowchart showing the second processing step for displaying the interval. [Figure 46] This flowchart shows the processing of performance settings by the sub-display control device. [Figure 47] This is a flowchart showing the process for setting up the initial presentation. [Figure 48] This flowchart shows the process for setting the effects when the entire system is stopped. [Figure 49] This is a flowchart showing the process for starting the automatic transmission (AT). [Figure 50] This is a flowchart showing the rotation effect processing. [Figure 51] This is a flowchart showing the processing for the rotation effect. [Figure 52] This figure shows an example of a display effect using an auxiliary display unit. [Figure 53] This figure shows an example of a display effect using an auxiliary display unit. [Figure 54] This figure shows an example of a display effect using an auxiliary display unit. [Figure 55] This figure shows an example of a display effect using an auxiliary display unit. [Figure 56] This figure shows an example of a display effect using an auxiliary display unit. [Figure 57] This figure shows an example of a display effect using an auxiliary display unit. [Figure 58] This diagram illustrates the general overview of the spinning effects performed by each reel. [Figure 59] This is a flowchart showing the second process for setting external output. [Figure 60] This is a flowchart showing the first process for setting up external output. [Figure 61] This is a flowchart showing the timer update process. [Figure 62] This is a timing chart to explain the timing of the AT mode start animation, the spinning animation, and the external output. [Figure 63] This is a timing chart to explain the timing of the AT mode start animation, the spinning animation, and the external output. [Figure 64] This is a flowchart showing the processing for the preparation mode in Modification Example 1. [Figure 65] This is a flowchart showing the rotation effect processing. [Figure 66] This is a flowchart showing the process for notifying when automatic transmission (AT) starts. [Figure 67] This is a flowchart showing the first process for setting up external output. [Figure 68] This is a timing chart to explain the timing of the AT mode start animation, the spinning animation, and the external output. [Figure 69] This is a timing chart to explain the timing of the AT mode start animation, the spinning animation, and the external output. [Figure 70] This is a flowchart showing the rotation effect processing in modified example 2. [Figure 71] (a) is a flowchart showing the error notification process, and (b) is a diagram showing an example of a display effect by the auxiliary display unit. [Figure 72] This is a flowchart showing the first external output setting process in modified example 3. [Figure 73] This is a flowchart showing the second external output setting process in modified example 4. [Figure 74] This is a flowchart showing the rotation effect processing. [Figure 75] This is a flowchart showing the processing for AT mode. [Figure 76] This is a flowchart showing the rotation effect processing in Embodiment β of the first a. [Figure 77] This is a flowchart showing the processing for the rotation effect. [Figure 78] This is a diagram to explain the overview of the simulated game. [Figure 79] This timing chart explains the timing of the AT mode start animation, the spin animation, and the external output in relation to the simulated gameplay and the display during the simulated gameplay. [Figure 80] (a) is a diagram illustrating a modified version of the execution timing of the simulated game in Modification 1, and (b) is a diagram illustrating a modified version of the execution timing of the simulated game in Modification 2. [Figure 81] (a) is a flowchart showing part of the spinning animation process, (b) is a flowchart showing part of the reel control process, and (c) to (h) are diagrams to explain the overview of the game when a simulated game is performed during normal gameplay. [Figure 82]This is a diagram illustrating a modified version of the notification during simulated gameplay in Modification 3. [Figure 83] This diagram illustrates the changes in the relationship between the prize-winning method and the benefits awarded in Embodiment γ of 1a. [Figure 84] This is a flowchart showing the process for notifying when automatic transmission (AT) starts. [Figure 85] This flowchart shows the process for the preparation mode. [Figure 86] (a) is a flowchart showing the preparation mode effect setting process, and (b) is a flowchart showing the avoidance effect setting process. [Figure 87] This figure shows an example of a display effect using an auxiliary display unit. [Figure 88] This figure shows an example of a display effect using an auxiliary display unit. [Figure 89] This is a flowchart showing the AT lottery process in embodiment δ of the first a. [Figure 90] The flowchart shows the processing for the pre-announcement mode. [Figure 91] This is a flowchart showing the process for notifying AT (Automatic Trigger) wins. [Figure 92] This flowchart shows the processing for CZ mode. [Figure 93] This is a flowchart showing the rotation effect processing. [Figure 94] This is a flowchart showing the timer update process. [Figure 95] This is a block diagram showing the electrical configuration of the main control device in embodiment α of the second b. [Figure 96] This is a block diagram showing the electrical configuration of a display control device. [Figure 97] This flowchart shows the timer interrupt processing by the main control unit. [Figure 98] This flowchart shows the normal processing performed by the main control unit. [Figure 99] This is a flowchart showing the lottery process. [Figure 100]This figure shows an example of a lottery table for normal gameplay when 3 bets are placed. [Figure 101] This figure shows an example of a lottery table for normal gameplay when 2 bets are placed. [Figure 102] This is a flowchart showing the reel control process. [Figure 103] This is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning combinations that can be achieved. [Figure 104] This is a flowchart showing the bonus state processing. [Figure 105] This figure shows an example of a lottery table for bonus states. [Figure 106] This is an explanatory diagram showing the transition relationships between each state. [Figure 107] This is a flowchart showing the process for handling lottery results. [Figure 108] This is a flowchart showing the process for determining when to enter the advantageous period. [Figure 109] This figure shows an example of various transition lottery tables. [Figure 110] This is a flowchart showing the process for AT (Automatic Transmission) lottery. [Figure 111] This is a flowchart showing the continuation decision process. [Figure 112] This is a flowchart showing the process for adding AT (Automatic Transmission) bonuses. [Figure 113] This diagram illustrates the overview of the instruction monitor and section indicator. [Figure 114] This is an explanatory diagram showing an overview of the button press order notification effect performed on the auxiliary display unit. [Figure 115] This is a flowchart showing the process for handling award results. [Figure 116] The flowchart shows the processing for the pre-announcement mode. [Figure 117] This figure shows an example of the selection rate for the continuation rate of AT mode. [Figure 118] This flowchart shows the processing for CZ mode. [Figure 119] This is a flowchart showing the processing for AT mode. [Figure 120]This is a flowchart showing the first processing step for displaying the interval. [Figure 121] This is a flowchart showing the second processing step for displaying the interval. [Figure 122] This flowchart shows the processing of performance settings by the sub-display control device. [Figure 123] This is a flowchart showing the process for setting up the initial presentation. [Figure 124] This flowchart shows the process for setting the effects when the entire system is stopped. [Figure 125] This figure shows an example of a display effect using an auxiliary display unit. [Figure 126] This figure shows an example of a display effect using an auxiliary display unit. [Figure 127] This is a flowchart showing the AT (Automatic Transmission) performance setting process. [Figure 128] This is a flowchart showing the process for setting specific performance effects. [Figure 129] This is a diagram to explain the outline of the confrontation scene. [Figure 130] This is a diagram to explain the overview of the battle sequence. [Figure 131] This figure shows an example of a specific performance table. [Figure 132] This figure shows an example of a display effect using an auxiliary display unit. [Figure 133] This figure shows an example of a display effect using an auxiliary display unit. [Figure 134] This is a timing chart to explain the relationship between the occurrence of specific effects and whether or not the AT mode continues. [Figure 135] This is a timing chart to explain the relationship between the continuation rate of AT mode and the timing of the occurrence of specific effects. [Figure 136] This is a flowchart showing the AT (Automatic Transmission) performance setting process in Modification Example 1. [Figure 137] This is a flowchart showing the process for setting specific performance effects. [Figure 138] This is a flowchart showing the AT (Automatic Transmission) stat increase process in Modification Example 2. [Figure 139]This is a flowchart showing the process for setting specific performance effects. [Figure 140] This is a flowchart showing the AT (Automatic Transmission) performance setting process in variation 3. [Figure 141] This is a flowchart showing the suggestive presentation setting process in Modification Example 4. [Figure 142] This figure shows an example of a suggestion presentation table. [Figure 143] This figure shows an example of a display effect by the auxiliary display unit in Modification 5. [Figure 144] This figure shows an example of a display effect using an auxiliary display unit. [Figure 145] This figure shows an example of a display effect using an auxiliary display unit. [Figure 146] This is a flowchart showing the AT (Automatic Transmission) performance setting process. [Figure 147] This is a flowchart showing the second specific performance setting process. [Figure 148] This is a flowchart showing the standby animation setting process. [Figure 149] This figure shows an example of the second specific performance table. [Figure 150] This is a diagram illustrating the flow of the presentation during AT mode in Embodiment β of the second b embodiment. [Figure 151] This figure shows an example of a display effect using an auxiliary display unit. [Figure 152] The flowchart shows the processing for the pre-announcement mode. [Figure 153] This is a flowchart showing the AT (Automatic Transmission) performance setting process. [Figure 154] This is a flowchart showing the third specific performance setting process. [Figure 155] This figure shows an example of the third specific performance table. [Figure 156] This is a timing chart to explain the relationship between the AT mode setting and the pseudo-setting. [Figure 157] This is a flowchart showing the third specific performance setting process in modified example 1. [Figure 158]This figure shows an example of the third specific performance table during updates. [Figure 159] This is a flowchart showing the third specific performance setting process in modified example 2. [Figure 160] This figure shows an example of an ending game count table. [Figure 161] This figure shows an example of the third specific performance table in modified example 3. [Figure 162] This is a timing chart to explain the relationship between the continuation rate of AT mode and the pseudo-set. [Figure 163] This is a diagram illustrating the flow of the presentation during AT mode in embodiment γ of the second b. [Figure 164] This is a flowchart showing the AT (Automatic Transmission) performance setting process. [Figure 165] This is a flowchart showing the processing for setting the fourth specific performance. [Figure 166] This flowchart shows the process for setting the number of games for a big win animation. [Figure 167] This is a flowchart showing the adjustment process. [Figure 168] This figure shows an example of a game count table for jackpot animations and a game count table for adjustments. [Figure 169] This diagram illustrates the sequence of events in the final set of AT mode. [Figure 170] This is a front view of the slot machine in the third embodiment. [Figure 171] This is a perspective view of a slot machine with the front door closed. [Figure 172] This is a perspective view of a slot machine with the front door open. [Figure 173] This is a rear view of the front door. [Figure 174] This is a front view of the enclosure. [Figure 175] This diagram shows the arrangement of symbols on each reel. [Figure 176] This is an explanatory diagram showing the relationship between the symbols visible through the display window and the winning lines. [Figure 177]This is an explanatory diagram showing the relationship between the type of prize awarded and the benefits that are granted. [Figure 178] This is an explanatory diagram showing the relationship between the type of prize awarded and the benefits that are granted. [Figure 179] This is an explanatory diagram showing the relationship between the type of prize awarded and the benefits that are granted. [Figure 180] This is a diagram illustrating an example of how an award is given. [Figure 181] This is a diagram illustrating an example of how an award is given. [Figure 182] This is a diagram illustrating an example of how an award is given. [Figure 183] This is a diagram illustrating an example of how an award is given. [Figure 184] This is a block diagram showing the electrical configuration of the main control unit. [Figure 185] This is a block diagram showing the electrical configuration of a display control device. [Figure 186] This flowchart shows the timer interrupt processing by the main control unit. [Figure 187] This flowchart shows the normal processing performed by the main control unit. [Figure 188] This is a flowchart showing the lottery process. [Figure 189] This figure shows an example of a lottery table for normal gameplay when 3 bets are placed. [Figure 190] This figure shows an example of a lottery table for normal gameplay when 2 bets are placed. [Figure 191] This is a flowchart showing the reel control process. [Figure 192] This is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning combinations that can be achieved. [Figure 193] This is a flowchart showing the bonus state processing. [Figure 194] This figure shows an example of a lottery table for bonus states. [Figure 195] This is an explanatory diagram showing the transition relationships between each state. [Figure 196] This is a flowchart showing the process for handling lottery results. [Figure 197]This is a flowchart showing the process for determining when to enter the advantageous period. [Figure 198] This is a flowchart showing the process for AT (Automatic Transmission) lottery. [Figure 199] This flowchart shows the lottery process for the normal AT mode. [Figure 200] This is a flowchart showing the AT mode lottery process for the CZ (Chance Zone). [Figure 201] This flowchart shows the process for setting up the premonition mode. [Figure 202] This figure shows an example of various transition lottery tables. [Figure 203] This figure shows an example of a lottery table for transitioning to AT mode for CZ (Chance Zone). [Figure 204] This figure shows an example of an instant notification lottery table. [Figure 205] This figure shows an example of a CZ mode game count table and a pre-announcement effect game count table. [Figure 206] This is a flowchart showing the process for adding AT (Automatic Transmission) bonuses. [Figure 207] This figure shows an example of a bonus lottery table. [Figure 208] This is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning combinations that can be achieved. [Figure 209] This diagram illustrates the overview of the instruction monitor and section indicator. [Figure 210] This is an explanatory diagram showing an overview of the button press order notification effect performed on the auxiliary display unit. [Figure 211] This is a flowchart showing the process for notifying the button press order. [Figure 212] This is a flowchart showing the process for handling award results. [Figure 213] This flowchart shows the first game count management process. [Figure 214] This is a flowchart showing the second game count management process. [Figure 215] This is a flowchart showing the first processing step for displaying the interval. [Figure 216] This flowchart shows the processing for transitioning to the advantageous period during a game. [Figure 217] This is a flowchart showing the second processing step for displaying the interval. [Figure 218] This diagram illustrates the general relationship between display modes. [Figure 219] This diagram illustrates the relationship between the start and end games of the advantageous period and the display on the period indicator. [Figure 220] This flowchart shows the processing of performance settings by the sub-display control device. [Figure 221] This is a flowchart showing the process for setting up the initial presentation. [Figure 222] This flowchart shows the process for setting the effects when the entire system is stopped. [Figure 223] This figure shows an example of a display effect using an auxiliary display unit. [Figure 224] This figure shows an example of a display effect using an auxiliary display unit. [Figure 225] This diagram illustrates the overview of the game status display unit and the betting display unit. [Figure 226] This is a flowchart showing the process for placing bets. [Figure 227] This is a flowchart showing the process for setting up replay. [Figure 228] This is a flowchart showing the process for handling medal insertion. [Figure 229] This is a flowchart showing the first operation response process. [Figure 230] This is a flowchart showing the processing for the second operation. [Figure 231] This flowchart shows the processing for the game status display unit. [Figure 232] This is a flowchart showing the process for setting the effects during betting. [Figure 233] This is a flowchart showing the single-bet performance setting process. [Figure 234] This is a flowchart showing the process for setting up consecutive bet animations. [Figure 235] This is a flowchart showing the betting animation setting process for the re-play state. [Figure 236]This is a flowchart showing the normal re-game betting animation setting process. [Figure 237] This is a flowchart showing the process for setting specific re-play bet animations. [Figure 238] This is a timing chart to explain how the simulated betting animation is restricted. [Figure 239] This is a timing chart to explain how the simulated betting animation is restricted. [Figure 240] This is a flowchart showing the process for setting the standby state. [Figure 241] This is a flowchart showing the waiting process. [Figure 242] This is a timing chart to explain the temporary standby state and the standby state. [Figure 243] This is a timing chart to explain how the pseudo-betting animation is restricted in Modification Example 1. [Figure 244] This is a flowchart showing the process for setting specific re-play bet animations. [Figure 245] This is a flowchart showing the process for setting specific re-play bet animations. [Figure 246] This is a flowchart showing the process for setting specific re-play bet animations. [Figure 247] This is a timing chart to explain the relationship between the opening animation and the pseudo-bet animation in Modification 2. [Figure 248] This is a flowchart showing the process for setting specific re-play bet animations. [Figure 249] This is a flowchart showing the process for setting specific re-play bet animations. [Figure 250] This is a flowchart showing the settings process for the button press order notification effect. [Figure 251] This is a flowchart showing the process for setting the specific re-play bet animation in modified example 3. [Figure 252] This is a timing chart to explain the relationship between the pseudo-bet animation and the freeze animation. [Figure 253] This is a flowchart showing the freeze lottery process. [Figure 254] This is a timing chart for explaining the pseudo-betting animations corresponding to the type of betting manipulation in Modification Example 4. [Figure 255] This is a flowchart showing the process for setting specific re-play bet animations. [Figure 256] This is a flowchart showing the standby state setting process in Modification Example 5. [Figure 257] This is a flowchart showing the waiting process. [Figure 258] This is a timing chart to explain the temporary standby state and the standby state. [Figure 259] This is a flowchart showing the medal return process in Modification Example 6. [Figure 260] This is a flowchart showing the processing steps taken when the product is returned. [Figure 261] This is a timing chart to explain the relationship between credit settlement and simulated betting animations. [Figure 262] This is a flowchart showing the process for setting the specific re-play bet animation in modified example 7. [Figure 263] This is an explanatory diagram showing the relationship between the winning method and the benefits granted in the fourth embodiment. [Figure 264] This is an explanatory diagram showing the relationship between the type of prize awarded and the benefits that are granted. [Figure 265] This is an explanatory diagram showing the relationship between the type of prize awarded and the benefits that are granted. [Figure 266] This is a diagram illustrating an example of how an award is given. [Figure 267] This is a diagram illustrating an example of how an award is given. [Figure 268] This is a diagram illustrating an example of how an award is given. [Figure 269] This is a diagram illustrating an example of how an award is given. [Figure 270] This is a block diagram showing the electrical configuration of the main control unit. [Figure 271] This is a block diagram showing the electrical configuration of a display control device. [Figure 272]This flowchart shows the timer interrupt processing by the main control unit. [Figure 273] This flowchart shows the normal processing performed by the main control unit. [Figure 274] This is a flowchart showing the lottery process. [Figure 275] This figure shows an example of a lottery table for normal gameplay when 3 bets are placed. [Figure 276] This figure shows an example of a lottery table for normal gameplay when 2 bets are placed. [Figure 277] This is a flowchart showing the reel control process. [Figure 278] This is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning combinations that can be achieved. [Figure 279] This is an explanatory diagram illustrating the operation procedures when a special role is won. [Figure 280] This is a flowchart showing the bonus state processing. [Figure 281] This figure shows an example of a lottery table for bonus states. [Figure 282] This is an explanatory diagram showing the transition relationships between each state. [Figure 283] This is a flowchart showing the process for handling lottery results. [Figure 284] This is a flowchart showing the process for determining when to enter the advantageous period. [Figure 285] This figure shows an example of various transition lottery tables. [Figure 286] This flowchart shows the process for determining the AT (Automatic Transmission) lottery at the start of the session. [Figure 287] This is a flowchart showing the continuation decision process. [Figure 288] This is a flowchart showing the process for adding AT (Automatic Transmission) bonuses. [Figure 289] This diagram illustrates the overview of the instruction monitor and section indicator. [Figure 290] This is an explanatory diagram showing an overview of the button press order notification effect performed on the auxiliary display unit. [Figure 291](a) is a flowchart showing the lottery result command setting process, and (b) is an explanatory diagram for explaining the relationship between the lottery result command and the button press order notification command. [Figure 292] This is a flowchart showing the process for handling award results. [Figure 293] This flowchart shows the process for AT lottery when the machine is stopped. [Figure 294] This figure shows an example of a ceiling deduction value table and a transition lottery table at stop. [Figure 295] This is an explanatory diagram to explain the triggers for winning an AT (Attack Time) or a CZ (Chance Zone). [Figure 296] This flowchart shows the processing for the number of pre-announcement games. [Figure 297] This figure shows an example of the selection rate for the continuation rate of AT mode. [Figure 298] This flowchart shows the processing for the number of games in the CZ (Chance Zone). [Figure 299] This is a flowchart showing the processing for the AT game count. [Figure 300] This is a flowchart showing the first processing step for displaying the interval. [Figure 301] This is a flowchart showing the second processing step for displaying the interval. [Figure 302] This flowchart shows the processing of performance settings by the sub-display control device. [Figure 303] This is a flowchart showing the process for setting up the initial presentation. [Figure 304] This flowchart shows the process for setting the effects when the entire system is stopped. [Figure 305] This figure shows an example of a display effect using an auxiliary display unit. [Figure 306] This figure shows an example of a display effect using an auxiliary display unit. [Figure 307] This is a flowchart showing the process for setting the CZ (Chance Zone) animation at the start of the game. [Figure 308] This is a flowchart showing the process for setting the CZ (Chance Zone) effect when the game is stopped. [Figure 309] This figure shows an example of a display effect using an auxiliary display unit. [Figure 310] This figure shows an example of a display effect using an auxiliary display unit. [Figure 311] This figure shows an example of a display effect using an auxiliary display unit. [Figure 312] This figure shows an example of a display effect using an auxiliary display unit. [Figure 313] This figure shows an example of a display effect using an auxiliary display unit. [Figure 314] This figure shows an example of a display effect using an auxiliary display unit. [Figure 315] This is a timing chart to explain the timing of the events in each game during the CZ mode. [Figure 316] This is an explanatory diagram to show the relationship between the execution timing of the CZ (Chance Zone) effect setting process when the machine stops and the occurrence rate of the explosion effect. [Figure 317] This figure shows an example of a pre-announcement game count table. [Figure 318] This is a flowchart showing the process for setting up the pre-announcement effects at the start of the game. [Figure 319] This is a flowchart showing the process for setting up the pre-stop animation. [Figure 320] This is a flowchart showing the game count management process. [Figure 321] This diagram illustrates the difference between the displayed number of games played and the actual number of games played before reaching the jackpot. [Figure 322] This flowchart shows the process for setting the effects when the first stop is ON in modified example 1. [Figure 323] This is a flowchart showing the process for determining the AT (Automatic Transmission) lottery at the start in Modification Example 2. [Figure 324] This is a flowchart showing the process for adding AT (Automatic Transmission) bonuses. [Figure 325] This diagram illustrates how the AT (Attack Time) win notification is displayed during a game where a special role is won. [Figure 326] In Modification Example 3, (a) is a flowchart showing the process of setting the performance when the first stop is ON, and (b) and (c) are diagrams to explain how the confirmation performance is performed. [Figure 327]This is a flowchart showing a part of the process for determining the initial AT (Automatic Transmission) lottery in Modification Example 4. [Figure 328] This is a flowchart showing the pre-determination process. [Figure 329] This is a flowchart showing the process for setting the CZ (Chance Zone) animation at the start of the game. [Figure 330] This is a flowchart showing the processing for navigation mode in modified example 5. [Figure 331] This is a flowchart showing the processing for specific notification purposes. [Figure 332] This is a diagram illustrating the general outline of the special notification effects. [Figure 333] In Modification 6, (a) is a flowchart showing part of the processing for the AT game count, and (b) is a flowchart showing the processing for adding AT when the game stops. [Figure 334] This figure shows an example of each bonus lottery table. [Figure 335] This flowchart shows a portion of the process used for the AT (Automatic Trigger) bonus lottery at the start of the session. [Figure 336] This flowchart shows the pre-determination process for additional charges. [Figure 337] (a) is a flowchart showing part of the initial performance setting process, and (b) and (c) are diagrams to explain the overview of specific notification performances during AT. [Figure 338] In Modification Example 7, (a) is a flowchart showing part of the lottery result processing, and (b) is a diagram showing an example of a notification small role lottery table. [Figure 339] In variation 8, (a) is a flowchart showing the lottery for transitioning to the advantageous section, and (b) is a diagram showing an example of a lottery table for notifying minor roles. [Figure 340] This is a diagram illustrating the outline of the notification small role lottery in Modification Example 9. [Figure 341] This is a flowchart showing the second section display process in modified example 10. [Figure 342] This is a flowchart showing the process for determining when to enter the advantageous period. [Figure 343]This flowchart shows the processing when transitioning to a favorable period. [Figure 344] This diagram illustrates the relationship between the operation method and the degree of advantage when a special role is won during the normal gameplay section. [Figure 345] This is an explanatory diagram for illustrating each special role in modified example 11. [Figure 346] This is an explanatory diagram to show the relationship between the button-press order notification animation when a button-press order bell is won and the button-press order notification animation when a special role is won. [Figure 347] This flowchart shows a portion of the process for handling lottery results. [Figure 348] This is an explanatory diagram illustrating the processing related to the instruction function of each special role in modified example 12. [Figure 349] This figure shows an example of a bonus lottery table. [Figure 350] This is a block diagram showing the electrical configuration of the main control device in the fifth embodiment. [Figure 351] This is a block diagram showing the electrical configuration of a display control device. [Figure 352] This flowchart shows the timer interrupt processing by the main control unit. [Figure 353] This flowchart shows the normal processing performed by the main control unit. [Figure 354] This is a flowchart showing the lottery process. [Figure 355] This figure shows an example of a lottery table for normal gameplay when 3 bets are placed. [Figure 356] This figure shows an example of a lottery table for normal gameplay when 2 bets are placed. [Figure 357] This is a flowchart showing the reel control process. [Figure 358] This is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning combinations that can be achieved. [Figure 359] This is a flowchart showing the bonus state processing. [Figure 360] This figure shows an example of a lottery table for bonus states. [Figure 361]This is an explanatory diagram showing the transition relationships between each state. [Figure 362] This is a flowchart showing the process for handling lottery results. [Figure 363] This is a flowchart showing the process for determining when to enter the advantageous period. [Figure 364] (a) is a diagram showing an example of various transition lottery tables, and (b) is a diagram showing an example of a loop lottery table. [Figure 365] This is a flowchart showing the process for AT (Automatic Transmission) lottery. [Figure 366] This is a flowchart showing the continuation decision process. [Figure 367] This is a flowchart showing the process for adding AT (Automatic Transmission) bonuses. [Figure 368] This is a flowchart showing the processing for the additional loop. [Figure 369] This is a flowchart showing the process for setting operation instructions and effects. [Figure 370] This is a flowchart showing the process for setting up simulated operation instructions and effects. [Figure 371] This is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning combinations that can be achieved. [Figure 372] This diagram illustrates the overview of the instruction monitor and section indicator. [Figure 373] This is an explanatory diagram showing an overview of the button press order notification effect performed on the auxiliary display unit. [Figure 374] This is a flowchart showing the process for handling award results. [Figure 375] The flowchart shows the processing for the pre-announcement mode. [Figure 376] This figure shows an example of the selection rate for the continuation rate of AT mode. [Figure 377] This flowchart shows the processing for CZ mode. [Figure 378] This is a flowchart showing the processing for AT mode. [Figure 379] This is a flowchart showing the first processing step for displaying the interval. [Figure 380] This is a flowchart showing the second processing step for displaying the interval. [Figure 381] This flowchart shows the processing of performance settings by the sub-display control device. [Figure 382] This is a flowchart showing the process for setting up the initial presentation. [Figure 383] This flowchart shows the process for setting the effects when the entire system is stopped. [Figure 384] This figure shows an example of a display effect using an auxiliary display unit. [Figure 385] This figure shows an example of a display effect using an auxiliary display unit. [Figure 386] This is a flowchart showing the AT (Automatic Transmission) performance setting process. [Figure 387] This is a flowchart showing the process for setting specific performance effects. [Figure 388] This is a diagram to explain the outline of the confrontation scene. [Figure 389] This is a diagram to explain the overview of the battle sequence. [Figure 390] This figure shows an example of a specific performance table. [Figure 391] This figure shows an example of a display effect using an auxiliary display unit. [Figure 392] This figure shows an example of a display effect using an auxiliary display unit. [Figure 393] This is a flowchart showing the stepping motor control process. [Figure 394] This is a flowchart showing the motor control process. [Figure 395] This is a flowchart showing the rotation start process. [Figure 396] This figure shows an example of a typical rotary table. [Figure 397] This is a flowchart showing the process for setting the rotation effect command. [Figure 398] This is a flowchart showing the rotation effect processing. [Figure 399] This is a flowchart showing the first rotation control process. [Figure 400] This figure shows an example of a special rotary table. [Figure 401]This is a flowchart showing the second rotation control process. [Figure 402] This is a flowchart showing the preparation process for the rotation effect. [Figure 403] This is a flowchart showing the processing for the rotation effect. [Figure 404] This flowchart shows the processing for the first rotation animation. [Figure 405] This flowchart shows the processing for the second rotation effect. [Figure 406] This is a diagram illustrating the general concept of the rotating effect. [Figure 407] This is a diagram illustrating the general concept of the rotating effect. [Figure 408] This is a diagram illustrating the general concept of the rotating effect. [Figure 409] This is a diagram illustrating the general concept of the rotating effect. [Figure 410] This is a diagram illustrating the general concept of the rotating effect. [Figure 411] This is a diagram illustrating the general concept of the rotating effect. [Figure 412] This diagram illustrates the difference between a rotation effect using a first rotation movement and a rotation effect using a restricted movement. [Figure 413] This is a flowchart illustrating the process for setting the rotation effect command in the modified example 1. [Figure 414] This is a flowchart showing the second rotation control process. [Figure 415] This figure shows an example of a rotary table used for stopping. [Figure 416] This flowchart shows the processing for the second rotation effect. [Figure 417] This is a diagram illustrating the general concept of the rotating effect. [Figure 418] This is a flowchart showing the processing for the overlay loop in variation 2. [Figure 419] This is a flowchart showing the first rotation control process. [Figure 420] This is a flowchart showing the second rotation control process. [Figure 421]It is a flowchart showing the rotation effect command setting process. [Figure 422] It is a flowchart showing the process for rotation effects. [Figure 423] It is a diagram showing an example of a display effect by the auxiliary display section. [Figure 424] It is a flowchart showing a part of the first rotation effect process in Variation 3. [Figure 425] (a) is a diagram showing an example of a special effect table, and (b) is a diagram showing an example of a display effect by the auxiliary display section. [Figure 426] It is a flowchart showing the operation instruction effect setting process in Variation 4. [Figure 427] It is a flowchart showing the rotation effect command setting process. [Figure 428] (a) is a flowchart showing the rotation effect preparation process, and (b) is an explanatory diagram for explaining the outline of each rotation effect. [Figure 429] It is a diagram for explaining the outline of the rotation effect. [Figure 430] It is a diagram for explaining the outline of the rotation effect. [Figure 431] It is a diagram for explaining the outline of the rotation effect. [Figure 432] It is a flowchart showing the second rotation control process in Variation 5. [Figure 433] It is a diagram showing an example of the second special rotation table. [Figure 434] It is a diagram for explaining the outline of the rotation effect. [Figure 435] In Variation 6, (a) is a flowchart showing the rotation effect process, (b) is a flowchart showing a part of the rotation effect process, and (c) is a flowchart showing a part of the second rotation effect process. [Figure 436] It is a flowchart showing the first rotation control process in Variation 7. [Figure 437] It is a flowchart showing the second rotation control process. [Figure 438]This is a diagram for explaining the outline of the rotation effect. [Figure 439] This is a diagram for explaining the outline of the rotation effect in the eighth modification example. [Figure 440] This is a front view of the slot machine in the sixth f embodiment. [Figure 441] This is a perspective view of the slot machine showing the state where the front door is closed. [Figure 442] This is a perspective view of the slot machine showing the state where the front door is open. [Figure 443] This is a rear view of the front door. [Figure 444] This is a front view of the housing. [Figure 445] This is a diagram showing the symbol arrangement of each reel. [Figure 446] This is an explanatory diagram showing the relationship between the symbol visible from the display window and the active line. [Figure 447] This is an explanatory diagram showing the relationship between the winning mode and the privilege granted. [Figure 448] This is an explanatory diagram showing the relationship between the winning mode and the privilege granted. [Figure 449] This is an explanatory diagram showing the relationship between the winning mode and the privilege granted. [Figure 450] This is a diagram for explaining an example of the winning mode. [Figure 451] This is a diagram for explaining an example of the winning mode. [Figure 452] This is a diagram for explaining an example of the winning mode. [Figure 453] This is a diagram for explaining an example of the winning mode. [Figure 454] This is a block diagram showing the electrical configuration of the main control device. [Figure 455] This is a block diagram showing the electrical configuration of the display control device. [Figure 456] This is a flowchart showing the timer interrupt processing by the main control device. [Figure 457] This is a flowchart showing the normal processing by the main control device. [Figure 458] This is a flowchart showing the lottery processing. [Figure 459] This figure shows an example of a lottery table for normal gameplay when 3 bets are placed. [Figure 460] This figure shows an example of a lottery table for normal gameplay when 2 bets are placed. [Figure 461] This is a flowchart showing the reel control process. [Figure 462] This is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning combinations that can be achieved. [Figure 463] This is a flowchart showing the bonus state processing. [Figure 464] This figure shows an example of a lottery table for bonus states. [Figure 465] This is an explanatory diagram showing the transition relationships between each state. [Figure 466] This is a flowchart showing the process for handling lottery results. [Figure 467] This is a flowchart showing the process for determining when to enter the advantageous period. [Figure 468] This figure shows an example of various transition lottery tables. [Figure 469] This is a flowchart showing the process for AT (Automatic Transmission) lottery. [Figure 470] This is a flowchart showing the continuation decision process. [Figure 471] This is a flowchart showing the process for adding AT (Automatic Transmission) bonuses. [Figure 472] This diagram illustrates the overview of the instruction monitor and section indicator. [Figure 473] This is an explanatory diagram showing an overview of the button press order notification effect performed on the auxiliary display unit. [Figure 474] This is a flowchart showing the process for handling award results. [Figure 475] The flowchart shows the processing for the pre-announcement mode. [Figure 476] This figure shows an example of the selection rate for the continuation rate of AT mode. [Figure 477] This flowchart shows the processing for CZ mode. [Figure 478] This is a flowchart showing the processing for AT mode. [Figure 479] This is a flowchart showing the first processing step for displaying the interval. [Figure 480] This is a flowchart showing the second processing step for displaying the interval. [Figure 481] This flowchart shows the processing of performance settings by the sub-display control device. [Figure 482] This diagram illustrates the overview of the game status display unit and the BET display unit. [Figure 483] This is a flowchart showing the process of waiting for the start to begin. [Figure 484] This flowchart shows the process for handling betting operations. [Figure 485] This is a flowchart showing the medal insertion monitoring process. [Figure 486] This is a flowchart showing the first storage return process. [Figure 487] This is a flowchart showing the second storage return process. [Figure 488] This diagram illustrates the outline of the first verification process and the first correction process. [Figure 489] This diagram illustrates the outline of the second verification process and the second correction process. [Figure 490] This diagram illustrates the outline of the second verification process and the second correction process. [Figure 491] This is a flowchart showing part of the BET operation response process in Modification Example 1. [Figure 492] This is a flowchart showing part of the BET operation response process in Modification Example 2. [Figure 493] In Modification Example 3, (a) is a flowchart showing part of the BET operation response process, and (b) is a flowchart showing part of the first storage return process. [Figure 494] (a) is a flowchart showing part of the second storage return process, (b) is a flowchart showing the bet increase process, and (c) is a diagram to explain the overview of the sound effects for each bet. [Figure 495]In Modification 4, (a) is a flowchart showing part of the first storage return process, and (b) is a flowchart showing part of the second storage return process. [Figure 496] This is a flowchart showing part of the BET operation response process in Modification Example 5. [Figure 497] In Modification 6, (a) is a flowchart showing part of the first storage return process, and (b) is a flowchart showing part of the second storage return process. [Figure 498] This flowchart shows a portion of the processing for handling betting operations. [Figure 499] This is a flowchart for the settlement process of stored tokens. [Figure 500] A flowchart showing part of the BET operation response process in Modification Example 7. [Figure 501] (a) is a flowchart showing the process for notifying the completion of defective settlement, and (b) is a diagram showing an example of a special notification table. [Figure 502] In modified example 8, (a) is a flowchart showing the payout determination process, and (b) is a flowchart showing the process for the non-settlement counter. [Figure 503] This is a front view of the slot machine in the seventh embodiment. [Figure 504] This is a perspective view of a slot machine with the front door closed. [Figure 505] This is a perspective view of a slot machine with the front door open. [Figure 506] This is a rear view of the front door. [Figure 507] This is a front view of the enclosure. [Figure 508] This diagram shows the arrangement of symbols on each reel. [Figure 509] This is an explanatory diagram showing the relationship between the symbols visible through the display window and the winning lines. [Figure 510] This is an explanatory diagram showing the relationship between the type of prize awarded and the benefits that are granted. [Figure 511] This is an explanatory diagram showing the relationship between the type of prize awarded and the benefits that are granted. [Figure 512] This is an explanatory diagram showing the relationship between the type of prize awarded and the benefits that are granted. [Figure 513] This is a diagram illustrating an example of how an award is given. [Figure 514] This is a diagram illustrating an example of how an award is given. [Figure 515] This is a diagram illustrating an example of how an award is given. [Figure 516] This is a diagram illustrating an example of how an award is given. [Figure 517] This is a diagram illustrating the overview of a backlight device. [Figure 518] This is a block diagram showing the electrical configuration of the main control unit. [Figure 519] This is a block diagram showing the electrical configuration of a display control device. [Figure 520] This flowchart shows the timer interrupt processing by the main control unit. [Figure 521] This flowchart shows the normal processing performed by the main control unit. [Figure 522] This is a flowchart showing the lottery process. [Figure 523] This figure shows an example of a lottery table for normal gameplay when 3 bets are placed. [Figure 524] This is a flowchart showing the reel control process. [Figure 525] This is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning combinations that can be achieved. [Figure 526] This is a flowchart showing the bonus state processing. [Figure 527] This figure shows an example of a lottery table for bonus states. [Figure 528] This is a flowchart showing the process for handling lottery results. [Figure 529] This is a flowchart showing the process for determining when to enter the advantageous period. [Figure 530] This is a flowchart showing the process for AT (Automatic Transmission) lottery. [Figure 531] This flowchart shows the lottery process for the normal AT mode. [Figure 532] This is a flowchart showing the AT mode lottery process for the CZ (Chance Zone). [Figure 533] This flowchart shows the process for setting up the premonition mode. [Figure 534] This figure shows an example of various transition lottery tables. [Figure 535] This figure shows an example of a lottery table for transitioning to AT mode for CZ (Chance Zone). [Figure 536] This figure shows an example of an instant notification lottery table. [Figure 537] This figure shows an example of a CZ mode game count table and a pre-announcement effect game count table. [Figure 538] This is a flowchart showing the process for adding AT (Automatic Transmission) bonuses. [Figure 539] This figure shows an example of a bonus lottery table. [Figure 540] This is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning combinations that can be achieved. [Figure 541] This diagram illustrates the overview of the instruction monitor and section indicator. [Figure 542] This is an explanatory diagram showing an overview of the button press order notification effect performed on the auxiliary display unit. [Figure 543] This is a flowchart showing the process for notifying the button press order. [Figure 544] This is a flowchart showing the process for handling award results. [Figure 545] This flowchart shows the first game count management process. [Figure 546] This is a flowchart showing the second game count management process. [Figure 547] This is a flowchart showing the first processing step for displaying the interval. [Figure 548] This flowchart shows the processing for transitioning to the advantageous period in a game. [Figure 549] This is a flowchart showing the second processing step for displaying the interval. [Figure 550] This diagram illustrates the general relationship between display modes. [Figure 551]This diagram illustrates the relationship between the start and end games of the advantageous period and the display on the period indicator. [Figure 552] This flowchart shows the processing of performance settings by the sub-display control device. [Figure 553] This is a flowchart showing the process for setting up the initial presentation. [Figure 554] This flowchart shows the process for setting the effects when the entire system is stopped. [Figure 555] This figure shows an example of a display effect using an auxiliary display unit. [Figure 556] This figure shows an example of a display effect using an auxiliary display unit. [Figure 557] This is a diagram illustrating the arrangement of each backlight in a backlighting device. [Figure 558] This is a diagram to explain the flashing effect patterns. [Figure 559] This is a diagram to explain the flashing effect patterns. [Figure 560] This is a diagram to explain the flashing effect patterns. [Figure 561] This is a diagram to explain the flashing effect patterns. [Figure 562] This is a diagram to explain the flashing effect patterns. [Figure 563] This is a diagram to explain the flashing effect patterns. [Figure 564] This is a diagram illustrating the outline of the lights-out effect. [Figure 565] This is a flowchart showing the freeze lottery process. [Figure 566] This figure shows an example of a standard flash freeze table. [Figure 567] This figure shows an example of a flash freeze table for carryover. [Figure 568] This is a flowchart showing the process for waiting for flash memory. [Figure 569] This flowchart shows the processing for controlling flash effects. [Figure 570] This is a flowchart showing the normal flash setup process. [Figure 571] This figure shows an example of a flash pattern data table. [Figure 572] This flowchart shows the process for the flash effect when the device stops. [Figure 573] This is a flowchart showing the special flash configuration process. [Figure 574] The first special settings process is shown in flowchart form. [Figure 575] This is a flowchart showing the second special setting process. [Figure 576] This is a flowchart showing the third special settings process. [Figure 577] This is a flowchart showing the fourth special settings process. [Figure 578] This is a flowchart showing the fifth special settings process. [Figure 579] The 6th special settings process is now at the top of the page. [Figure 580] This is a flowchart showing the process for ending the flashing effect. [Figure 581] This flowchart shows the processing for adjustments at the end of the process. [Figure 582] The flowchart also shows the processing for outputting the payout sound. [Figure 583] This flowchart shows the process for adjusting during flash. [Figure 584] This is a timing chart showing how the flash effects are performed. [Figure 585] This is a timing chart showing how the flash effects are performed. [Figure 586] This is a timing chart showing how the flash effects are performed. [Figure 587] This is a timing chart showing how the flash effects are performed. [Figure 588] This is a timing chart showing how the flash effects are performed. [Figure 589]This is a timing chart showing how the flash effects are performed. [Figure 590] This is a flowchart showing the process for placing bets. [Figure 591] This is a flowchart showing the process for setting the effects during betting. [Figure 592] This is a flowchart showing the single-bet performance setting process. [Figure 593] This is a flowchart showing the process for setting up consecutive bet animations. [Figure 594] This is a flowchart showing the betting animation setting process for the re-play state. [Figure 595] This flowchart shows the normal re-betting process for continuing to play. [Figure 596] This is a flowchart showing the re-betting process for specific re-plays. [Figure 597] This is a flowchart showing the re-betting process for the sub-flash. [Figure 598] This is a timing chart to explain the relationship between flash effects, bet processing, and bet effects. [Figure 599] This is a timing chart to explain the relationship between flash effects, bet processing, and bet effects. [Figure 600] This is a timing chart to explain the relationship between flash effects, bet processing, and bet effects. [Figure 601] This is a timing chart to explain the relationship between flash effects, bet processing, and bet effects. [Figure 602] (a) is a flowchart showing the processing for the initial flash effect, and (b) is a timing chart to explain the relationship between the flash effect and the start operation. [Figure 603] This is a flowchart showing the adjustment process during flash in Modification Example 1. [Figure 604] This is a timing chart to explain the relationship between flash effects and confirmed win effects. [Figure 605]In Modification 2, (a) is a flowchart showing part of the flash standby process, (b) is a flowchart showing the process during the invalid period, and (c) is a flowchart showing part of the flash adjustment process. [Figure 606] This is a timing chart to explain how the flash effect is canceled. [Figure 607] This is a flowchart showing the adjustment process during flash in Modification Example 3. [Figure 608] This is a flowchart showing the re-betting process for the sub-flash. [Figure 609] This is a timing chart to explain the relationship between flash effects, bet processing, and bet effects. [Figure 610] This is a flowchart showing the flash effect control process in modified example 4. [Figure 611] This is a flowchart showing the flash effect control process in modified example 5. [Figure 612] This flowchart shows the flash effect control process in modified example 6. [Figure 613] This figure shows an example of an execution lottery table. [Figure 614] In variation 7, (a) is a flowchart showing part of the initial performance setting process, and (b) is a diagram showing an example of a specific role notification performance lottery table. [Figure 615] In variation 8, (a) is a flowchart showing the continuous performance setting process, (b) is a diagram explaining the performance patterns of each game in the continuous performance, and (c) is a diagram showing an example of a continuous performance table. [Figure 616] This is a front view of a slot machine in the 8h embodiment. [Figure 617] This is a perspective view of a slot machine with the front door closed. [Figure 618] This is a perspective view of a slot machine with the front door open. [Figure 619] This is a rear view of the front door. [Figure 620] This is a front view of the enclosure. [Figure 621] This diagram shows the arrangement of symbols on each reel. [Figure 622] This is an explanatory diagram showing the relationship between the symbols visible through the display window and the winning lines. [Figure 623] This is an explanatory diagram showing the relationship between the type of prize awarded and the benefits that are granted. [Figure 624] This is an explanatory diagram showing the relationship between the type of prize awarded and the benefits that are granted. [Figure 625] This is an explanatory diagram showing the relationship between the type of prize awarded and the benefits that are granted. [Figure 626] This is a diagram illustrating an example of how an award is given. [Figure 627] This is a diagram illustrating an example of how an award is given. [Figure 628] This is a diagram illustrating an example of how an award is given. [Figure 629] This is a diagram illustrating an example of how an award is given. [Figure 630] This is a block diagram showing the electrical configuration of the main control unit. [Figure 631] This is a block diagram showing the electrical configuration of a display control device. [Figure 632] This flowchart shows the timer interrupt processing by the main control unit. [Figure 633] This flowchart shows the normal processing performed by the main control unit. [Figure 634] This is a flowchart showing the lottery process. [Figure 635] This figure shows an example of a lottery table for normal gameplay when 3 bets are placed. [Figure 636] This figure shows an example of a lottery table for normal gameplay when 2 bets are placed. [Figure 637] This is a flowchart showing the reel control process. [Figure 638] This is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning combinations that can be achieved. [Figure 639] This is a flowchart showing the bonus state processing. [Figure 640] This figure shows an example of a lottery table for bonus states. [Figure 641] This is an explanatory diagram showing the transition relationships between each state. [Figure 642] This is a flowchart showing the process for handling lottery results. [Figure 643] This is a flowchart showing the process for determining when to enter the advantageous period. [Figure 644] This figure shows an example of various transition lottery tables. [Figure 645] This is a flowchart showing the process for AT (Automatic Transmission) lottery. [Figure 646] This is a flowchart showing the continuation decision process. [Figure 647] This is a flowchart showing the process for adding AT (Automatic Transmission) bonuses. [Figure 648] This diagram illustrates the overview of the instruction monitor and section indicator. [Figure 649] This is an explanatory diagram showing an overview of the button press order notification effect performed on the auxiliary display unit. [Figure 650] (a) is a flowchart showing the processing of the lottery result command, and (b) is an explanatory diagram to explain the relationship between the lottery result command and the button press order notification command. [Figure 651] This is a flowchart showing the process for handling award results. [Figure 652] The flowchart shows the processing for the pre-announcement mode. [Figure 653] This figure shows an example of the selection rate for the continuation rate of AT mode. [Figure 654] This flowchart shows the processing for CZ mode. [Figure 655] This is a flowchart showing the processing for AT mode. [Figure 656] This is a flowchart showing the first processing step for displaying the interval. [Figure 657] This is a flowchart showing the second processing step for displaying the interval. [Figure 658] This flowchart shows the processing of performance settings by the sub-display control device. [Figure 659]This is a flowchart showing the rotation start process. [Figure 660] This diagram illustrates the overview and memory location of each button press sequence. [Figure 661] This is a flowchart showing the payout determination process. [Figure 662] This is a flowchart showing the medal payout process. [Figure 663] This is a flowchart showing the segment data setting process. [Figure 664] This flowchart shows the RAM clearing process for each game. [Figure 665] This diagram illustrates the relationship between various types of information stored in RAM and the triggers for clearing them. [Figure 666] This timing chart explains the relationship between the timing of the button press order notification and the timing of the button press order information being cleared. [Figure 667] In Modification Example 1, (a) is a flowchart showing part of the payout determination process, (b) is a flowchart showing part of the medal payout process, and (c) is a flowchart showing part of the segment setting process. [Figure 668] This is a flowchart showing the lottery result processing in Modification Example 2. [Figure 669] This is a flowchart showing the segment data setting process. [Figure 670] This diagram illustrates the relationship between various types of information stored in RAM and the triggers for clearing them. [Figure 671] This is a flowchart showing the rotation start process in modified example 3. [Figure 672] This is a diagram illustrating the overview of the shared counter. [Figure 673] This is a flowchart showing the segment data setting process. [Figure 674] (a) is a flowchart showing part of the payout determination process, and (b) is a flowchart showing the medal payout process. [Figure 675] This diagram illustrates the relationship between various types of information stored in RAM and the triggers for clearing them. [Figure 676] This is a flowchart showing the lottery result processing in Modification 4. [Figure 677] This is a flowchart showing the segment data setting process. [Figure 678] This diagram illustrates the relationship between various types of information stored in RAM and the triggers for clearing them. [Figure 679] In modified example 5, (a) is a flowchart showing the rotation start process, (b) is a flowchart showing part of the payout determination process, and (c) is a flowchart showing part of the process for AT mode. [Figure 680] This timing chart explains the relationship between the timing of the button press order notification and the timing of the button press order information being cleared. [Figure 681] In Modification 6, (a) is a flowchart showing part of the processing for AT mode, and (b) is a timing chart to explain how, after the button press order notification, the AT mode ending animation is performed and then the medals are dispensed. [Figure 682] In Modification Example 7, (a) is a flowchart showing the RAM clearing process for each game, and (b) is a diagram explaining the relationship between the various information stored in RAM and the trigger for clearing. [Figure 683] In the modified example 8, (a) is a flowchart showing the initialization process of the advantageous interval information, and (b) is a flowchart showing the initialization process at the time of reset. [Figure 684] This flowchart shows the RAM clearing process for each game in Modification Example 9. [Figure 685] This diagram illustrates the relationship between various types of information stored in RAM and the triggers for clearing them. [Figure 686] This is a front view of a slot machine according to the 9i embodiment. [Figure 687] This is a perspective view of a slot machine with the front door closed. [Figure 688] This is a perspective view of a slot machine with the front door open. [Figure 689]This is a rear view of the front door. [Figure 690] This is a front view of the enclosure. [Figure 691] This diagram shows the arrangement of symbols on each reel. [Figure 692] This is an explanatory diagram showing the relationship between the symbols visible through the display window and the winning lines. [Figure 693] This is an explanatory diagram showing the relationship between the type of prize awarded and the benefits that are granted. [Figure 694] This is an explanatory diagram showing the relationship between the type of prize awarded and the benefits that are granted. [Figure 695] This is an explanatory diagram showing the relationship between the type of prize awarded and the benefits that are granted. [Figure 696] This is a diagram illustrating an example of how an award is given. [Figure 697] This is a diagram illustrating an example of how an award is given. [Figure 698] This is a diagram illustrating an example of how an award is given. [Figure 699] This is a diagram illustrating an example of how an award is given. [Figure 700] This is a block diagram showing the electrical configuration of the main control unit. [Figure 701] This is a block diagram showing the electrical configuration of a display control device. [Figure 702] This flowchart shows the timer interrupt processing by the main control unit. [Figure 703] This flowchart shows the normal processing performed by the main control unit. [Figure 704] This is a flowchart showing the lottery process. [Figure 705] This figure shows an example of a lottery table for normal gameplay. [Figure 706] This is a flowchart showing the reel control process. [Figure 707] This is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning combinations that can be achieved. [Figure 708] This is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning combinations that can be achieved. [Figure 709]This diagram illustrates the stopping pattern when a specific button sequence bell is won. [Figure 710] This diagram illustrates the stopping pattern when a specific button sequence bell is won. [Figure 711] This is a flowchart showing the bonus state processing. [Figure 712] This figure shows an example of a lottery table for bonus states. [Figure 713] This is a flowchart showing the process for handling lottery results. [Figure 714] This is a flowchart showing the process for determining when to enter the advantageous period. [Figure 715] This figure shows an example of various transition lottery tables. [Figure 716] This flowchart shows the process for determining the AT (Automatic Transmission) lottery at the start of the session. [Figure 717] This is a flowchart showing the continuation decision process. [Figure 718] This is a flowchart showing the process for adding AT (Automatic Transmission) bonuses. [Figure 719] This flowchart shows the process for the bonus challenge. [Figure 720] This diagram is intended to explain the occurrence rate of bonus challenges, etc. [Figure 721] This figure shows an example of a display effect using an auxiliary display unit. [Figure 722] This figure shows an example of a display effect using an auxiliary display unit. [Figure 723] This diagram illustrates the overview of the instruction monitor and section indicator. [Figure 724] This is an explanatory diagram showing an overview of the button press order notification effect performed on the auxiliary display unit. [Figure 725] This is a flowchart showing the process for notifying the button press order. [Figure 726] This is a flowchart showing the process for the challenge. [Figure 727] This is a flowchart showing the navigation lottery process. [Figure 728] This diagram illustrates each navigation state. [Figure 729]This is a flowchart showing the process for setting the lottery result command. [Figure 730] This is an explanatory diagram illustrating the relationship between the lottery result command and the button press order notification command. [Figure 731] This is a flowchart showing the process for handling award results. [Figure 732] This flowchart shows the process for AT lottery when the machine is stopped. [Figure 733] This figure shows an example of a ceiling deduction value table and a transition lottery table at stop. [Figure 734] The flowchart shows the processing for the pre-announcement mode. [Figure 735] This figure shows an example of the selection rate for the continuation rate of AT mode. [Figure 736] This flowchart shows the processing for CZ mode. [Figure 737] This is a flowchart showing the processing for AT mode. [Figure 738] This is a flowchart showing the processing for the challenge results. [Figure 739] This flowchart shows the processing for the results of the first challenge. [Figure 740] This flowchart shows the processing for the results of the second challenge. [Figure 741] This flowchart shows the processing for the results of the third challenge. [Figure 742] This is a flowchart showing the first processing step for displaying the interval. [Figure 743] This is a flowchart showing the second processing step for displaying the interval. [Figure 744] This flowchart shows the processing of performance settings by the sub-display control device. [Figure 745] This is a flowchart showing the process for setting up the initial presentation. [Figure 746] This figure shows an example of a display effect using an auxiliary display unit. [Figure 747] This figure shows an example of a display effect using an auxiliary display unit. [Figure 748] This diagram explains the relationship between the operation sequence and the button press order notification. [Figure 749] This diagram illustrates the execution mechanism of the button press order notification and its relationship to the results that trigger the notification. [Figure 750] This figure shows an example of a lottery table for the normal game state in Modification Example 1. [Figure 751] This is a flowchart showing the navigation lottery process. [Figure 752] This diagram illustrates the execution rate of button press order notifications in each navigation state. [Figure 753] This diagram illustrates the values ​​at which the button press order notification does not occur. [Figure 754] This diagram illustrates the proportion of first operation patterns that occur when no button press order notification is generated. [Figure 755] This diagram illustrates the proportion of first operation patterns that occur when a bonus challenge is triggered. [Figure 756] This diagram illustrates the proportion of the first operation pattern when an additional challenge occurs in the modified example 2. [Figure 757] This is a diagram illustrating the additional challenge in variation 3. [Figure 758] This figure shows an example of a display effect using an auxiliary display unit. [Figure 759] This diagram illustrates the proportion of first operation patterns that occur when a bonus challenge is triggered. [Figure 760] This is a flowchart showing the AT lottery process at the time of stopping in Modification 4. [Figure 761] This is a flowchart showing the process for notifying the button press order. [Figure 762] This is a flowchart showing the process for the challenge. [Figure 763] This diagram illustrates the execution mechanism of the button press order notification and its relationship to the results that trigger the notification. [Figure 764] This is a flowchart showing the AT lottery process at the time of stopping in Modification Example 5. [Figure 765] This is a flowchart showing the process for notifying the button press order. [Figure 766]This diagram illustrates the execution mechanism of the button press order notification and its relationship to the results that trigger the notification. [Figure 767] This diagram illustrates a modified version of the biased bell notification effect in Modification 6. [Figure 768] This diagram illustrates a variation of the biased bell notification effect in Variation 7. [Figure 769] This is an explanatory diagram showing the relationship between the type of prize awarded and the benefits granted in Modification Example 8. [Figure 770] This figure shows an example of a lottery table for normal gameplay. [Figure 771] This is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning combinations that can be achieved. [Figure 772] This is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning combinations that can be achieved. [Figure 773] This is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the benefits that can be expected to be granted. [Figure 774] This flowchart shows a portion of the process for determining the AT (Automatic Transmission) lottery at the start of the session. [Figure 775] This figure shows an example of various transition lottery tables. [Figure 776] This diagram shows the relationship between the lottery results and the challenge type. [Figure 777] This is a flowchart showing the process for adding AT (Automatic Transmission) bonuses. [Figure 778] This is a flowchart showing the process for the AT Challenge. [Figure 779] This is a flowchart showing the process for handling award results. [Figure 780] This is a flowchart showing the challenge preparation process. [Figure 781] This flowchart shows the processing for the results of a normal challenge. [Figure 782] This is a flowchart showing the processing for AT Challenge results. [Figure 783] This flowchart shows the process for AT lottery when the machine is stopped. [Figure 784]This flowchart shows the process for determining whether a product is subject to restrictions. [Figure 785] This figure shows an example of a ceiling deduction value table and a stop transition lottery table for normal mode. [Figure 786] This figure shows an example of a ceiling deduction value table and a stop transition lottery table for CZ mode. [Figure 787] This figure shows an example of a table for the ceiling deduction value and a table for the transition lottery when the game stops, both used in the normal challenge mode. [Figure 788] This diagram illustrates the overview of the instruction monitor and section indicator. [Figure 789] This diagram illustrates the overview of the instruction monitor and section indicator. [Figure 790] This is a flowchart showing the process for sending instruction numbers. [Figure 791] This figure shows an example of a result number table and an instruction number table. [Figure 792] This is a flowchart showing the process for setting the lottery result command. [Figure 793] This is a flowchart showing the process for setting up the initial presentation. [Figure 794] This figure shows an example of a display effect using an auxiliary display unit. [Figure 795] This is a flowchart showing the first processing step for displaying the interval. [Figure 796] This is a flowchart showing the second processing step for displaying the interval. [Figure 797] This flowchart shows the processing for the ratio of special features including instructions. [Figure 798] This figure shows the relationship between the result number table and instruction number table for normal mode, the operation sequence of the stop switch, and the expected payout. [Figure 799] This figure shows the relationship between the result number table and instruction number table for CZ mode, the operation order of the stop switch, and the expected payout. [Figure 800] This figure shows the relationship between the result number table and instruction number table for normal challenges, the operation sequence of the stop switch, and the expected payout. [Figure 801] This figure shows the relationship between the result number table and instruction number table for AT mode, the operation sequence of the stop switch, and the expected payout. [Figure 802] This figure shows the relationship between the result number table and instruction number table for the AT Challenge, the operation sequence of the stop switch, and the expected payout. [Figure 803] This diagram illustrates the relationship between biased bells, the number of payouts resulting from grouping, the probability of winning, and specific numbers. [Figure 804] This diagram illustrates the general outline of the ratio of special features including instructions. [Figure 805] This diagram illustrates the relationship between the information displayed on the payout display unit and the auxiliary display unit and the lottery results. [Figure 806] This diagram illustrates the relationship between the information displayed on the payout display unit and the auxiliary display unit and the lottery results. [Figure 807] This diagram illustrates the relationship between the information displayed on the payout display unit and the auxiliary display unit and the lottery results. [Figure 808] This figure shows the relationship between the result number table and instruction number table for CZ mode, the operation order of the stop switch, and the expected payout in modified example 9. [Figure 809] This diagram illustrates the relationship between the information displayed on the payout display unit and the auxiliary display unit and the lottery results. [Figure 810] This figure shows the relationship between the result number table and instruction number table for normal mode, the operation sequence of the stop switch, and the expected payout in modified example 10. [Figure 811] This is a diagram illustrating the configuration of the biased bell in modified example 11. [Figure 812] This figure shows the relationship between the result number table and instruction number table for normal mode, the operation sequence of the stop switch, and the expected payout in modified example 12. [Figure 813] In Modification 13, (a) is a flowchart showing the setting process for each mode, and (b) to (d) are diagrams explaining the relationship between the displayed content on the payout display unit and the auxiliary display unit and the lottery result. [Figure 814] This figure shows an example of the result number table and instruction number table in the modified example 14. [Figure 815] This figure shows the relationship between the result number table and instruction number table for normal mode, the operation sequence of the stop switch, and the expected payout. [Figure 816] This figure shows the relationship between the result number table and instruction number table for normal mode, the operation sequence of the stop switch, and the expected payout. [Figure 817] This figure shows the relationship between the result number table and instruction number table for normal mode, the operation sequence of the stop switch, and the expected payout. [Figure 818] This figure shows the relationship between the result number table and instruction number table for normal mode, the operation sequence of the stop switch, and the expected payout. [Figure 819] (a) is a flowchart showing a part of the first section display process, and (b) and (c) are diagrams to explain the relationship between the display content on the payout amount display unit and the lottery result. [Figure 820] This is an explanatory diagram showing the relationship between the type of prize awarded and the benefits granted in Modification Example 15. [Figure 821] This figure shows an example of a lottery table for normal gameplay. [Figure 822] This is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning combinations that can be achieved. [Figure 823] This is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the benefits that can be expected to be granted. [Figure 824] This figure shows an example of a result number table and an instruction number table. [Figure 825] This figure shows the relationship between the result number table and instruction number table for the first game state, the operation order of the stop switch, and the expected payout. [Figure 826] This figure shows the relationship between the result number table and instruction number table for the second game state, the operation order of the stop switch, and the expected payout. [Figure 827]This figure shows the relationship between the result number table and instruction number table for the third game state, the operation order of the stop switch, and the expected payout. [Figure 828] This figure shows the relationship between the result number table and instruction number table for the fourth game state, the operation order of the stop switch, and the expected payout. [Figure 829] This figure shows the relationship between the result number table and instruction number table for the 5th game state, the operation order of the stop switch, and the expected payout. [Figure 830] This figure shows the relationship between the result number table and instruction number table for the 6th game state, the operation order of the stop switch, and the expected payout. [Figure 831] This flowchart shows the processing for the ratio of special features including instructions. [Figure 832] This is a flowchart showing the AT lottery process at the time of stopping in Modification 16. [Figure 833] This figure shows the relationship between the result number table and instruction number table for the 7th game state, the operation order of the stop switch, and the expected payout. [Figure 834] This figure shows an example of a lottery table for the normal game state in modified example 17. [Figure 835] This figure shows the relationship between the result number table and instruction number table for the first game state, the operation order of the stop switch, and the expected payout. [Figure 836] This figure shows the relationship between the result number table and instruction number table for the 8th game state, the operation order of the stop switch, and the expected payout in modified example 18. [Figure 837] (a) is a flowchart showing a part of the first section display process, and (b) is a diagram to explain the relationship between the display content on the payout quantity display unit and the result number. [Figure 838] This is a front view of a slot machine in the 10j embodiment. [Figure 839] This is a perspective view of a slot machine with the front door closed. [Figure 840] This is a perspective view of a slot machine with the front door open. [Figure 841] This is a rear view of the front door. [Figure 842] This is a front view of the enclosure. [Figure 843] This is a diagram illustrating a device that detects inserted medals. [Figure 844] This diagram shows the arrangement of symbols on each reel. [Figure 845] This is an explanatory diagram showing the relationship between the symbols visible through the display window and the winning lines. [Figure 846] This is an explanatory diagram showing the relationship between the type of prize awarded and the benefits that are granted. [Figure 847] This is an explanatory diagram showing the relationship between the type of prize awarded and the benefits that are granted. [Figure 848] This is an explanatory diagram showing the relationship between the type of prize awarded and the benefits that are granted. [Figure 849] This is a diagram illustrating an example of how an award is given. [Figure 850] This is a diagram illustrating an example of how an award is given. [Figure 851] This is a diagram illustrating an example of how an award is given. [Figure 852] This is a diagram illustrating an example of how an award is given. [Figure 853] This is a block diagram showing the electrical configuration of the main control unit. [Figure 854] This is a block diagram showing the electrical configuration of a display control device. [Figure 855] This flowchart shows the timer interrupt processing by the main control unit. [Figure 856] This is a flowchart showing the main processing performed by the main control unit. [Figure 857] This is a flowchart of the normal process. [Figure 858] This is a flowchart showing the lottery process. [Figure 859] This figure shows an example of a lottery table for normal gameplay when 3 bets are placed. [Figure 860] This figure shows an example of a lottery table for normal gameplay when 2 bets are placed. [Figure 861]This is a flowchart showing the reel control process. [Figure 862] This is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning combinations that can be achieved. [Figure 863] This is a flowchart showing the bonus state processing. [Figure 864] This figure shows an example of a lottery table for bonus states. [Figure 865] This is an explanatory diagram showing the transition relationships between each state. [Figure 866] This is a flowchart showing the process for handling lottery results. [Figure 867] This is a flowchart showing the process for determining when to enter the advantageous period. [Figure 868] This figure shows an example of various transition lottery tables. [Figure 869] This is a flowchart showing the process for AT (Automatic Transmission) lottery. [Figure 870] This is a flowchart showing the continuation decision process. [Figure 871] This is a flowchart showing the process for adding AT (Automatic Transmission) bonuses. [Figure 872] This is a flowchart showing the lottery process when the system is stopped. [Figure 873] This diagram illustrates the overview of the instruction monitor and section indicator. [Figure 874] This is an explanatory diagram showing an overview of the button press order notification effect performed on the auxiliary display unit. [Figure 875] (a) is a flowchart showing the processing of the lottery result command, and (b) is an explanatory diagram to explain the relationship between the lottery result command and the button press order notification command. [Figure 876] This is a flowchart showing the process for handling award results. [Figure 877] The flowchart shows the processing for the pre-announcement mode. [Figure 878] This figure shows an example of the selection rate for the continuation rate of AT mode. [Figure 879] This flowchart shows the processing for CZ mode. [Figure 880]This is a flowchart showing the processing for AT mode. [Figure 881] This is a flowchart showing the first processing step for displaying the interval. [Figure 882] This is a flowchart showing the second processing step for displaying the interval. [Figure 883] This flowchart shows the processing of performance settings by the sub-display control device. [Figure 884] This is a flowchart showing the rotation start process. [Figure 885] This diagram illustrates the overview and memory location of each button press sequence. [Figure 886] This is a flowchart showing the payout determination process. [Figure 887] This is a flowchart showing the medal payout process. [Figure 888] This is a flowchart showing the segment data setting process. [Figure 889] This timing chart explains the relationship between the timing of the button press order notification and the timing of the button press order information being cleared. [Figure 890] This is a diagram to explain various errors. [Figure 891] This is a flowchart showing the process of waiting for the start to begin. [Figure 892] This flowchart shows the process for handling betting operations. [Figure 893] This is a flowchart showing the medal insertion monitoring process. [Figure 894] This is a flowchart showing the gate determination process. [Figure 895] This is a flowchart showing the sensor monitoring process. [Figure 896] This is a flowchart showing the input sensor monitoring process. [Figure 897] This is a flowchart showing the process for tracking input progress. [Figure 898] This is a flowchart showing the monitoring process for the first passing sensor. [Figure 899] This is a flowchart showing the monitoring process for the second passing sensor. [Figure 900] This flowchart shows the error detection process. [Figure 901] This is a flowchart showing the error handling process. [Figure 902] This timing chart explains the relationship between the timing of error occurrence and the timing of error notification execution. [Figure 903] This timing chart explains the relationship between the timing of error occurrence and the timing of error notification execution. [Figure 904] This is a flowchart showing the dispensing drive process. [Figure 905] This is a flowchart showing the dispensing sensor monitoring process. [Figure 906] This is a flowchart showing the process for tracking the withdrawal history. [Figure 907] This is a flowchart showing the first dispensing sensor monitoring process. [Figure 908] This is a flowchart showing the monitoring process for the second dispensing sensor. [Figure 909] This timing chart explains the relationship between the timing of error occurrence and the timing of error notification execution. [Figure 910] This timing chart explains the relationship between the timing of error occurrence and the timing of error notification execution. [Figure 911] This is a flowchart showing the monitoring process for the auxiliary tank sensor. [Figure 912] This is a flowchart showing the process for obtaining random numbers for the lottery. [Figure 913] This timing chart explains the relationship between the timing of error occurrence and the timing of error notification execution. [Figure 914] This timing chart explains the relationship between the timing of error occurrence and the timing of error notification execution. [Figure 915] This is a block diagram illustrating the inserted medal detection device, the dispensed medal detection device, and the random number generation device in Modification Example 1. [Figure 916]This flowchart shows the processing performed by the input CPU for the input sensor. [Figure 917] This is a flowchart showing the input recognition process. [Figure 918] This is a flowchart showing the input sensor monitoring process. [Figure 919] This flowchart shows the processing for the dispensing sensor by the dispensing CPU. [Figure 920] This is a flowchart showing the dispensing sensor monitoring process. [Figure 921] (a) is a flowchart showing the process of obtaining random numbers for lottery, and (b) is a flowchart showing the processing of random numbers for lottery by the random number CPU. [Figure 922] This flowchart shows the error detection process. [Figure 923] This is a flowchart showing the timer interrupt processing in the modified example 2. [Figure 924] (a) is a flowchart showing part of the lottery result processing, and (b) is a flowchart showing part of the medal payout processing. [Figure 925] This timing chart explains the relationship between the timing of error occurrence and the timing of error notification execution. [Figure 926] This is a flowchart showing the lottery process at the time of stopping in Modification Example 3. [Figure 927] This timing chart explains the relationship between the timing of error occurrence and the timing of error notification execution. [Figure 928] In the modified example 4, (a) is a flowchart showing the sensor monitoring process, and (b) is a flowchart showing the error command response process. [Figure 929] This timing chart explains the relationship between the timing of error occurrence and the timing of error notification execution, as well as the error notification effects displayed on the auxiliary display unit. [Figure 930] This is a flowchart showing the segment data setting process in variation 5. [Figure 931]This timing chart explains the relationship between the timing of error occurrence and the timing of error notification execution. [Figure 932] This is a front view of a slot machine in the 11th embodiment. [Figure 933] This is a perspective view of a slot machine with the front door closed. [Figure 934] This is a perspective view of a slot machine with the front door open. [Figure 935] This is a rear view of the front door. [Figure 936] This is a front view of the enclosure. [Figure 937] This diagram shows the arrangement of symbols on each reel. [Figure 938] This is an explanatory diagram showing the relationship between the symbols visible through the display window and the winning lines. [Figure 939] This is an explanatory diagram showing the relationship between the type of prize awarded and the benefits that are granted. [Figure 940] This is an explanatory diagram showing the relationship between the type of prize awarded and the benefits that are granted. [Figure 941] This is an explanatory diagram showing the relationship between the type of prize awarded and the benefits that are granted. [Figure 942] This is a diagram illustrating an example of how an award is given. [Figure 943] This is a diagram illustrating an example of how an award is given. [Figure 944] This is a diagram illustrating an example of how an award is given. [Figure 945] This is a diagram illustrating an example of how an award is given. [Figure 946] This is a block diagram showing the electrical configuration of the main control unit. [Figure 947] This is a block diagram showing the electrical configuration of a display control device. [Figure 948] This flowchart shows the timer interrupt processing by the main control unit. [Figure 949] This flowchart shows the normal processing performed by the main control unit. [Figure 950] This flowchart shows the lottery process for normal gameplay. [Figure 951] This figure shows an example of a lottery table for normal gameplay when 3 bets are placed. [Figure 952] This figure shows an example of a lottery table for normal gameplay when 2 bets are placed. [Figure 953] This is a flowchart showing the reel control process. [Figure 954] This is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning combinations that can be achieved. [Figure 955] This is a flowchart showing the bonus state processing. [Figure 956] This figure shows an example of a lottery table for bonus states. [Figure 957] This is an explanatory diagram showing the transition relationships between each state. [Figure 958] This is a flowchart showing the process for handling lottery results. [Figure 959] This is a flowchart showing the process for determining when to enter the advantageous period. [Figure 960] This figure shows an example of various transition lottery tables. [Figure 961] This is a flowchart showing the process for AT (Automatic Transmission) lottery. [Figure 962] This is a flowchart showing the process for adding AT (Automatic Transmission) bonuses. [Figure 963] This figure shows an example of a bonus lottery table. [Figure 964] This diagram illustrates the overview of the instruction monitor and section indicator. [Figure 965] This is an explanatory diagram showing an overview of the button press order notification effect performed on the auxiliary display unit. [Figure 966] This is a flowchart showing the process for notifying when automatic transmission (AT) starts. [Figure 967] This is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning combinations that can be achieved. [Figure 968] This is a flowchart showing the process for handling award results. [Figure 969] The flowchart shows the processing for the pre-announcement mode. [Figure 970] This is a flowchart showing the AT type determination process. [Figure 971] This flowchart shows the processing for CZ mode. [Figure 972] This is a flowchart showing the processing for AT mode. [Figure 973] This flowchart shows the process for the preparation mode. [Figure 974] This figure shows an example of a promotion lottery table. [Figure 975] This is a flowchart showing the first processing step for displaying the interval. [Figure 976] This is a flowchart showing the second processing step for displaying the interval. [Figure 977] This flowchart shows the processing of performance settings by the sub-display control device. [Figure 978] This is a flowchart showing the process for setting up the initial presentation. [Figure 979] This flowchart shows the process for setting the effects when the entire system is stopped. [Figure 980] This figure shows an example of a display effect using an auxiliary display unit. [Figure 981] This figure shows an example of a display effect using an auxiliary display unit. [Figure 982] This figure shows an example of a display effect using an auxiliary display unit. [Figure 983] This figure shows an example of a display effect using an auxiliary display unit. [Figure 984] This figure shows an example of a display effect using an auxiliary display unit. [Figure 985] This flowchart shows the preparation process for transitioning to simulated gameplay. [Figure 986] This is a diagram showing the point bonus lottery table. [Figure 987] This flowchart shows the lottery process for simulated games. [Figure 988] This figure shows an example of a type lottery table for simulated games. [Figure 989] This flowchart shows the reel control process for simulated gameplay. [Figure 990] This flowchart shows the processing for simulated gameplay. [Figure 991] This diagram illustrates the sequence of display effects when a specific role is won in AT mode. [Figure 992] This diagram illustrates the flow of display effects during the transition to simulated gameplay in AT mode. [Figure 993] This is a schematic diagram showing the various storage areas provided in the ROM of the main control unit. [Figure 994] This is a schematic diagram showing the various memory areas provided in the RAM of the main control unit. [Figure 995] This diagram shows the relationship between the winning role name and the winning role number. [Figure 996] This diagram shows a conversion table for sending numbers, used to convert winning number codes into sending numbers. [Figure 997] This diagram shows a conversion table for lottery numbers used to convert winning numbers into bonus lottery numbers. [Figure 998] This flowchart shows the conversion process for pseudo-specific roles. [Figure 999] This diagram shows a conversion table for type numbers. [Figure 1000] (a) is a diagram illustrating the process of converting winning numbers, and (b) is a diagram illustrating the process of converting type numbers. [Figure 1001] This diagram illustrates the manner in which commands are sent and received. [Figure 1002] This diagram illustrates the flow of number transfer between areas. [Figure 1003] This flowchart shows the processing for the preparation mode in modified example 7. [Figure 1004] This is a schematic diagram showing the various memory areas provided in the RAM of the main control unit. [Figure 1005] This flowchart shows the lottery process for simulated games. [Figure 1006] (a) is a flowchart showing the processing for the pseudo-winning combination suggestion effect, and (b) is a diagram illustrating the pseudo-winning combination suggestion effect. [Figure 1007] This diagram illustrates the various ways in which a pseudo-winning combination is suggested during the gameplay. [Figure 1008]In Modification 17, (a) is a diagram showing the relationship between the name of the chosen role and the winning role number, and (b) is a diagram showing the conversion method of the type number. [Figure 1009] In Modification 19, (a) is a diagram showing the relationship between the winning role name and the winning role number, and (b) is a diagram showing the relationship between the pseudo-winning role name and the type number. [Figure 1010] (a) is a diagram illustrating the process of converting winning numbers, and (b) is a diagram illustrating the process of converting type numbers. [Figure 1011] This is a block diagram showing the CPU and related configuration in modified example 20. [Figure 1012] (a) is a diagram showing an overview of the control flow until the bonus lottery is executed during normal gameplay in AT mode, and (b) is a diagram showing an overview of the control flow until the bonus lottery is executed during simulated gameplay in AT mode. [Figure 1013] This diagram shows a table for determining the type of game played in a simulated game. [Figure 1014] This is a diagram showing a type conversion table. [Figure 1015] This is a diagram showing proportionality. [Figure 1016] This diagram shows an overview of the control flow in modified example 23. [Figure 1017] This is a flowchart showing the AT (Automatic Transmission) boosting process in Modification 29. [Figure 1018] This is a front view of a slot machine in the 12th embodiment. [Figure 1019] This is a perspective view of a slot machine with the front door closed. [Figure 1020] This is a perspective view of a slot machine with the front door open. [Figure 1021] This is a rear view of the front door. [Figure 1022] This is a front view of the enclosure. [Figure 1023] This is a diagram illustrating a device that detects inserted medals. [Figure 1024] This diagram shows the arrangement of symbols on each reel. [Figure 1025]This is an explanatory diagram showing the relationship between the symbols visible through the display window and the winning lines. [Figure 1026] This is an explanatory diagram showing the relationship between the type of prize awarded and the benefits that are granted. [Figure 1027] This is an explanatory diagram showing the relationship between the type of prize awarded and the benefits that are granted. [Figure 1028] This is an explanatory diagram showing the relationship between the type of prize awarded and the benefits that are granted. [Figure 1029] This is a diagram illustrating an example of how an award is given. [Figure 1030] This is a diagram illustrating an example of how an award is given. [Figure 1031] This is a diagram illustrating an example of how an award is given. [Figure 1032] This is a diagram illustrating an example of how an award is given. [Figure 1033] This is a block diagram showing the electrical configuration of the main control unit. [Figure 1034] This is a block diagram showing the electrical configuration of a display control device. [Figure 1035] This flowchart shows the timer interrupt processing by the main control unit. [Figure 1036] This is a flowchart showing the main processing performed by the main control unit. [Figure 1037] This is a flowchart of the normal process. [Figure 1038] This is a flowchart showing the lottery process. [Figure 1039] This figure shows an example of a lottery table for normal gameplay when 3 bets are placed. [Figure 1040] This figure shows an example of a lottery table for normal gameplay when 2 bets are placed. [Figure 1041] This is a flowchart showing the reel control process. [Figure 1042] This is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning combinations that can be achieved. [Figure 1043] This is a flowchart showing the bonus state processing. [Figure 1044] This figure shows an example of a lottery table for bonus states. [Figure 1045] This is an explanatory diagram showing the transition relationships between each state. [Figure 1046] This is a flowchart showing the process for handling lottery results. [Figure 1047] This is a flowchart showing the process for determining when to enter the advantageous period. [Figure 1048] This figure shows an example of various transition lottery tables. [Figure 1049] This is a flowchart showing the process for AT (Automatic Transmission) lottery. [Figure 1050] This is a flowchart showing the continuation decision process. [Figure 1051] This is a flowchart showing the process for adding AT (Automatic Transmission) bonuses. [Figure 1052] This is a flowchart showing the lottery process when the system is stopped. [Figure 1053] This diagram illustrates the overview of the instruction monitor and section indicator. [Figure 1054] This is an explanatory diagram showing an overview of the button press order notification effect performed on the auxiliary display unit. [Figure 1055] (a) is a flowchart showing the processing of the lottery result command, and (b) is an explanatory diagram to explain the relationship between the lottery result command and the button press order notification command. [Figure 1056] This is a flowchart showing the process for handling award results. [Figure 1057] The flowchart shows the processing for the pre-announcement mode. [Figure 1058] This figure shows an example of the selection rate for the continuation rate of AT mode. [Figure 1059] This flowchart shows the processing for CZ mode. [Figure 1060] This is a flowchart showing the processing for AT mode. [Figure 1061] This is a flowchart showing the first processing step for displaying the interval. [Figure 1062] This is a flowchart showing the second processing step for displaying the interval. [Figure 1063] This is a flowchart showing the rotation start process. [Figure 1064]This diagram illustrates the overview and memory location of each button press sequence. [Figure 1065] This is a flowchart showing the payout determination process. [Figure 1066] This is a flowchart showing the medal payout process. [Figure 1067] This is a flowchart showing the segment data setting process. [Figure 1068] This timing chart explains the relationship between the timing of the button press order notification and the timing of the button press order information being cleared. [Figure 1069] This is a diagram to explain various errors. [Figure 1070] This flowchart shows the main display processing performed by the sub-display control device. [Figure 1071] This is a flowchart showing the process for setting up the production settings. [Figure 1072] This is a flowchart showing the sound output settings process. [Figure 1073] This flowchart shows the processing for handling sub-operations. [Figure 1074] This flowchart shows the processing of operations while a menu is displayed. [Figure 1075] This flowchart shows the process for handling operations while an item is displayed. [Figure 1076] This is a flowchart showing the process for displaying the character selection screen. [Figure 1077] This flowchart shows the process for handling character selection operations. [Figure 1078] This flowchart shows the process for displaying the history confirmation screen. [Figure 1079] This flowchart shows the process for handling history confirmation operations. [Figure 1080] This flowchart shows the process for displaying the volume setting screen. [Figure 1081] This flowchart shows the process for handling volume setting operations. [Figure 1082] This is a flowchart showing the standby mode management process. [Figure 1083]This is a flowchart showing the volume setting process at startup. [Figure 1084] This is a flowchart showing the volume setting process on the circuit board. [Figure 1085] (a) is a diagram illustrating the overview of the first control switch, and (b) is a diagram illustrating the overview of the second control switch. [Figure 1086] (a) is a diagram illustrating the relationship between the memory of the second adjustment switch and the volume, and (b) is a diagram illustrating the relationship between the performance data, the execution state and the volume. [Figure 1087] This figure shows an example of a display effect on the auxiliary display unit. [Figure 1088] This figure shows an example of a display effect on the auxiliary display unit. [Figure 1089] This figure shows an example of a display effect on the auxiliary display unit. [Figure 1090] This figure shows an example of a display effect on the auxiliary display unit. [Figure 1091] This is a timing chart to explain the timing for setting and releasing specific volume levels. [Figure 1092] This timing chart explains the phenomenon where the value of either the LCD volume counter or the circuit board volume counter is set to the volume level. [Figure 1093] This diagram illustrates the difference between normal operation and shortcut operation. [Figure 1094] This diagram illustrates the difference between normal operation and shortcut operation. [Figure 1095] This is a flowchart showing the startup volume setting process in Modification Example 1. [Figure 1096] In Variant 2, (a) is a flowchart showing part of the main processing, and (b) is a flowchart showing the startup volume setting process. [Figure 1097] This is a flowchart showing the volume setting process on the circuit board side in modified example 3. [Figure 1098] This is a flowchart showing the change handling process. [Figure 1099] This is a flowchart showing the change handling process in Modification Example 4. [Figure 1100] This is a diagram illustrating how volume adjustment is performed. [Figure 1101] This is a flowchart showing the change handling process in Modification Example 5. [Figure 1102] This diagram illustrates the relationship between the timing of when the performance data and volume control operations are activated. [Figure 1103] In Modification Example 6, (a) is a flowchart showing the error notification setting process, and (b) is a flowchart showing the volume setting process. [Figure 1104] This diagram illustrates the relationship between the type of error and whether or not the volume can be changed. [Figure 1105] This diagram illustrates the relationship between the type of error, whether the volume can be changed, and when the change becomes effective in the modified example 7. [Figure 1106] This is a flowchart showing the standby mode setting process in modified example 8. [Figure 1107] This is a diagram illustrating an example of a sub-volume image and shortcut operation image. [Figure 1108] This diagram illustrates the relationship between the liquid crystal volume counter and the substrate volume counter in modified example 9. [Figure 1109] This is a flowchart showing the volume setting process at startup. [Figure 1110] This is a flowchart showing the sound output settings process. [Figure 1111] (a) is a flowchart showing the process for displaying the volume setting screen, and (b) is a flowchart showing the standby mode management process. [Figure 1112] This flowchart shows the process for handling volume setting operations. [Figure 1113] This is a flowchart showing the volume setting process on the circuit board. [Figure 1114] This is a flowchart showing the change handling process. [Figure 1115] This diagram illustrates the changes in volume and sub-volume images that occur when the volume is adjusted. [Figure 1116]This diagram illustrates the changes in volume and sub-volume images that occur when the volume is adjusted. [Figure 1117] This is a front view of a slot machine in the 13th embodiment. [Figure 1118] This is a perspective view of a slot machine with the front door closed. [Figure 1119] This is a perspective view of a slot machine with the front door open. [Figure 1120] This is a rear view of the front door. [Figure 1121] This is a front view of the enclosure. [Figure 1122] This is a diagram illustrating a device that detects inserted medals. [Figure 1123] This diagram shows the arrangement of symbols on each reel. [Figure 1124] This is an explanatory diagram showing the relationship between the symbols visible through the display window and the winning lines. [Figure 1125] This is an explanatory diagram showing the relationship between the type of prize awarded and the benefits that are granted. [Figure 1126] This is an explanatory diagram showing the relationship between the type of prize awarded and the benefits that are granted. [Figure 1127] This is an explanatory diagram showing the relationship between the type of prize awarded and the benefits that are granted. [Figure 1128] This is a diagram illustrating an example of how an award is given. [Figure 1129] This is a diagram illustrating an example of how an award is given. [Figure 1130] This is a diagram illustrating an example of how an award is given. [Figure 1131] This is a diagram illustrating an example of how an award is given. [Figure 1132] This is a block diagram showing the electrical configuration of the main control unit. [Figure 1133] This is a block diagram showing the electrical configuration of a display control device. [Figure 1134] This flowchart shows the timer interrupt processing by the main control unit. [Figure 1135] This is a flowchart showing the main processing performed by the main control unit. [Figure 1136]This is a flowchart of the normal process. [Figure 1137] This is a flowchart showing the lottery process. [Figure 1138] This figure shows an example of a lottery table for normal gameplay when 3 bets are placed. [Figure 1139] This figure shows an example of a lottery table for normal gameplay when 2 bets are placed. [Figure 1140] This is a flowchart showing the reel control process. [Figure 1141] This is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning combinations that can be achieved. [Figure 1142] This is a flowchart showing the payout determination process. [Figure 1143] This is a flowchart showing the medal payout process. [Figure 1144] This is a flowchart showing the bonus state processing. [Figure 1145] This figure shows an example of a lottery table for bonus states. [Figure 1146] This is an explanatory diagram showing the transition relationships between each state. [Figure 1147] This is a flowchart showing the process for handling lottery results. [Figure 1148] This is a flowchart showing the process for determining when to enter the advantageous period. [Figure 1149] This figure shows an example of various transition lottery tables. [Figure 1150] This is a flowchart showing the process for AT (Automatic Transmission) lottery. [Figure 1151] This is a flowchart showing the process for adding AT (Automatic Transmission) bonuses. [Figure 1152] This figure shows an example of a bonus lottery table. [Figure 1153] This diagram illustrates the overview of the instruction monitor and section indicator. [Figure 1154] This is an explanatory diagram showing an overview of the button press order notification effect performed on the auxiliary display unit. [Figure 1155](a) is a flowchart showing the processing of the lottery result command, and (b) is an explanatory diagram to explain the relationship between the lottery result command and the button press order notification command. [Figure 1156] This is a flowchart showing the process for handling award results. [Figure 1157] The flowchart shows the processing for the pre-announcement mode. [Figure 1158] (a) is a flowchart showing the continuation rate setting process, and (b) is a diagram showing an example of the selection rate for the continuation rate in CZ mode. [Figure 1159] This flowchart shows the processing for CZ mode. [Figure 1160] This is a flowchart showing the processing for AT mode. [Figure 1161] This is a flowchart showing the first processing step for displaying the interval. [Figure 1162] This is a flowchart showing the second processing step for displaying the interval. [Figure 1163] This is a flowchart showing the main display processing performed by the sub-control unit. [Figure 1164] This is a flowchart showing the process for setting up the production settings. [Figure 1165] This is a flowchart showing the process for setting the effects during betting. [Figure 1166] This is a flowchart showing the process for setting the effects during the initial operation. [Figure 1167] This is a flowchart showing the process for setting the animation at the start of rotation. [Figure 1168] This flowchart shows the process for setting the animation when the program can be stopped. [Figure 1169] This is a flowchart showing the process for setting the animation when the program is stopped. [Figure 1170] This is a flowchart showing the process for setting the winning animation. [Figure 1171] This is a flowchart showing the process for setting the animation at the start of payout. [Figure 1172] This is a flowchart showing the process for setting the animation at the end of payout. [Figure 1173] This is a flowchart showing the error notification setting process. [Figure 1174] This is a flowchart showing the first process for updating the acquired information. [Figure 1175] This is a flowchart showing the second process for updating the acquired display. [Figure 1176] This is a flowchart showing the process for updating the number of items consumed. [Figure 1177] This flowchart shows the process for updating the remaining quantity display. [Figure 1178] This figure shows an example of a display effect on the auxiliary display unit. [Figure 1179] This figure shows an example of a display effect on the auxiliary display unit. [Figure 1180] This figure shows an example of a display effect on the auxiliary display unit. [Figure 1181] This figure shows an example of a display effect on the auxiliary display unit. [Figure 1182] This figure shows an example of a display effect on the auxiliary display unit. [Figure 1183] This figure shows an example of a display effect on the auxiliary display unit. [Figure 1184] This figure shows an example of a display effect on the auxiliary display unit. [Figure 1185] This figure shows an example of a display effect on the auxiliary display unit. [Figure 1186] This is a flowchart showing the command determination process. [Figure 1187] This diagram explains the relationship between the command counter and the game's progress. [Figure 1188] This is a flowchart showing the betting decision process. [Figure 1189] This is a flowchart showing the judgment process at the start of the operation. [Figure 1190] This is a flowchart showing the process for determining when rotation starts. [Figure 1191] This flowchart shows the process for determining when it is possible to stop the program. [Figure 1192] This flowchart shows the process for determining when a system is stopped. [Figure 1193] This is a flowchart showing the process for determining winners. [Figure 1194]This is a flowchart showing the process for determining when a payout begins. [Figure 1195] This is a flowchart showing the process for determining when a payout has ended. [Figure 1196] This flowchart shows the error handling process. [Figure 1197] This diagram shows the relationship between gameplay commands and the resulting visual effects. [Figure 1198] This diagram shows the relationship between gameplay commands and the resulting visual effects. [Figure 1199] This diagram shows the relationship between gameplay commands and the resulting visual effects. [Figure 1200] This diagram shows the relationship between gameplay commands and the resulting visual effects. [Figure 1201] This diagram shows the relationship between gameplay commands and the resulting visual effects. [Figure 1202] This diagram shows the relationship between gameplay commands and the resulting visual effects. [Figure 1203] This diagram shows the relationship between gameplay commands and the resulting visual effects. [Figure 1204] This diagram shows the relationship between gameplay commands and the resulting visual effects. [Figure 1205] This diagram shows the relationship between gameplay commands and the resulting visual effects. [Figure 1206] This diagram illustrates the general outline of error notification for connection failures during startup. [Figure 1207] This is a timing chart to explain the circumstances under which error notifications for connection problems are issued. [Figure 1208] This is a timing chart used to explain the configuration for synchronizing the game's progress and the situations in which synchronization anomalies are identified. [Figure 1209] This is a flowchart showing the process for correcting the displayed information. [Figure 1210] This diagram illustrates how the number of acquired, used, and remaining tokens are updated. [Figure 1211] This diagram illustrates the relationship between the button press order notification animation and synchronization anomalies. [Figure 1212] This diagram illustrates the relationship between the button press order notification animation and synchronization anomalies. [Figure 1213] This diagram illustrates the relationship between the button press order notification animation and synchronization anomalies. [Figure 1214] This diagram illustrates the relationship between the button press order notification animation and synchronization anomalies. [Figure 1215] This diagram illustrates the relationship between the button press order notification animation and synchronization anomalies. [Figure 1216] In Modification Example 1, (a) is a flowchart showing part of the main display processing, and (b) is a flowchart showing the timer management processing. [Figure 1217] This diagram illustrates the relationship between connection errors and external output. [Figure 1218] In the modified example 2, (a) is a diagram illustrating the power switch on the sub-controller side, and (b) is a flowchart showing a part of the display main processing. [Figure 1219] This is a timing chart to explain how error notifications are issued for connection problems during startup. [Figure 1220] This is a flowchart showing the door open detection process in modified example 3. [Figure 1221] This is a flowchart showing the error notification setting process. [Figure 1222] This flowchart shows the error handling process. [Figure 1223] This is a flowchart showing the process while the door is open. [Figure 1224] This is a timing chart to explain the relationship between the opening and closing of the front door and the error notification for connection abnormalities. [Figure 1225] This diagram illustrates the relationship between error notification and connection abnormalities in modified example 4. [Figure 1226] This is a flowchart showing the command determination process in Modification Example 5. [Figure 1227] This is a diagram to explain the setting commands, which are part of the game progression commands. [Figure 1228] This flowchart shows the process for determining when a system is stopped. [Figure 1229]In Modification Example 6, (a) is a diagram illustrating the sub-game progress state in a waiting state, and (b) is a flowchart showing the stop judgment process. [Figure 1230] This is a flowchart showing the start operation determination process in Modification Example 7. [Figure 1231] This is a flowchart showing the process for determining winners. [Figure 1232] This is a flowchart showing the process for advancing the game. [Figure 1233] This diagram illustrates the relationship between the game's progress and the triggers for its progression. [Figure 1234] This is a flowchart showing the game progression process in modified example 8. [Figure 1235] This is a diagram illustrating the overview of the first delayed error notification. [Figure 1236] This is a diagram illustrating the overview of the second delayed error notification. [Figure 1237] This diagram illustrates the processing and presentation content when a synchronization anomaly is identified in Modification Example 9. [Figure 1238] This is a flowchart showing the second command determination process in modified example 10. [Figure 1239] (a) is a diagram illustrating the relationship between the status command counter and the status progression command, and (b) is a flowchart showing the corresponding performance setting process. [Figure 1240] This is a flowchart illustrating the command determination process in modified example 11. [Figure 1241] This diagram illustrates the processing and presentation content when a synchronization anomaly is identified in Modification 12. [Figure 1242] This is a flowchart showing the stop animation setting process in modified example 13. [Figure 1243] This is a timing chart to explain how the winning animations are pre-set. [Figure 1244] In modified example 14, (a) is a flowchart showing the process for setting the start animation for replay, and (b) is a diagram showing an example of the display animation on the auxiliary display unit. [Figure 1245] This is a flowchart showing the reel control process in modified example 15. [Figure 1246] This is a flowchart showing the process for setting the animation when the program is stopped. [Figure 1247] This is a flowchart showing the process for creating a special animation when a prize is awarded. [Figure 1248] This is a timing chart to explain the relationship between the stopping symbols and the pre-set winning animations. [Figure 1249] The flowchart in Modification 16 shows the process for pre-setting the payout. [Figure 1250] This diagram illustrates the presentation of the game where a connection error occurs, and the operation method, presentation, and prize results of the game where the connection error is resolved, as shown in Modification 17. [Figure 1251] This diagram illustrates the game's presentation during connection errors, as well as the operation, presentation, and prize results of the game that resolves connection errors. [Figure 1252] This diagram illustrates the game's presentation during connection errors, as well as the operation, presentation, and prize results of the game that resolves connection errors. [Figure 1253] This is a flowchart showing the process for setting the winning animation in variation 18. [Figure 1254] This flowchart shows a part of the stop animation setting process in Modification Example 19. [Figure 1255] This is a timing chart to explain the relationship between the stopping symbols and the settings for the winning animation. [Modes for carrying out the invention]

[0010] <Embodiment 1a α> Below, one embodiment applied to a type of amusement machine, specifically a slot machine, will be described in detail based on 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 casing 11.

[0011] As shown in Figures 1 to 5, the slot machine 10 is equipped with a casing 11 that forms its outer shell. The casing 11 is formed in a box shape with an open front and is attached to the island equipment in the gaming hall by driving nails into it.

[0012] A front door 12 is attached to the front side of the housing 11 so as to be openable and closable. Specifically, the housing 11 has a pair of upper and lower support shafts 13a and 13b on its left side when viewed from the front, and the front door 12 has bearing portions 14a and 14b at positions corresponding to each support shaft 13a and 13b. When the support shafts 13a and 13b are inserted into the bearing portions 14a and 14b, the front door 12 is supported so as to be rotatable about an opening and closing axis extending vertically from the housing 11, connecting the two support shafts 13a and 13b, and the front open side of the housing 11 can be opened or closed by rotating the front door 12. The front door 12 is locked and cannot be opened by a locking device 20 provided on its back side. A key cylinder 21 integrated with the locking device 20 is provided on the upper right side of the front door 12, and the locked state is released by a predetermined key operation on the key cylinder 21.

[0013] A game panel 25 is provided near the top center of the front door 12 to inform the player of the game status. The game panel 25 has three vertically elongated display windows 26L, 26M, and 26R arranged horizontally, allowing the inside of the slot machine 10 to be seen through each of the display windows 26L, 26M, and 26R. Alternatively, the display windows 26L, 26M, and 26R may be combined into a single common display window.

[0014] As shown in Figure 3, the housing 11 is divided into upper and lower sections 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 comprises a left reel 32L, a middle reel 32M, and a right reel 32R, each formed in a cylindrical (annular) shape. Each reel 32L, 32M, and 32R is rotatably supported such that its central axis is the axis of rotation of that reel. The axes of rotation of each reel 32L, 32M, and 32R are arranged on the same axis extending in a substantially horizontal direction, and each reel 32L, 32M, and 32R corresponds one-to-one with 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 windows 26L, 26M, and 26R. Furthermore, when reels 32L, 32M, and 32R rotate in the forward direction, the surfaces of reels 32L, 32M, and 32R are displayed through the respective display windows 26L, 26M, and 26R, appearing as if they are moving from top to bottom.

[0015] Here, we will briefly explain the configuration of the reel unit 31.

[0016] Each reel 32L, 32M, and 32R is connected to a stepping motor, and the drive of each stepping motor allows each reel 32L, 32M, and 32R to rotate individually, that is, independently. The stepping motor is set to rotate once when a drive signal of, for example, 500 pulses (hereinafter also referred to as excitation pulses) is applied, and the rotation position of the stepping motor, i.e., the rotation position of the reel, is controlled by these excitation pulses. In addition, the reel unit 31 is equipped with reel index sensors on each reel 32L, 32M, and 32R to detect when the reel has completed one rotation. Whenever the reel index sensor detects that the reel has completed one rotation, a detection signal is output to the main control device 101, which will be described later. Therefore, the main control device 101 can check and correct the angular position of each reel 32L, 32M, and 32R every rotation based on the detection signal from the reel index sensor and the number of excitation pulses output up to the time the detection signal is input.

[0017] Each reel 32L, 32M, and 32R has multiple symbols drawn on its outer surface in the direction of its longer side (circumferential direction) as identification information. More specifically, 20 symbols are drawn at equal intervals. Therefore, switching a symbol at a predetermined position to the next symbol requires the output of 25 excitation pulses (= 500 pulses ÷ 20 symbols). The main control device 101 can also determine which symbols are visible from the display windows 26L, 26M, and 26R, or control the reels to stop a predetermined symbol at a position visible from the display windows 26L, 26M, and 26R, based on the number of excitation pulses output after receiving the detection signal from the reel index sensor.

[0018] Next, we will explain the designs depicted on each reel, 32L, 32M, and 32R.

[0019] Figure 6 shows the symbol arrangements for the left reel 32L, the middle reel 32M, and the right reel 32R. As shown in the figure, each reel 32L, 32M, and 32R has 20 symbols arranged in a single row. In addition, each reel 32L, 32M, and 32R is numbered from 0 to 19, but these numbers are used by the main control device 101 to recognize the symbols that are visible from 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.

[0020] There are 10 types of symbols: "Bell" symbol (for example, the 1st position on the left reel 32L), "Replay" symbol (for example, the 0th position on the left reel 32L), "Red 7" symbol (for example, the 14th position on the left reel 32L), "Watermelon" symbol (for example, the 2nd position on the left reel 32L), "Cherry" symbol (for example, the 8th position on the left reel 32L), "BAR" symbol (for example, the 9th position on the left reel 32L), "White 7" symbol (for example, the 3rd position on the left reel 32L), "Young Man" symbol (for example, the 18th position on the left reel 32L), "Red Shell" symbol (for example, the 4th position on the left reel 32L), and "White Shell" symbol (for example, the 19th position on the left reel 32L). As shown in Figure 6, the number and arrangement order of each symbol are completely different on each reel 32L, 32M, and 32R.

[0021] Each display window 26L, 26M, and 26R is shaped so that three of the 20 symbols attached to the corresponding reel are visible in their entirety. Therefore, when all reels 32L, 32M, and 32R are stopped, 3 x 3 = 9 symbols are visible through the display windows 26L, 26M, and 26R.

[0022] In this slot machine 10, the results of each game are announced using a combination of three symbols from the visible symbols, one symbol for each reel 32L, 32M, and 32R. As described above, 3 x 3 = 9 symbols are visible, so the combinations of these three symbols include, for example, the combination of symbols that stop on the upper line L1, which connects the upper symbols of each reel 32L, 32M, and 32R, as shown in Figure 7, the combination of symbols that stop on the middle line L2, which connects the middle symbols of each reel 32L, 32M, and 32R, and the combination of symbols that stop on the lower line L3, which connects the lower symbols of each reel 32L, 32M, and 32R. Additionally, there are combinations of symbols that stop on line L4, which connects the upper symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the lower symbol on the right reel 32R, as well as combinations of symbols that stop on line L5, which connects the lower symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the upper symbol on the right reel 32R. Furthermore, there are combinations of symbols that stop on the bent line L6, which connects the middle symbol on the left reel 32L, the upper symbol on the middle reel 32M, and the upper symbol on the right reel 32R. Lines L1 to L5 above are lines that form a straight line when the symbols are lined up, while the bent line L6 is a line that bends midway when the symbols are lined up. Note that there are other combinations of symbols that stop on lines that bend besides the bent line L6, but these will not be explained here.

[0023] Of these lines L1 to L6, some lines are activated by betting medals, while others are not. When symbols stop in a predetermined combination on an activated line, a prize is awarded, and a predetermined number of medals (the game medium) are paid out, or the game state is changed. On the other hand, when symbols stop in a predetermined combination on an inactive line, no prize is awarded, and the above-mentioned prizes are not granted.

[0024] In this slot machine 10, of the lines L1 to L6 mentioned above, the bent line L6 is set as the active line. More specifically, in this slot machine 10, there are cases where the game starts with a bet of 3 coins and cases where the game starts with a bet of 2 coins. In the cases where the game starts with a bet of 3 or 2 coins, only the bent line L6 is set as the active line, and the other lines L1 to L5 are not set as active lines. In the following description, the bent line L6 may be referred to as the active line ML. Also, below, a game started with a bet of 3 coins will be referred to as a 3-bet game, a game started with a bet of 2 coins will be referred to as a 2-bet game, and a game started with a bet of 1 coin will be referred to as a 1-bet game. Note that in this embodiment, a 1-bet game is not set.

[0025] Figures 8 to 10 show the correspondence between the winning combinations of patterns and the prizes awarded to the winners.

[0026] The types of small wins that result in medal payouts are the 1st small win through the 32nd small win.

[0027] If 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 all stop on the active payline ML, a first-round win is achieved. When a first-round win is achieved, 13 medals are paid out in a 3-bet game, and 5 medals are paid out in a 2-bet game.

[0028] As shown in Figure 11(a), when the symbol corresponding to the first winning combination stops on the active line ML, the "bell" symbol aligns and stops on the downward-sloping line L4. Therefore, the player can easily understand that a winning combination corresponding to the bell has been achieved.

[0029] 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) all stop on the active payline ML, a second small win is awarded. When a second small win is achieved, 13 medals are paid out in a 3-bet game, and 5 medals are paid out in a 2-bet game.

[0030] As shown in Figure 11(b), when the symbol corresponding to the second winning combination stops on the active line ML, the "bell" symbol aligns and stops on the upper line L1. Therefore, the player can easily understand that a winning combination corresponding to the bell has been achieved, and also understand that a different winning combination has been achieved from the first winning combination described above, based on the difference in the line on which the "bell" symbol aligns.

[0031] If 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 all stop on the active payline ML, a third small win is achieved. When a third small win is achieved, 13 medals are paid out in a 3-bet game, and 5 medals are paid out in a 2-bet game.

[0032] As shown in Figure 11(c), when the symbol corresponding to the third winning combination stops on the active line ML, the "bell" symbol aligns and stops on the middle line L2. Therefore, the player can easily understand that a winning combination corresponding to the bell has been achieved, and also understand that a different winning combination has been achieved from the first and second winning combinations mentioned above, based on the difference in the lines on which the "bell" symbols align.

[0033] If 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) all stop on the active payline ML, a fourth small win is achieved. When a fourth small win is achieved, 13 medals are paid out in a 3-bet game, and 5 medals are paid out in a 2-bet game.

[0034] As shown in Figure 11(d), when the symbol corresponding to the 4th small win stops on the active line ML, the "bell" symbol aligns and stops on the upward-sloping line L5. Therefore, the player can easily understand that a small win corresponding to the bell has been achieved, and also understand that a different small win has been achieved from the 1st to 3rd small wins described above, based on the difference in the lines on which the "bell" symbols align.

[0035] If 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 all stop on the active payline ML, a 5th small win is achieved. When a 5th small win is achieved, 13 medals are paid out in a 3-bet game, and 5 medals are paid out in a 2-bet game.

[0036] As shown in Figure 11(e), when the symbol corresponding to the 5th small win stops on the active line ML, the "bell" symbol aligns and stops on the lower line L3. Therefore, the player can easily understand that a small win corresponding to the bell has been achieved, and also understand that a different small win has been achieved from the 1st to 4th small wins described above, based on the difference in the line on which the "bell" symbol aligns.

[0037] If 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 all stop on the active payline ML, a 6th small win is achieved. When a 6th small win is achieved, 13 medals are paid out in a 3-bet game, and 5 medals are paid out in a 2-bet game.

[0038] As shown in Figure 11(f), when the symbol corresponding to the 6th small win stops on the active line ML, the "bell" symbol stops on the lower part of the left reel 32L, the middle part of the middle reel 32M, and the lower part of the right reel 32R (they stop in a small mountain shape). Therefore, the player can easily understand that a small win corresponding to the bell has been achieved, and also understand that a different small win has been achieved from the 1st to 5th small wins described above, based on the difference in the stopping positions of the "bell" symbols.

[0039] If the "Bell" symbol on the left reel 32L, the "White 7", "Cherry", "Red Shell", or "Young Man" symbol on the middle reel 32M, and the "White 7", "White Shell", or "Young Man" symbol on the right reel 32R all stop on the active payline ML, a 7th small win is achieved. When a 7th small win is achieved, 3 medals are paid out in 3-bet games and 3 medals are paid out in 2-bet games.

[0040] As shown in Figure 12(a), when the symbol corresponding to the 7th small win stops on the active line ML, the "watermelon" symbol aligns and stops on the downward sloping line L4. Therefore, the player can easily understand that a small win corresponding to the watermelon has been achieved.

[0041] If 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 all stop on the active payline ML, the 8th small win is achieved. When the 8th small win is achieved, 3 medals are paid out in 3-bet games, and 3 medals are paid out in 2-bet games.

[0042] As shown in Figure 12(b), when the symbol corresponding to the 8th small win stops on the active line ML, the "watermelon" symbol aligns and stops on the upper line L1. Therefore, the player can easily understand that a small win corresponding to the watermelon has been achieved, and also understand that a different small win has been achieved from the 7th small win mentioned above, due to the difference in the line on which the "watermelon" symbol aligns.

[0043] The 9th through 32nd small wins are primarily awarded when the 1st through 6th small wins are missed; they are what are known as missed wins. When the 9th through 32nd small wins are achieved, one medal is paid out in 3-bet games and one medal is paid out in 2-bet games. For the 9th to 32nd small wins, a win is achieved when the corresponding combinations of the following symbols stop on the active line ML: the "Replay" symbol, "Red 7" symbol, "BAR" symbol, "Red Shell" symbol, "White Shell" symbol, "Young Man" symbol, or "Bell" symbol on the left reel 32L; the "White 7" symbol, "Cherry" symbol, "Red Shell" symbol, "Young Man" symbol, "Red 7" symbol, "Watermelon" symbol, "Replay" symbol, "BAR" symbol, "Bell" symbol, or "White Shell" symbol on the middle reel 32M; and the "Red 7" symbol, "White 7" symbol, "White Shell" symbol, "Young Man" symbol, "Watermelon" symbol, "Red Shell" symbol, "BAR" symbol, or "Replay" symbol on the right reel 32R. As shown in Figures 8 and 9, the combinations of symbols corresponding to the 9th to 32nd small wins are all set so that the "bell" symbol does not line up and stop on a straight line (L1 to L5), making it easy to understand when a small win corresponding to the bell has not occurred.

[0044] Incidentally, in the configuration in which medals are paid out based on the winning combinations from the 1st to the 32nd small wins mentioned above, the winning combinations that are paid out are a type of reward (game value) that is granted according to the result of the game. Furthermore, in this specification, the medals that are paid out may also be referred to as "payouts," and the ratio of the number of medals paid out (payouts) to the number of medals inserted (bet) may also be referred to as the payout rate.

[0045] The prizes that grant the benefit of being able to play the next game without inserting any more tokens include the 1st Replay Prize to the 12th Replay Prize. As shown in Figure 10, there are specific symbol combinations that result in a prize for each of these 1st Replay Prizes to the 12th Replay Prize.

[0046] The first replay is awarded when the "Replay" symbol on the left reel 32L, the "Watermelon" symbol on the middle reel 32M, and the "Red 7", "White 7", "White Shell", or "Young Man" symbols on the right reel 32R all stop on the active line ML. As shown in Figure 12(c), when the symbols corresponding to the first replay win stop on the active line ML, the "Replay" symbols will line up and stop on the middle line L2. Therefore, the player can easily understand that a replay win corresponding to a replay has been achieved.

[0047] A second re-spin is awarded when the "white 7" symbol on the left reel 32L, the "white shell" symbol on the middle reel 32M, and the "cherry" symbol on the right reel 32R all stop on the active line ML. When the symbols corresponding to the second re-spin win stop on the active line ML, the "white 7" symbols will line up and stop on the middle line L2, as shown in Figure 13(e).

[0048] A third re-spin win occurs 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 all stop on the active line ML. When the symbols corresponding to a third re-spin win stop on the active line ML, as shown in Figure 13(f), the "White 7" symbol stops in the middle of the left reel 32L and the middle of the middle reel 32M, and the "Red 7" symbol stops in the middle of the right reel 32R.

[0049] The fourth and fifth replays are adjustment replays used when multiple replays result in overlapping wins.

[0050] The 6th replay is awarded when the "bell" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "red 7", "white 7", "BAR", "cherry", "white shell", or "young man" symbol on the right reel 32R stop on the active line ML. As shown in Figure 12(d), when the symbols corresponding to the 6th replay are awarded on the active line ML, the "watermelon" symbol stops on the upper part of the left reel 32L and the upper part of the middle reel 32M, while the "watermelon" symbol does not stop on the upper part of the right reel 32R (the "watermelon" symbol stops on the lower part of the right reel 32R), resulting in a so-called upper-row watermelon miss. Furthermore, when the symbols corresponding to the 6th re-spin win stop on the active line ML, the "watermelon" symbols stop on the upper part of the left reel 32L and the lower part of the right reel 32R, while the "watermelon" symbol does not stop on the middle part of the middle reel 32M (the "watermelon" symbol stops on the upper part of the middle reel 32M), resulting in a so-called diagonal watermelon miss.

[0051] The 7th replay is awarded when the "bell" symbol on the left reel 32L, the "white 7", "cherry", "red shell", or "young man" symbol on the middle reel 32M, and the "watermelon" or "red shell" symbol on the right reel 32R all stop on the active line ML. As shown in Figure 12(e), when the symbols corresponding to the 7th replay are awarded on the active line ML, the "watermelon" symbol stops on the upper part of the left reel 32L and the upper part of the right reel 32R, while the "watermelon" symbol does not stop on the upper part of the middle reel 32M (the "watermelon" symbol stops on the middle part of the middle reel 32M), resulting in a so-called upper-row watermelon miss. Furthermore, when the symbols corresponding to the 7th re-spin win stop on the active line ML, the "watermelon" symbols stop on the upper part of the left reel 32L and the middle part of the middle reel 32M, while the "watermelon" symbol does not stop on the lower part of the right reel 32R (the "watermelon" symbol stops on the upper part of the right reel 32R), resulting in a so-called diagonal watermelon miss.

[0052] The 8th replay is awarded when the "Watermelon" symbol on the left reel 32L, the "White 7", "Cherry", "Red Shell", or "Young Man" symbol on the middle reel 32M, and the "Replay" symbol on the right reel 32R all stop on the active line ML. As shown in Figure 13(a), when the symbols corresponding to the 8th replay are stopped on the active line ML, the "Watermelon" symbols will line up and stop on the middle line L2.

[0053] The 9th replay is awarded when the "Replay" symbol on the left reel 32L, the "Watermelon" symbol on the middle reel 32M, and the "Watermelon" or "Red Shell" symbol on the right reel 32R all stop on the active line ML. As shown in Figure 13(b), when the symbols corresponding to the 9th replay are awarded on the active line ML, the "Replay" symbols stop in the middle of the left reel 32L and the middle reel 32M, while the "Replay" symbol does not stop in the middle of the right reel 32R (the "Bell" symbol stops in the middle of the right reel 32R), resulting in a so-called middle replay miss.

[0054] The 10th re-spin is awarded when the "BAR" symbol on the left reel 32L, the "White 7", "BAR", "Cherry", "Ark Shell", or "Young Man" symbol on the middle reel 32M, and the "Red 7", "White 7", "BAR", "Cherry", "Ark Shell", or "Young Man" symbol on the right reel 32R all stop on the active line ML. The 12th re-spin is awarded when the "BAR" symbol on the left reel 32L, the "BAR" symbol on the middle reel 32M, and the "Bell", "Watermelon", or "Ark Shell" symbol on the right reel 32R all stop on the active line ML. As shown in Figures 13(c) and 13(d), when a symbol corresponding to the 10th re-spin win or the 12th re-spin win stops on the active line ML, the "cherry" symbol stops on the lower row of the left reel 32L. If you have won the 10th re-spin or the 12th re-spin, when you aim for the "cherry" symbol on the right reel 32R and try to stop it, the "cherry" symbol will stop on the upper row in the case of a 10th re-spin win, and on the middle or lower row in the case of a 12th re-spin win, making it possible to distinguish between the 10th re-spin win and the 12th re-spin win. The 11th re-spin win occurs when it is not possible to win the 10th re-spin or the 12th re-spin, that is, when a miss may occur.

[0055] The only types of wins that result in a change of game state are the 1st Big Bonus (BB) win and the 2nd Big Bonus (BB) win.

[0056] If the "Replay" symbol on the left reel 32L, the "Bell" symbol on the middle reel 32M, and the "BAR" symbol on the right reel 32R all stop on the active line ML, the first Big Bonus (BB) is awarded. When the first BB is awarded, the game state transitions to the first BB state. As shown in Figure 14(a), when the symbols corresponding to the first BB are awarded stop on the active line ML, the "BAR" symbols may line up and stop on the upward-sloping line L5, or as shown in Figure 14(b), the "Red 7" symbol, the "Red 7" symbol, and the "BAR" symbol may stop on the upward-sloping line L5 from left to right.

[0057] If the "Akagai" symbol on the left reel 32L, the "Bell" symbol on the middle reel 32M, and the "Bell" symbol on the right reel 32R all stop on the active line ML, a second Big Bonus (BB) is awarded. When a second BB is awarded, the game state transitions to the second BB state. As shown in Figure 14(c), when the symbols corresponding to a second BB are awarded on the active line ML, the "White 7" symbols may line up and stop on the lower line L3, or, as shown in Figure 14(d), the "White 7" symbols, "White 7" symbols, and "Red 7" symbols may stop on the lower line L3 from left to right.

[0058] A start lever 41 is provided on the lower left side of the game panel 25, which is operated to start the rotation of each reel 32L, 32M, and 32R. The start lever 41 constitutes a start operation means or activation operation means that is operated to start the rotation of the reels 32L, 32M, and 32R, that is, to start the variable display of the symbols. When the start lever 41 is operated with a predetermined number of tokens inserted, each reel 32L, 32M, and 32R will start to rotate.

[0059] To the right of the start lever 41 are button-shaped stop switches 42-44, which are operated to individually stop each of the rotating reels 32L, 32M, and 32R. Each stop switch 42-44 is located directly below the display windows 26L, 26M, and 26R, which correspond to the reels 32L, 32M, and 32R that are to be stopped.

[0060] Stop switches 42 to 44 are each connected to stop detection sensors 42a to 44a (Figure 15), and the stop detection sensors 42a to 44a are connected to the main control unit 101, which will be described later. The main control unit 101 determines whether a stop switch 42 to 44 has been operated based on the detection signals from the stop detection sensors 42a to 44a. Specifically, when a stop switch 42 to 44 is not operated, a LOW detection signal is output from the stop detection sensors 42a to 44a, and when a stop switch 42 to 44 is operated, this detection signal switches from a LOW signal to a HI signal. The main control unit 101 detects this signal switch and determines that a stop switch 42 to 44 has been operated. When the main control unit 101 determines that a stop switch 42 to 44 has been operated, it controls the rotation of the reel corresponding to the operated switch to stop.

[0061] In other words, when the left stop switch 42 is operated, the rotation of the left reel 32L stops; when the middle stop switch 43 is operated, the rotation of the middle reel 32M stops; and when the right stop switch 44 is operated, the rotation of the right reel 32R stops. The stop switches 42 to 44 constitute a stop operation means that is operated to stop the variable display of symbols based on the rotation of reels 32L, 32M, and 32R.

[0062] Each of the stop switches 42 to 44 has a stop lamp 42b to 44b built into it. The light from the stop lamps 42b to 44b partially passes through the operating surface of the stop switches 42 to 44, making the light from the stop lamps 42b to 44b visible through the stop switches 42 to 44. When the stop switches 42 to 44 are activated, the stop lamps 42b to 44b are controlled to illuminate, and when the stop switches 42 to 44 are deactivated, the corresponding stop lamps 42b to 44b are controlled to turn off.

[0063] A coin slot 45 for inserting coins is provided in the lower right of the display windows 26L, 26M, and 26R. The coin slot 45 constitutes an input means for inputting game media. Furthermore, considering that the coin slot 45 involves the player directly inserting coins, it can also be said to constitute a direct input means for directly inputting game media.

[0064] Coins inserted through the coin slot 45 are guided to either the storage passage 47 or the discharge passage 48 by a selector 46, which is a passage switching means located on the back of the front door 12. More specifically, the selector 46 is equipped with a coin passage switching solenoid 46a. When the coin passage switching solenoid 46a is not energized, the coins are guided to the discharge passage 48, and when the coin passage switching solenoid 46a is energized, the coins are guided to the storage passage 47. Coins guided to the storage passage 47 are led to a hopper device 51 housed inside the casing 11. On the other hand, coins guided to the discharge passage 48 are guided to a coin tray 50 through a coin discharge port 49 located on the lower front of the front door 12 and returned to the player.

[0065] The hopper device 51 consists of a storage tank 52 for storing medals and a dispensing device 53 for dispensing medals to players. The dispensing device 53 rotates a medal dispensing rotating plate (not shown) to discharge medals into an opening 48a in a discharge passage 48, and then dispenses the medals into a medal tray 50 via the discharge passage 48. To the right of the hopper device 51, there is a reserve tank 54 to prevent the storage tank 52 from accumulating more than a predetermined amount of medals. Inside the storage tank 52 of the hopper device 51, there is a guide plate 52a that discharges medals from the storage tank 52 to the reserve tank 54. Therefore, if the amount of medals stored exceeds the height of the guide plate 52a, those medals will be stored in the reserve tank 54.

[0066] A button-shaped return switch 55 is provided below the medal slot 45. If the return switch 55 is operated while medals inserted into the medal slot 45 are jammed inside the selector 46, the selector 46 is mechanically activated in conjunction with the switch, and the jammed medals inside the selector 46 are returned from the medal outlet 49.

[0067] Lower left of the display windows 26L, 26M, and 26R is a first credit insertion switch 56 for inserting a predetermined specific number of credited virtual tokens, which are the game's prescribed number of tokens, at once. The specific number is set according to the progress of the game. For example, if the prescribed number of tokens for the game is set to 3 and the specific number is set to 3, when the first credit insertion switch 56 is operated, 3 virtual tokens will be inserted, provided that there are credits. If the prescribed number of tokens is set to 2 and the specific number is set to 2, when the first credit insertion switch 56 is operated, 2 virtual tokens will be inserted, provided that there are credits. If the prescribed number of tokens is set to 3 or 2 and the specific number is set to 3, when the first credit insertion switch 56 is operated, 3 virtual tokens will be inserted, provided that there are credits. If the prescribed number of tokens is set to 3 or 2 and the specific number is set to 2, when the first credit insertion switch 56 is operated, 2 virtual tokens will be inserted, provided that there are credits. Furthermore, 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 two virtual tokens. Each credit insertion switch 56, 57, together with the token slot 45, constitutes an input means for inputting the game medium. Also, while the token slot 45 involves the player directly inserting tokens, each credit insertion switch 56, 57 only involves the insertion of virtual tokens based on stored memory. Considering this, it can be said that they constitute an indirect input means for indirectly inputting the game medium. Note that in this slot machine 10, since only one virtual token is inserted, there is no credit insertion switch.

[0068] The first credit insertion switch 56 has a larger operating surface for the player than the second credit insertion switch 57, and its operability is superior to that of the second credit insertion switch 57. Therefore, it is assumed that the player will normally operate the first credit insertion switch 56 to proceed with the game. In other words, it is assumed that the player will normally insert a specific number of credits out of the prescribed number to play the game.

[0069] To the right of the first credit insertion switch 56 and the second credit insertion switch 57, there is an effect switch 66 that is operated when an effect occurs.

[0070] A settlement switch 59 is provided to the left of the start lever 41. In other words, this slot machine 10 has a credit function that stores any surplus inserted medals or medals paid out upon winning as virtual medals until a predetermined maximum value (equivalent to 50 medals) is reached. When the settlement switch 59 is operated while virtual medals are stored, the virtual medals are dispensed as real medals from the medal dispenser 49. In this case, focusing on the function of dispensing credited virtual medals as real medals, the settlement switch 59 can also be said to constitute a settlement operation means for actually dispensing the stored game media.

[0071] Below the display windows 26L, 26M, and 26R of the game panel 25 are a credit display unit 60 that displays the number of virtual medals currently credited, a remaining payout display unit 61 that displays the number of medals remaining to be dispensed until the BB state ends, and a payout display unit 62 that displays the number of medals dispensed when a win occurs. These display units 60 to 62 are composed of 7-segment displays, but it is of course possible to replace them with liquid crystal displays or the like.

[0072] Below the display windows 26L, 26M, and 26R on the game panel 25, and to the right of the payout display section 62, is an instruction monitor 68 which includes a push order indicator that notifies the order in which to operate the stop switches 42 to 44, and a section indicator that indicates an advantageous section, which is a section in which the probability of winning small prizes is changed by notifying the order of operation, allowing the player to proceed with the game in a favorable situation. The instruction monitor 68 will be described in detail later.

[0073] The upper part of the front door 12 is provided with an upper lamp 63 that lights up and flashes in accordance with the progress of the game, a pair of left and right speakers 64 that play various sound effects and inform the player of the game status in accordance with the progress of the game, and an auxiliary display unit 65 that provides the player with various information. The auxiliary display unit 65 is for executing various display effects in accordance with the progress of the game, and since the gameplay of each reel 32L, 32M, and 32R can be considered as being performed by the main display unit, it is referred to as the auxiliary display unit 65 in this embodiment. On the back of the auxiliary display unit 65 is a display control device 81 for driving the upper lamp 63, speakers 64, and auxiliary display unit 65.

[0074] In the front door 12, below the game panel 25 and below the stop switches 42-44, there is a lower display section 69 on which the model name of the game machine is displayed or which constitutes a predetermined display screen. The lower display section 69 may be configured as a liquid crystal display, or it may be provided with operation buttons for effects, or the entire lower display section 69 may be made operable.

[0075] Inside the casing 11, a power box 70 is provided to the left of the hopper device 51. The power box 70 houses a power supply unit 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 that supplies power to various parts, including the main control unit 101. The reset switch 72 is a switch for resetting the error state of the slot machine 10. The setting key insertion hole 73 is for hall managers to adjust the number of tokens dispensed. In other words, hall managers 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 the error state but also to change the winning probability of the slot machine 10.

[0076] Above the reel unit 31, a main control device 101 that centrally manages the game is mounted on the casing 11.

[0077] The main control unit 101 is equipped with a payout ratio monitor 77 to clearly indicate the ratio of favorable game states to unfavorable states for the player. The payout ratio monitor 77 is installed on the side of the main control unit 101 facing the front of the game machine so that it can be seen from the front of the game machine when the front door 12 is open, and cannot be seen from the front of the game machine when the front door 12 is closed. More specifically, the payout ratio monitor 77 is housed in a circuit board box so that its display surface can be seen through the circuit board box that houses the main control unit 101. Incidentally, when the front door 12 is closed, the payout ratio monitor 77 cannot be seen even through the gaps in the display windows 26L to 26R, and it is not possible to check the payout ratio monitor 77 unless the lock is released by a predetermined key operation on the key cylinder 21 and the front door 12 is opened. The payout ratio monitor 77 will be explained in detail later.

[0078] Next, the electrical configuration of this slot machine 10 will be explained based on the block diagrams in Figures 15 and 16.

[0079] The main control unit 101 is equipped with a microcomputer centered around a CPU 102, which is the arithmetic processing means. In addition to the power supply unit 91, the CPU 102 is connected via an internal bus to a clock circuit 103 that outputs a square wave of a predetermined frequency, and input / output ports 104, etc. This main control unit 101 functions as the main board built into the slot machine 10.

[0080] Various sensors are connected to the input side of the main control device 101, including the reel unit 31 (more specifically, a reel index sensor that individually detects when each reel 32L, 32M, and 32R has completed 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 stop switch 42 to 44, a coin insertion detection sensor 45a that detects coins inserted from the coin slot 45, a payout detection sensor 51a that detects coins dispensed from the hopper device 51, a first credit insertion detection sensor 56a that individually detects the operation of the first credit insertion switch 56, a second credit insertion detection sensor 57a that individually detects the operation of the second credit insertion switch 57, a settlement detection sensor 59a that detects the operation of the settlement switch 59, a reset detection sensor 72a that detects the operation of the reset switch 72, and a setting key detection sensor 73a that detects when a setting key is inserted into the setting key insertion hole 73 and turned ON. Signals from these various sensors are output to the CPU 102 via the input / output port 104.

[0081] 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, as well as a power outage monitoring circuit 91b.

[0082] The power outage monitoring circuit 91b monitors the power supply interruption status and generates a power outage signal not only during a power outage but also when the power is cut off by the power switch 71. Therefore, the power outage monitoring circuit 91b monitors the stabilized drive voltage (12 volts DC in this example) output from the power supply unit 91a, and is configured to output a power outage signal when this drive voltage drops to, for example, less than 10 volts, determining that the power supply has been cut off. The power outage signal is supplied to both the CPU 102 and the input / output port 104, and the CPU 102 recognizes this power outage signal to execute the power outage processing described later. This power outage signal is also supplied to the display control device 81.

[0083] The power supply unit 91a is configured to output a 5-volt stabilized voltage, which is used as the drive voltage in control systems such as the main control unit 101, even when the output voltage drops to less than 10 volts. The time for which this stabilized voltage is output is sufficient to allow the main control unit 101 to perform power outage processing.

[0084] The output side of the main control device 101 is connected via input / output ports 104 to the reel unit 31 (more specifically, the stepping motors for rotating each reel 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 payout display unit 61, the payout display unit 62, the instruction monitor 68, the payout ratio monitor 77, the display control device 81, and an external centralized terminal board 121 that can transmit information to a hall management device (not shown).

[0085] The CPU 102 described above includes a ROM 105 that stores various control programs and fixed value data executed by the CPU 102, and a RAM 106 that reserves a work area for temporarily storing various data when executing the control programs stored in the ROM 105. In addition, although not shown in the diagram, it also contains various processing circuits necessary for the slot machine 10, such as interrupt circuits, timer circuits, and data transmission / reception circuits, as well as various counters such as a credit counter for counting the number of credits. The ROM 105 and RAM 106 constitute the main memory as a storage means, and the programs for executing various processes are stored in the ROM 105 as part of the control programs.

[0086] The RAM 106 is configured to retain (back up) data even after the power to the slot machine 10 is cut off, by receiving a backup voltage from the power supply unit 91. The RAM 106 includes a memory for temporarily storing various data, a winning flag storage area 106a for storing the results of the prize draw, a stop information storage area 106b for storing stop information used when controlling the stopping of each reel 32L, 32M, and 32R, a setting value information storage area 106c for storing setting values, and a backup area.

[0087] The backup area is an area for storing the value of the stack pointer at the time of power interruption (including power interruption by operating the power switch 71; the same applies hereinafter) in the event of a power outage or other power interruption. When the power is restored (including power on by operating the power switch 71; the same applies hereinafter), the state of the slot machine 10 can be restored to the state before the power interruption based on the information in the backup area. Writing to the backup area is performed when the power is interrupted by the power outage processing (see Figure 17), and the restoration of each value written to the backup area is performed in the main processing when the power is turned on.

[0088] Furthermore, the NMI terminal (Non-Mascable Interrupt terminal) of the CPU 102 is configured to receive a power outage signal from the power outage monitoring circuit 91b when the power is cut off due to a power outage or other reason. When the power is cut off, the NMI interrupt process, which generates a power outage flag, is executed immediately.

[0089] The external centralized terminal board 121 described above is connected to the hall management device (hall computer) and data display of the gaming hall, and is used to output information to these external devices of the gaming machine. As shown in Figure 16, the external centralized terminal board 121 is provided with a game output terminal 121a for outputting information corresponding to the completion of a game, a first BB output terminal 121b and a second BB output terminal 121c for outputting information corresponding to the transition to the first BB and second BB as bonus states, and an AT output terminal 121d for outputting information corresponding to the transition to AT mode, which notifies the operation sequence of stop switches 42 to 44.

[0090] As shown in Figure 16, the display control device 81 is equipped with a microcomputer centered on a CPU 181, which is an arithmetic processing unit. The CPU 181 also contains a ROM 182 that stores various control programs and fixed value data executed by the CPU 181, and a RAM 183 that reserves a work area for temporarily storing various data when executing the control programs stored in the ROM 182.

[0091] The display control device 81 is provided with input / output ports (not shown), with the main control device 101 connected to the input side and the stop lamps 42b-44b, upper lamp 63, speaker 64, and auxiliary display unit 65 connected to the output side. The display control device 81 drives and controls the stop lamps 42b-44b, upper lamp 63, speaker 64, and auxiliary display unit 65 based on various commands input from the main control device 101. In other words, the display control device 81 is a sub-board that performs auxiliary control in relation to the main control device 101, which is the main board that comprehensively manages the game. That is, by providing a sub-board for indirect game-related sounds, lamps, and displays, the burden on the main board is reduced.

[0092] The display control device 81 has an input connected to an effect switch 66 (more specifically, an effect switch detection sensor that detects the operation of the effect switch 66). The various display units 60-62 and 68 may also be driven and controlled by the display control device 81.

[0093] Alternatively, the display control device 81 may be configured to connect all or part of the components 42b to 44b and 63 to 65 directly to the main control device 101, and the main control device 101 may directly control all or part of these components 42b to 44b and 63 to 65.

[0094] Next, we will explain the control processes executed by the CPU 102 of the main control unit 101. The processes of the CPU 102 can be broadly divided into the main process which is started when the power is turned on, the timer interrupt process which is started periodically (at a period of 1.49 msec in this embodiment), and the NMI interrupt process which is started when a power outage signal is input to the NMI terminal. In the following, we will explain the processes related to the progress of the game, namely the timer interrupt process and the normal process performed in the main process.

[0095] Figure 17 is a flowchart of the timer interrupt processing that is periodically executed by the main control unit 101, where the CPU 102 of the main control unit 101 generates a timer interrupt, for example, every 1.49 msec.

[0096] First, in the register saving process shown in step Sa101, the values ​​of all registers in CPU102 used in the normal processing described later are saved to the backup area of ​​RAM106. 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 to execute the power outage process.

[0097] Here, I will briefly explain how to handle power outages.

[0098] When the power supply is interrupted 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 unit 91, and this power outage signal is input to the main control unit 101 via the NMI terminal. When the main control unit 101 receives a power outage signal, it immediately executes an NMI interrupt process and sets the power outage flag in the power outage flag storage area provided in RAM 106.

[0099] In the power outage handling process, it is first determined whether the command transmission has finished. If transmission has not finished, this process is terminated, and the system returns to the timer interrupt process to terminate the command transmission. If the command transmission has finished, the value of the CPU 102's stack pointer is saved to the backup area of ​​RAM 106. After that, the output status of the output ports in I / O port 104 is cleared, and all actuators (not shown) are turned off. Then, a RAM judgment value is calculated to determine whether the data in RAM 106 is normal when the power outage is resolved, and saved to the backup area, thereby prohibiting further RAM access. After performing the above processes, the system enters an infinite loop in preparation for the possibility that the power will be completely cut off and processing will no longer be possible. In addition, considering the possibility that the power outage flag may be set incorrectly due to noise, for example, the system checks whether a power outage signal is being output until the system enters the infinite loop. If no power outage signal is output, it means that the system has recovered from the power outage state, so writing to RAM 106 is permitted, the power outage flag is reset, and the system returns to the timer interrupt process. If the power outage signal continues to be output, the system enters the infinite loop. Incidentally, even under an infinite loop, the program checks whether a power outage signal is being output, and if the power outage signal is no longer being output, it proceeds to the main process.

[0100] Returning to the explanation of timer interrupt processing, if the power outage flag is not set in step Sa102, the various processes from step Sa104 onwards are performed.

[0101] In other words, step Sa104 performs a watchdog timer clearing process to initialize the value of the watchdog timer used to monitor for malfunctions. Step Sa105 performs an interrupt termination declaration process to enable the CPU 102 itself to set the next timer interrupt. Step Sa106 performs a stepping motor control process to drive the stepping motors, which are the respective reel drive motors, in order to rotate each reel 32L, 32M, and 32R. Step Sa107 performs a sensor monitoring process that reads the status of various sensors (see Figure 15), such as stop detection sensors 42a~44a, inserted medal detection sensor 45a, and payout detection sensor 51a, connected to the input / output port 104, and monitors whether the reading results are normal or not. Step Sa108 performs a timer update process that subtracts or adds the values ​​of each counter and timer. Step Sa109 performs a counter process that outputs the count of the number of medals bet and the number of medals paid out to the external centralized terminal board 121. The timer update process in step Sa108 will be explained in detail later.

[0102] Step Sa110 performs command output processing to send various commands, such as the lottery result command described later, to the display control device 81. Step Sa111 performs segment data setting processing to set the segment data to be displayed on the credit display unit 60, the remaining payout display unit 61, the payout display unit 62, and the instruction monitor 68, respectively. Step Sa112 performs segment data display processing to supply the segment data set in the segment data setting processing to each display unit 60~62,68 and display the corresponding numbers, symbols, etc. Step Sa113 performs port output processing to output data corresponding to the I / O device from the input / output port 104. Step Sa114 restores the values ​​of each register that were saved to the backup area in the previous step Sa101 to the corresponding registers in the CPU 102. Then, in step Sa115, interrupt enable processing is performed to allow the next timer interrupt, and this series of timer interrupt processing ends.

[0103] Next, we will explain the normal processing that performs the main controls related to gameplay, based on the flowchart in Figure 18.

[0104] First, in step Sa201, interrupt enablement processing is performed to allow the next timer interrupt. In step Sa202, pre-start processing is performed to enable gameplay. During pre-start processing, the system waits until the display control device 81, etc., has finished initializing. Once the initialization of the display control device 81, etc., is complete, the game management processing shown in steps Sa203 to Sa212 is performed.

[0105] As part of the game management process, step Sa203 clears the various game information data stored in RAM106 (for example, random values ​​used in the previous game). Then, step Sa204 performs a wait-to-start process.

[0106] The start-up waiting process determines whether any re-play wins occurred in the previous game. If any re-play wins occurred, an automatic insertion process is performed to automatically insert the same number of virtual tokens as the previous bet, and the start-up waiting process ends. Specifically, for example, if a re-play win occurred in a 3-bet game, 3 virtual tokens are automatically inserted, and if a re-play win occurred in a 2-bet game, 2 virtual tokens are automatically inserted.

[0107] In the automatic coin insertion process, virtual coins are inserted without reducing the number of virtual coins displayed on the credit display unit 60. In other words, if any re-play win was achieved in the previous game, the player can play the current game without reducing the number of coins they possess or inserting any coins. If no re-play win was achieved, a sensor abnormality check process is performed in the sensor monitoring process step Sa107 of the timer interrupt process to check if there is an abnormality in the sensor reading result. If an abnormality occurs, the slot machine 10 is put into an error state and an abnormality occurrence process is performed to notify the occurrence of the error. This error state is maintained until the reset switch 72 is operated. If the sensor reading result is normal, it is determined whether the settlement switch 59 has been operated or not. If the settlement switch 59 has been operated, a coin return process is performed to pay out the same number of coins as the credited virtual coins.

[0108] If the medal return process is completed or the settlement switch 59 has not been operated, it is determined whether medals were inserted or the credit insertion switches 56, 57 were operated between the previous start-waiting process and the current start-waiting process. If either has been done, a medal insertion process is performed to change the bet amount, etc., and the start-waiting process is terminated. If neither medals were inserted nor the credit insertion switches 56, 57 were operated between the previous start-waiting process and the current start-waiting process, the start-waiting process is terminated as is.

[0109] After the start-waiting process is completed, step Sa205 determines whether the number of medals bet has reached the specified number. In this slot machine 10, the specified number of medals in the bonus state (BB state) is set to "3", and the specified numbers of medals in game states other than the bonus state are set to "2" and "3". In other words, in the bonus state, step Sa205 makes a positive determination if the number of medals bet is "3", and in states other than the bonus state, step Sa205 makes a positive determination if the number of medals bet is "2" or "3". To put it another way, in game states other than the bonus state, if no medals have been bet, or if medals have been bet but the number of medals bet is "1", step Sa205 makes a negative determination. If the number of medals bet has not reached the specified number, the process returns to the start-waiting process in step Sa204, and the processes from the sensor abnormality check process onward are performed.

[0110] If the number of bets reaches a specified number, a bet command containing information about the number of bets that was determined to be positive in step Sa205 is set in step Sa206 as an output target to the display control device 81, which acts as a sub-control device. The command set here is output to the display control device 81 in step Sa110 of the timer interrupt processing. Upon receiving the bet command, the display control device 81 executes processing for notification based on the bet operation (for example, notification that the conditions for starting the game have been met, or notification of the lottery results from the previous game), and controls the speaker 64 and the auxiliary display unit 65.

[0111] After executing the process in step Sa206, step Sa207 determines 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 in step Sa204, and the processes from the sensor abnormality check onward are performed.

[0112] On the other hand, when the start lever 41 is operated, the game can be started when the start lever 41 is operated while a specified number of medals have been bet, so this means that a start command has been issued to start the game. In this case, in step Sa208, an active line setting process is performed to set the combination lines corresponding to the number of bets as active lines. That is, only the bent line L6 is set as an active line. In step Sa209, the medal passage switching solenoid 46a is switched to a de-energized state to prohibit bet acceptance. After that, the lottery process in step Sa210, the reel control process in step Sa211, and the medal payout process in step Sa212 are executed in order, and the process returns to step Sa203.

[0113] Next, the lottery process in step Sa210 will be explained based on the flowchart in Figure 19.

[0114] Step Sa301 obtains a random number to be used when determining whether a winning combination is achieved. In this 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 65535, and 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 makes it possible to quickly obtain a random number when the start lever 41 is operated, thus avoiding synchronization and other problems. The hardware circuit of this slot machine 10 is configured to latch the value of the free run counter each time the start lever 41 is operated.

[0115] After obtaining a random number, step Sa302 selects a lottery table for determining whether a winning combination is achieved. This slot machine 10 has two main game states: a normal game state and a bonus state, and separate lottery tables are set for each game state. In the normal game state, as mentioned above, the specified number of bets is set to "3" and "2", so the lottery tables for the normal game state are set to be a lottery table for 3-bet games and a lottery table for 2-bet games.

[0116] In other words, in step Sa302, 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 none of the bonus state flags are set, it is determined that the current game state is the normal game state, and the lottery table for the normal game state is selected. If the current game is a 3-bet game, the lottery table for the normal game state for 3-bet games (Figure 20) is selected, and if the current game is a 2-bet game, the lottery table for the normal game state for 2-bet games (Figure 21) is selected. In addition, this slot machine 10 has six levels of winning probabilities pre-set from "Setting 1" to "Setting 6," and by inserting the setting key into the setting key insertion hole and turning it ON, along with performing a predetermined operation, it is possible to set which winning probability will be used to execute the internal processing. In step Sa302, when the setting state is "Setting 1," the lottery table with the lowest expected value of medal payout is selected, and when the setting state is "Setting 6," the lottery table with the highest expected value of medal payout is selected.

[0117] Here, I will provide some additional explanation regarding the process for setting the probability of winning.

[0118] The process for setting the winning probability is executed in the main process, which is started by the main control unit 101 when the power is turned on. More specifically, the process for setting the winning probability is started after the initialization process of the RAM 106 when the power is turned on while the setting key is inserted into the setting key insertion hole and the setting key is turned ON, as detected by the setting key detection sensor 73a. In the process for setting the winning probability, as a predetermined operation, the setting value is updated by 1 each time the start lever 41 is operated. For example, each time the start lever 41 is operated, the setting value is updated to "Setting 1" → "Setting 2" → "Setting 3" → "Setting 4" → "Setting 5" → "Setting 6" → "Setting 1". Each setting value is displayed, for example, in the credit display unit 60, and the display is updated each time the setting value is updated. When the start lever 41 is operated with the setting key detection sensor 73a turned OFF, this is considered the setting value confirmation operation, and the setting value at that time is taken as the current setting value, and the process for setting the winning probability ends. Based on the end of the process for setting the winning probability, the display on the credit display unit 60 also ends. The setting value configured during the winning probability setting process is stored in RAM106 until the next winning probability setting process is initiated. In step Sa302, the lottery table is selected based on this stored setting value.

[0119] Let's briefly explain the lottery tables. Figure 20 shows the lottery table for normal gameplay selected in a 3-bet game. Figure 21 shows the lottery table for normal gameplay selected in a 2-bet game. The lottery tables have an index value IV, and each index value IV is uniquely associated with a winning combination, and also has a point value PV.

[0120] After selecting the lottery table, step Sa303 sets the index value IV to 1, and in the following step Sa304, the judgment value DV used to determine whether a hand is successful or not is set. In this judgment value setting process, the current judgment value DV is set by adding the current index value IV and the corresponding point value PV. Note that in the initial judgment value setting process, the random value obtained in step Sa301 is used as the current judgment value DV, and the current index value IV, which is 1, and the corresponding point value PV are added to this random value to create a new judgment value DV.

[0121] Subsequently, in step Sa305, the system determines whether the corresponding role is correct or incorrect based on the index value IV. The system determines whether the judgment value DV exceeds 65535. If it exceeds 65535, step Sa306 executes a process to set the winning flag for the game result corresponding to the index value IV, which was determined to be correct in step Sa305, in the winning flag storage area 106a. For example, if IV=23 and the judgment value DV exceeds 65535, step Sa306 sets the 7th small role winning flag and the 8th small role winning flag. Also, if IV=25 and the judgment value DV exceeds 65535, step Sa306 sets the 1st BB winning flag, and if IV=26 and the judgment value DV exceeds 65535, step Sa306 sets the 2nd BB winning flag.

[0122] Incidentally, if the set winning flag is not a winning flag indicating that the 1st BB has been won (1st BB winning flag) or a winning flag indicating that the 2nd BB has been won (2nd BB winning flag), the winning flag set in the winning flag storage area 106a is reset after the end of the game in which the corresponding winning flag was set (see Sa203 in normal processing). On the other hand, if the winning flag is a 1st BB winning flag or a 2nd BB winning flag, these winning flags are reset with the corresponding prize being achieved as one of the conditions. In other words, the 1st BB winning flag and the 2nd BB winning flag may remain valid for multiple games.

[0123] Furthermore, in step Sa306, when the 1st BB winning flag or the 2nd BB winning flag is carried over, if a role other than the 1st BB or 2nd BB is won, the corresponding winning flag is set, and if a role other than the 1st BB or 2nd BB is not won, the corresponding winning flag is not set.

[0124] In other words, for example, if the 1st BB winning flag is carried over, and for example the index value IV = 25, the judgment value DV exceeds 65535, the 1st BB winning flag is not set. Also, if the 1st BB winning flag is carried over, and for example the index value IV = 11, the judgment value DV exceeds 65535, the 1st small role winning flag, the 9th small role winning flag, the 10th small role winning flag, and the 13th small role winning flag are set.

[0125] Alternatively, a separate lottery table may be prepared for when the 1st BB winning flag or the 2nd BB winning flag is carried over, and the lottery processing may be performed using this separately prepared lottery table when the 1st BB winning flag or the 2nd BB winning flag is carried over. In this case, it is advisable to set the respective index values ​​IV and point values ​​PV in the separately prepared lottery table so that the 1st BB and 2nd BB are not won.

[0126] If the judgment value DV does not exceed 65535 in step Sa305, it means that the hand corresponding to the index value IV has not been determined. In this case, in step Sa307, the index value IV is incremented by 1, and in the following step Sa308, it is determined whether or not there is a hand corresponding to the index value IV, that is, whether or not there is a hand to be judged as correct or incorrect. Specifically, it is determined whether or not the incremented index value IV exceeds the maximum value of index value IV set in the lottery table. If there is a hand to be judged as correct or incorrect, the process returns to step Sa304 and the determination of the hand continues. At this time, in step Sa304, the judgment value DV used in the previous determination of the hand (i.e., the current judgment value DV) is increased by adding the point value PV corresponding to the current index value IV to create a new judgment value DV, and in step Sa305, the determination of the hand is made based on this judgment value DV.

[0127] Incidentally, when determining the success or failure of a role using the lottery table shown in Figure 20, that is, when playing a 3-bet game in normal gameplay, the probability of winning Normal Replay A (the probability of winning when IV=1) is approximately 1 in 27.3 for setting 1, approximately 1 in 27.5 for setting 3, and approximately 1 in 28.3 for setting 6. The higher the setting value, the less likely it is to win. The probability of winning Normal Replay B (the probability of winning when IV=2) and the probability of winning Normal Replay C (the probability of winning when IV=3) are both approximately 1 in 26.2 regardless of the setting value. The probability of winning with Chance Symbol A (when IV=4) is approximately 1 in 164 regardless of the setting, the probability of winning with Chance Symbol B (when IV=5) is approximately 1 in 262 regardless of the setting, and the probability of winning with Chance Symbol C (when IV=6) is approximately 1 in 16400 regardless of the setting. Chance Symbol B is more likely to be won than Chance Symbol C, and Chance Symbol A is more likely to be won than Chance Symbol B. The probability of winning with Cherry A (when IV=7) is approximately 1 in 107 for setting 1, approximately 1 in 104 for setting 3, and approximately 1 in 93.6 for setting 6. The probability of winning increases as the setting value increases. The probability of winning Cherry B (when IV=8) is approximately 1 in 215 regardless of the setting, and the probability of winning Cherry C (when IV=9) is approximately 1 in 13100 regardless of the setting. Cherry B is more likely to be won than Cherry C, and Cherry A is more likely to be won than Cherry B. The probability of winning a Common Bell (when IV=10) is approximately 1 in 504 regardless of the setting. The probability of winning Normal Bell 1, Normal Bell 2, Sandwich Bell 1, Sandwich Bell 2, Middle Normal Bell 1, Middle Normal Bell 2, Middle Reverse Bell 1, Middle Reverse Bell 2, Reverse Sandwich Bell 1, Reverse Sandwich Bell 2, Reverse Bell 1, Reverse Bell 2 (hereinafter collectively referred to as Normal Bell) (when IV=11 to 22) is approximately 1 in 18.4 for each, regardless of the setting.The probability of winning a watermelon (when IV=23) is approximately 1 in 107, regardless of the setting. The probability of winning the 1st BB (when IV=25) is approximately 1 in 5.03, regardless of the setting, which is higher than the probability of winning other roles (re-spin, minor roles, IV=1-24). In 3-bet games, it is set so that you will not win the overlapping single-coin role (IV=24) or the 2nd BB (IV=26) (the corresponding point value PV is set to 0). In 3-bet games, the probability of not winning any role, including the 1st BB, is 0. And, when the 1st BB has been won, the probability of not winning any role in 3-bet games is approximately 1 in 5.03 (for the 1st BB), regardless of the setting. Incidentally, in 3-bet games, excluding the increase in the 1st BB state, you can expect a decrease of approximately 1.77 medals per game (net increase minus approximately 1.77 medals).

[0128] In contrast, when determining the outcome of a role using the lottery table shown in Figure 21, that is, when playing a 2-bet game in normal gameplay, the probability of winning Normal Replay A, Normal Replay B, Normal Replay C, Chance Eye A, Chance Eye B, Chance Eye C, Cherry A, Cherry B, and Cherry C (the probability of winning when IV=1 to 9) is the same as the probability when playing the 3-bet game described above. The probability of winning a Common Bell (the probability of winning when IV=10) is approximately 1 in 9.64 regardless of the setting value, and is set to be easier to win than when playing a 3-bet game. The Push Order Bell (IV=11 to 22) is set not to be won in a 2-bet game. The probability of winning a Watermelon (the probability of winning when IV=23) is approximately 1 in 257 regardless of the setting value, and is set to be harder to win than when playing a 3-bet game. In the 2-bet game, it is possible to win a double single-coin combination (IV=24), and the probability of this is approximately 1 in 1.81 regardless of the setting. Also, in the 2-bet game, it is set so that you cannot win the first Big Bonus (IV=25), but you can win the second Big Bonus (IV=26), and the probability of this is approximately 1 in 4.95 regardless of the setting. In the 2-bet game as well, the probability of not winning any combination, including the second Big Bonus, is 0. And, when the second Big Bonus has been won, the probability of not winning any combination in the 2-bet game is approximately 1 in 4.95 (for the second Big Bonus), regardless of the setting. Incidentally, in the 2-bet game, excluding the increase from the second Big Bonus, you can expect a decrease of approximately 0.64 coins per game (net increase minus approximately 0.64 coins).

[0129] If the winning flag is set in step Sa306, or if it is determined in step Sa308 that there are no targets to be judged as winning or losing, it means that the judgment of winning or losing a role has been completed. In this case, the process proceeds to step Sa309, where a freeze lottery is performed to determine whether or not to execute a freeze effect that disables the operation of stop switches 42-44 for a predetermined period of time.

[0130] In the following step Sa310, the lottery result processing is performed. This lottery result processing includes determining whether or not to transition the game state based on the lottery results from steps Sa301 to Sa308, as well as processing for notifying the sequence of button presses. This lottery result processing will be explained in detail later.

[0131] After executing the process in step Sa310, the lottery result command is set in step Sa311. Here, the lottery result command is a command sent to the display control device 81 to determine whether the winning combination is correct or not. However, in normal processing, various commands such as the lottery result command are only set in the ring buffer, and no command is sent to the display control device 81. The transmission of a command to the display control device 81 is performed in the command output processing of the timer interrupt processing described above (step Sa110).

[0132] Then, in step Sa312, a stop information setting process is executed to set the symbols that can be stopped on each reel 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 combinations is set based on the winning flags set in step Sa306. For example, if the player wins the push-order bell 1 (when IV=11) and the 1st small win winning flag, 9th small win winning flag, 10th small win winning flag, and 13th small win winning flag are set, the stop symbol information is set so that the symbols corresponding to the 1st small win, 9th small win, 10th small win, and 13th small win can be stopped on each reel 32L, 32M, and 32R. Also, if the player wins the watermelon (when IV=23) and the 7th small win winning flag and 8th small win winning flag are set, the stop symbol information is set so that the symbols corresponding to the 7th small win and 8th small win can be stopped on each reel 32L, 32M, and 32R.

[0133] In this slot machine 10, the first Big Bonus (BB) is set to be awarded only in 3-bet games, and the second Big Bonus (BB) is set to be awarded only in 2-bet games. Therefore, even if the flag for winning the first Big Bonus is set, if the game starts as a 2-bet game, the stop information setting process in step Sa312 does not set the stop symbol information that would award the first Big Bonus (the stop symbol information that avoids winning the first Big Bonus is set). Also, even if the flag for winning the second Big Bonus (BB) is set, if the game starts as a 3-bet game, the stop information setting process in step Sa312 does not set the stop symbol information that would award the second Big Bonus (the stop symbol information that avoids winning the second Big Bonus is set).

[0134] In the following step Sa313, if multiple stoppable symbol information was set in step Sa312, a priority setting process is executed to set the priority order. For example, if multiple types of winning combinations are won among the small win, re-spin, and bonus types, the following priority order is set: If both a small win and a bonus are won, the priority is set so that the small win is awarded first, and if the small win cannot be awarded, the bonus is awarded first. If both a re-spin and a bonus are won, the priority is set so that the re-spin is awarded first.

[0135] For example, if the player has won the 1st Big Bonus (BB) (the 1st BB win flag is set and the 1st BB win is carried over), and then wins a Watermelon, and the stop symbol information corresponding to the 1st BB win, the 7th small win win, and the 8th small win win are set, the priority is set so that the 7th small win and the 8th small win win take precedence over the 1st BB win. Also, if the player has won the 2nd Big Bonus (BB) (the 2nd BB win flag is set and the 2nd BB win is carried over), and then wins a Normal Replay A, and the stop symbol information corresponding to the 2nd BB win, the 1st Replay, 2nd Replay, 3rd Replay, and 4th Replay win are set, the priority is set so that each of the replay wins takes precedence over the 2nd BB win.

[0136] Here, if a replay is won, the combination of symbols that result in a win is set so that one of the winning replays will always result in a win. In other words, if a replay is won, a win in the replay is guaranteed, and no misses occur. Therefore, if the stop symbol information for replays and bonuses is set, one of the set replays will always result in a win, and a bonus will never be won.

[0137] After executing the process in step Sa313, the first section display process is executed in step Sa314, and then the lottery process is terminated. The first section display process is a process related to the display control of the instruction monitor 68 and the role ratio monitor 77, and this process will be explained in detail later.

[0138] Next, the reel control process in step Sa211 will be explained based on the flowchart in Figure 22.

[0139] In the reel control process, the first external output setting process is performed in step Sa401. The first external output setting process is a process for transmitting information such as whether or not the game state has changed to a hall management device via the external central terminal board 121. The first external output setting process will be explained in detail later.

[0140] In the following step Sa402, a reel rotation effect is performed. The reel rotation effect is a process that uses reel control during the invalid period to perform an effect based on the results of the freeze lottery process performed in step Sa309 and the lottery result response process performed in step Sa310. The reel rotation effect will be explained in detail later. In the following step Sa403, a rotation start process is performed to start the rotation of each reel 32L, 32M, and 32R.

[0141] In the rotation start process, it is checked whether a predetermined wait time (e.g., 4.1 seconds) has elapsed since the reels started rotating in the previous game. If it has not elapsed, the system waits until the wait time has elapsed. Once the wait time has elapsed, the system resets the wait time for the next game and performs motor control initialization, setting rotation start information in the motor control storage area of ​​RAM 106. By performing this process, the stepping motor acceleration process (step Sa106) of the timer interrupt process starts, and each reel 32L, 32M, and 32R starts rotating. For this reason, even if the player bets the specified number of tokens and operates the start lever 41, each reel 32L, 32M, and 32R may not start rotating immediately. After that, the system waits until each reel 32L, 32M, and 32R rotates at a predetermined constant speed, and then the rotation start process ends. Furthermore, when the rotation speed of each reel 32L, 32M, and 32R reaches a constant speed, the CPU 102 outputs a command to that effect to the display control device 81, and the CPU 181 on the display control device 81 notifies the player that it is now possible to issue a stop command by lighting up the stop lamps 42b to 44b built into each stop switch 42 to 44.

[0142] Following the rotation start process, step Sa404 determines whether any of the stop switches 42-44 have been operated. If none of the stop switches 42-44 have been operated, the system waits until any of the stop switches 42-44 are operated. If it is determined that any of the stop switches 42-44 have been operated, the system proceeds to step Sa405 to determine whether the stop switch corresponding to the rotating reel has been operated, i.e., whether a stop command has been issued. If no stop command has been issued, the system returns to step Sa404 and waits until any of the stop switches 42-44 are operated. If a stop command has been issued, the system sets a stop command in step Sa406. Here, the stop command is a command sent to the display control device 81 to determine which stop switch was operated and which has issued the stop command. When a stop command is set, the system performs the stop control processing shown in steps Sa407-Sa413 to stop the rotating reel. Upon receiving a stop command, the display control device 81 controls the auxiliary display unit 65 and speaker 64 to display an effect indicating that the corresponding reel has been stopped, and also controls the stop lamps 42b to 44b corresponding to the stop switches 42 to 44 that were operated to turn off.

[0143] In step Sa407, the symbol number of the symbol that has reached the base position (lower row in this embodiment) at the time the stop switch is operated is confirmed. Specifically, the symbol number of the symbol that has reached the base position is confirmed by the number of excitation pulses output from the time the detection signal of the reel index sensor is input. In the following step Sa408, the number of reel slips that should be stopped is calculated based on the stop information stored in the stop information storage area 106b. In this slot machine 10, there are five stopping patterns for each reel 32L, 32M, 32R when the stop switches 42 to 44 are operated: a stopping pattern in which the symbol that has reached the base position is stopped as is; a stopping pattern in which the corresponding reel is slid one symbol length before stopping; a stopping pattern in which the reel is slid two symbol lengths before stopping; a stopping pattern in which the reel is slid three symbol lengths before stopping; and a stopping pattern in which the reel is slid four symbol lengths before stopping. In step Sa408, 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 Sa409, 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 be stopped at the base position. In step Sa410, it is determined whether the symbol number of the reached symbol and the symbol number of the stop symbol for the reel to be stopped are equal. If they are equal, the reel stop process is performed in step Sa411 to stop the rotation of the reels. Then, in step Sa412, it is determined whether all reels 32L, 32M, and 32R have stopped. If all reels 32L, 32M, and 32R have not stopped, the second stop information setting process is performed in step Sa413, and the process returns to step Sa404.

[0144] Here, the second stop information setting process is a process that modifies the stop information stored in the stop information storage area 106b of RAM 106 after the reels have stopped. In the second stop information setting process, the stop information is modified based on the set winning flag and the stopping outcome of the stopped reels. In this slot machine 10, for example, if a win occurs when IV=11~22, that is, if a push-order bell is won (see Figures 20 and 21), the second stop information setting process is performed to change the winning pattern that is established by the operation order of the stop switches 42~44 that generated the stop command.

[0145] Figure 23 is an explanatory diagram showing the correspondence between the winning combinations and the operation sequence of stop switches 42-44 and the resulting winning combinations. For example, if the middle-press bell 1 is won, the stop information is set so that the 17th, 18th, or 21st winning combination is achieved when each stop switch 42-44 is operated in the order of left → middle → right, left → right → middle, middle → right → left, right → left → middle, or right → middle → left. The stop information is set so that the 3rd winning combination is achieved when the switches are operated in the order of middle → left → right. However, even when the stop information is set in this way, the corresponding winning combination may not be achieved depending on the timing of the operation of stop switches 42-44.

[0146] A brief explanation of the symbol arrangement for each reel 32L, 32M, and 32R is provided below. In this slot machine 10, reels 32L, 32M, and 32R can be stopped after sliding up to 4 symbol lengths from the timing of operation of stop switches 42-44. Therefore, if the same symbols on each reel 32L, 32M, and 32R are spaced 4 symbols or less apart, the winning symbol can be stopped on the active payline regardless of the timing of operation of stop switch 43. On the other hand, for symbols that are spaced 5 symbols or more apart, the player needs to aim at the symbol and operate stop switches 42-44 to stop them on the active payline.

[0147] Let's explain using the example of a case where a middle-to-right bell 1 is won and the stop switches 42-44 are operated in the order left → middle → right. In this case, as described above, the stopping control of reels 32L, 32M, and 32R is performed to achieve the 17th, 18th, or 21st small win.

[0148] The 17th winning symbol on the left reel 32L is the "Red 7" symbol and the "BAR" symbol. The 18th winning symbol on the left reel 32L is the "Red Shell" symbol and the "White Shell" symbol. The 21st winning symbol on the left reel 32L is the "Replay" symbol and the "Young Man" symbol. On the left reel 32L, these 17th, 18th, and 21st winning symbols are arranged so that the spacing between them is 4 symbols or less. Therefore, when the left stop switch 42 is operated for the first time, regardless of the timing of the operation, one of the 17th, 18th, or 21st winning symbols will stop on the active line (middle row). In this slot machine 10, if the operation is performed at a timing when multiple target symbols can be stopped, the stop control is performed so that the symbol with the fewest slip frames stops on the active line. In other words, for example, if the left stop switch 42 is operated at the moment the first "bell" symbol on the left reel 32L reaches the bottom position, it is possible to stop the 18th winning symbol, the 4th "red clam" symbol (2-frame slip), and the 21st winning symbol, the 5th "replay" symbol (3-frame slip), in the middle position. However, the left reel 32L is controlled to stop in the middle position so that the 4th "red clam" symbol, which has the fewest slip frames, stops in the middle position. In this case, there is still a possibility of winning the 18th winning combination, but the 17th and 21st winning combinations will not be achieved.

[0149] If the 18th small win symbol on the left reel 32L stops in the middle position, the second stop information setting process modifies the stop information so that the 18th small win can be achieved.

[0150] The 18th winning symbol on the middle reel 32M is the "Replay" symbol. On the left reel 32L, the "Replay" symbols are arranged so that the interval between them is 4 symbols or less. Therefore, in this case, regardless of the timing of operation of the middle stop switch 43, the stop control is performed so that the "Replay" symbol stops on the upper position of the middle reel 32M.

[0151] The 18th winning symbols on the right reel 32R are the "white shell" symbol and the "young man" symbol. On the right reel 32R, these symbols are arranged so that there is a gap of 5 or more symbols between each "white shell" symbol and the "young man" symbol. In other words, depending on the timing of operating the right stop switch 44, it may or may not be possible to stop the 18th winning symbol, the "white shell" symbol or the "young man" symbol, on the upper row. If the right stop switch 44 is operated at a timing when it is possible to stop it on the upper row, the 18th winning symbol is awarded, and if the right stop switch 44 is operated at a timing when it is not possible to stop it on the upper row, it is considered a missed win.

[0152] Here, when the "Red Shell" symbol stops in the middle of the left reel 32L and the "Replay" symbol stops in the upper part of the middle reel 32M, there is a possibility that, as mentioned above, you will win the middle-sequential bell 1 and achieve the 18th small win, or there is a possibility that you will win the middle-sequential bell 2 and achieve the 20th small win. In other words, the 20th small win symbol in the middle-sequential bell 2 is the same as the 18th small win symbol on the left reel 32L and the middle reel 32M. However, in the right reel 32R, the 18th small win symbol is the "White Shell" symbol and the "Young Man" symbol, while the 20th small win symbol is the "Red 7" symbol and the "White 7" symbol, which are different. In particular, on the right reel 32R, the 18th and 20th small win symbols are positioned such that if the right stop switch 44 is operated at a 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 a 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 unknown whether the middle-sequential bell 1 or middle-sequential bell 2 has been won, even if the left reel 32L and the middle reel 32M are stopped in a manner that makes it possible to win the 18th and 20th small wins, it is not possible to win them by aiming for them.

[0153] Next, we will explain using the example of a case where a middle-to-left bell win occurs and the stop switches 42-44 are operated in the order of middle → left → right. In this case, the stopping control of reels 32L, 32M, and 32R is performed to achieve a third small win.

[0154] On the middle reel 32M, the third small winning symbol, the "Replay" symbol, is positioned such that the spacing between "Replay" symbols is four symbols or less. Therefore, when the middle stop switch 43 is operated first, the "Replay" symbol will stop on the top row regardless of the timing of the operation.

[0155] On the left reel 32L, the third small winning symbol, the "bell" symbol, is positioned such that the spacing between "bell" symbols is four symbols or less. Therefore, when the left stop switch 42 is operated second, the "bell" symbol will stop in the middle position regardless of the timing of the operation.

[0156] On the right reel 32R, the third small winning symbols, the "watermelon" and "red clam" symbols, are arranged so that the spacing between these symbols is four symbols or less. Therefore, when the right stop switch 44 is operated third, the "watermelon" or "red clam" symbol will stop on the top row regardless of the timing of the operation. As described above, if you win the middle-sequence bell 1 and operate the middle stop switch 43 → left stop switch 42 → right stop switch 44 in that order, the third small winning combination will be achieved regardless of the timing of the operation.

[0157] As described above, if you win a push-order bell, and stop switches 42-44 are operated in a predetermined sequence, regardless of the timing of the operation, you will win the 1st, 2nd, 3rd, 4th, 5th, or 6th small win. If stop switches 42-44 are operated in any other sequence, depending on the timing of the operation, you will either win another small win or miss out on any small wins. Incidentally, if you win a common bell, regardless of the order and timing of the operation, you will win the 1st, 2nd, 3rd, 4th, 5th, or 6th small win.

[0158] Returning to the explanation of the reel control process, if it is determined in step Sa412 that all reels 32L, 32M, and 32R have stopped, the payout determination process is performed in step Sa414. The payout determination process is a process that sets the number of medals to be paid out, with one of the conditions being that the winning combination of symbols is lined up on the active line. In the payout determination process, the combination of symbols formed on the active line is derived from the symbol numbers of the symbols that stopped on the lower row of each reel 32L, 32M, and 32R, and it is determined whether or not a win has been achieved on the active line. If a win has been achieved, it is further determined whether or not the winning combination corresponds to the winning flag set in the winning flag storage area 106a. If the winning combination corresponds to the winning flag, the winning combination and the number of payouts corresponding to that winning combination are set in the payout information storage area provided in RAM 106. On the other hand, if the winning combination does not correspond to the winning flag, the slot machine 10 is put into an error state and an error detection process is performed to notify the system of the error. This error state is maintained until the reset switch 72 is operated.

[0159] After the payout determination process is performed, the bonus state processing is executed in step Sa415. The bonus state processing will be explained in detail later. After the bonus state processing is performed, the second external output setting process is performed in step Sa416. The second external output setting process is a process for transmitting information such as whether or not the game state has changed to a hall management device via the external central terminal board 121. The second external output setting process will be explained in detail later.

[0160] In the following step, Sa417, the process for handling the winning results is performed. This process involves transitioning the game state based on the winning results. This process for handling the winning results will be explained in detail later.

[0161] After processing the winning results, step Sa418 executes the second section display processing. The second section display processing is related to the display control of the instruction monitor 68, and this processing will be explained in detail later. After that, in step Sa419, a winning result command is set to allow the display control device 81 to recognize the winning combinations in this game, and the reel control processing is terminated.

[0162] Next, we will briefly explain the medal payout process in step Sa212.

[0163] In the medal payout process, it is determined whether the number of medals to be paid out set in the payout information storage area is 0 or not. If the number of medals to be paid out is 0, it means that the previous payout determination process determined that no small wins were achieved. In this case, it is determined whether any of the 1st re-play wins to the 12th re-play wins have occurred, based on the winning combination set in the payout determination process. If none of the re-play wins have occurred, the medal payout process ends as is. If any of the re-play wins have occurred, the re-play setting process is performed to set the game mode to re-play mode, and the medal payout process ends. Note that in the start waiting process (step Sa204) explained earlier, the automatic insertion process is performed if it is determined that the current game mode is re-play mode.

[0164] On the other hand, if the number of medals to be dispensed set in the dispensing information storage area is not 0, the same number of medals as the number of medals to be dispensed are dispensed, and the medal dispensing process ends. Specifically regarding medal dispensing, if the count value of the credit counter has not reached the upper limit (the number of stored medals is 50), the number of medals to be dispensed is added to the count value of the credit counter, and the added value is displayed on the credit display unit 60. If the count value of the credit counter has reached the upper limit, or if the count value reaches the upper limit while the number of medals to be dispensed is being added, the medal dispensing rotating plate is driven, and medals are dispensed from the hopper device 51 through the medal discharge port 49 to the medal receiving tray 50. In addition, the medal dispensing process also includes a process to change the number of medals to be dispensed in accordance with the number of medals dispensed on the dispensing display unit 62. Furthermore, if the current game state is BB state, the number of medals to be dispensed is subtracted from the value of the remaining dispensing counter described later, and the remaining dispensing number displayed on the remaining dispensing display unit 61 is also subtracted.

[0165] Next, the bonus state processing in step Sa415 will be explained based on the flowchart in Figure 24.

[0166] First, in step Sa501, it is determined whether the current game state is a bonus state, that is, whether the current game state is the 1st BB state or the 2nd BB state. Whether or not it is the 1st BB state or the 2nd BB state can be determined by the presence or absence of the 1st BB state flag and the 2nd BB state flag, which are set in the various flag storage area 106d of RAM 106 when transitioning to the 1st BB state or the 2nd BB state. In other words, in step Sa501, if neither the 1st BB state flag nor the 2nd BB state flag is set, it is determined that it is not the 1st BB state or the 2nd BB state and the process proceeds to step Sa502.

[0167] Step Sa502 determines whether the 1st BB winning flag or the 2nd BB winning flag is set and whether either BB has been won. If neither BB winning flag is set, the bonus state processing ends. If either BB winning flag is set, proceed to step Sa503.

[0168] In step Sa503, the process of inputting 3 into the MAX bet counter located in the various counter area 106e of RAM 106 is performed. The MAX bet counter is used to set a specific number of virtual tokens to be inserted when the first credit insertion switch 56 is operated. That is, when the first credit insertion switch 56 is operated while 3 is entered into the MAX bet counter, 3 virtual tokens will be inserted. In this case, since the MAX bet counter does not set the predetermined number of tokens for the game, if the predetermined number of tokens for the game is set to 2 or 3, it is permitted to play a 2-bet game by operating the second credit insertion switch 57. If 3 is already entered into the MAX bet counter in step Sa503, that state is maintained.

[0169] The initial value of the MAX bet counter is 2. When the reset switch 72 is operated and the RAM is cleared, 2 is entered into the MAX bet counter and the slot machine 10 starts up.

[0170] In the following step Sa504, it is determined whether a first or second Big Bonus (BB) win has occurred. If neither BB win has occurred, the bonus state processing ends. If either BB win has occurred, the process proceeds to step Sa505, ​​where it is determined whether a first BB win has occurred.

[0171] If the first BB win is achieved, step Sa506 executes the process of inputting "15" into the BB counter located in the various counter area 106e. The BB counter is a counter that defines the upper limit payout for each BB state. That is, when "15" is input into the BB counter in step Sa506, it is set so that the first BB state ends when 15 or more medals are paid out. In step Sa507, the first BB win flag is cleared. Then, in step Sa508, the first BB state flag is set in the various flag storage area 106d. As a result, from the next game onwards, a positive judgment will be made in step Sa501. In the following step Sa509, the process of setting the first BB start command as an output target to the display control device 81 is executed. The first BB start command is a command that makes the display control device 81 aware that the first BB state has started, and upon receiving such a first BB start command, the display control device 81 controls the speaker 64, auxiliary display unit 65, etc. so that the first BB start effect corresponding to the start of the first BB state is performed. Furthermore, the display control device 81, upon receiving the first BB start command, can determine that the next game will be in the first BB state, and controls the speaker 64, auxiliary display unit 65, etc., so that the effects for the first BB state are displayed from the next game.

[0172] After setting the output of the 1st BB start command in step Sa509, the process of setting the specified bet number to 3 is executed in step Sa510, and then this bonus state process is terminated. The specified bet number corresponds to the specified number of coins for the game mentioned above. In other words, by transitioning to the 1st BB state, the specified number of coins for the game is set to 3, and the 1st BB state is played with a 3-bet game.

[0173] The initial values ​​for the number of specified bets are 2 and 3. When the reset switch 72 is operated and the RAM is cleared, the specified bets are set to 2 and 3 and the slot machine 10 starts up.

[0174] In step Sa505, ​​if it is determined that the first BB win has not occurred, it means that the second BB win has occurred. In this case, the process proceeds to step Sa511, where "15" is entered into the BB counter. That is, the second BB state is set to end when 15 or more medals are dispensed. Then, in step Sa512, the process of clearing the second BB win flag is executed, and in step Sa513, the process of setting the second BB state flag is executed. After that, in step Sa514, the process of setting the second BB start command as an output target to the display control device 81 is executed. The second BB start command corresponds to the first BB start command and is a command to make the display control device 81 aware that the second BB state has started. Upon receiving the second BB start command, the display control device 81 controls the speaker 64 and auxiliary display unit 65 etc. so that the second BB start animation corresponding to the start of the second BB state is performed, and controls the speaker 64 and auxiliary display unit 65 etc. so that the animation for the second BB state is performed from the next game onwards. Furthermore, the first BB start animation and the second BB start animation differ in appearance and content to a degree that is distinguishable by the player. Also, the animations for the first BB state and the animations for the second BB state differ in appearance and content to a degree that is distinguishable by the player.

[0175] After setting the output of the second BB start command in step Sa514, the process of setting the specified number of bets to 3 is executed in step Sa510, and then this bonus state process is terminated. In other words, the specified number of coins for the game is set to 3 not only in the first BB state but also in the second BB state, and the second BB state is played with a 3-bet game.

[0176] If a positive result is obtained in step Sa501 and it is the first BB state or the second BB state, the process proceeds to step Sa515 to perform the processing in the first BB state or the second BB state. Figure 25 shows an example of a lottery table for BB states. In this embodiment, a common lottery table is used for the first BB state and the second BB state, but separate lottery tables may be provided for each, and the types of winning combinations and the winning probabilities for each combination may differ. In this embodiment, as shown in Figure 25, in the first BB state and the second BB state, it is set so that it is possible to win a normal replay A, a common bell, and a duplicate single-coin combination. The probability of winning a normal replay A (the probability of winning when IV=1) is approximately 1 in 61.2, the probability of winning a common bell (the probability of winning when IV=10) is approximately 1 in 5.96, and the probability of winning a duplicate single-coin combination (the probability of winning when IV=24) is approximately 1 in 1.31. Furthermore, the probability of not winning any combination in the 1st BB state or the 2nd BB state is approximately 1 in 10.14. In this case, an increase of approximately 0.00 medals can be expected per game (net increase of approximately ±0.00 medals), and there is no increase or decrease in medals in the 1st BB state or the 2nd BB state. In other words, although no increase in medals can be expected in the 1st BB state or the 2nd BB state, it is possible to proceed with the game without losing medals.

[0177] Here, in the 3-bet game, both the normal gameplay state and the 1st BB state that can be entered in the 3-bet game, the main way to increase medals is through winning the 1st to 6th small wins, which result in a payout of 13 medals. In the normal gameplay state, these are the push-order bells, and in the 1st BB state, they are the common bells. Comparing the winning rates of these main small wins, in the normal gameplay state, assuming that stop switches 42 to 44 are operated in a certain order, the probability of winning is approximately 1 in 9.19, while in the 1st BB state, the probability is approximately 1 in 5.96. In the 3-bet game, the 1st BB state is set to make winning more likely than the normal gameplay state. Furthermore, in both the normal gameplay state and the second Big Bonus (BB) state that can be entered in the 2-bet game, the main source of medal increases is the common bell. In the normal gameplay state, the probability of winning is approximately 1 in 9.64, while in the second BB state, the probability is approximately 1 in 5.96. In the 2-bet game, the second BB state is set to have a higher probability of winning than the normal gameplay state.

[0178] However, as mentioned above, you cannot expect to increase your medal count even after going through the 1st BB state or the 2nd BB state.

[0179] In the bonus state processing, step Sa515 determines whether any winning combinations have been achieved in the current game, based on the lottery process using the BB state lottery table and the control of each reel. If no winning combinations have been achieved, the bonus state processing ends. If winning combinations have been achieved, step Sa516 subtracts the payout amount corresponding to the winning combinations from the BB counter in the various counter area 106e. Then, step Sa517 determines whether the BB counter has become 0 or less as a result of the subtraction process in step Sa516. For example, if a common bell is won and the 1st to 6th winning combinations are achieved, a payout of 13 coins will occur, so 13 is subtracted from the BB counter in step Sa516.

[0180] If it is determined in step Sa517 that the value is not less than or equal to 0, the bonus state processing is terminated. On the other hand, if it is determined that the value is less than or equal to 0, in step Sa518, the BB state flag corresponding to the current BB state is cleared. That is, if it is the 1st BB state, the 1st BB state flag is cleared, and if it is the 2nd BB state, the 2nd BB state flag is cleared. Then, in step Sa519, the process of inputting 2 to the MAX bet counter is executed, and in step Sa520, the BB termination command corresponding to the BB state to be terminated is set as the output target to the display control device 81. More specifically, if the 1st BB state is to be terminated, the 1st BB termination command is set to be output, and if the 2nd BB state is to be terminated, the 2nd BB termination command is set to be output. Upon receiving the 1st BB termination command or the 2nd BB termination command, the display control device 81 controls the speaker 64 and auxiliary display unit 65 so that the effects for the 1st BB termination or the 2nd BB termination are performed.

[0181] Subsequently, in step Sa521, the specified number of bets is set to 2 and 3, and then the bonus state processing is terminated. In this case, in the normal game state after the end of the 1st BB state or 2nd BB state, both 2-bet games and 3-bet games are possible. However, as mentioned above, since 2 is entered into the MAX bet counter in step Sa519, when the 1st credit insertion switch 56 is operated, two virtual medals are inserted, and the game is played as a 2-bet game. In other words, when neither the 1st BB winning flag nor the 2nd BB winning flag is set, the game is set to be more likely to be played as a 2-bet game. Incidentally, after the end of the 1st BB state or 2nd BB state, since 2 is entered into the MAX bet counter, 3-bets cannot be made by operating the 1st credit insertion switch 56 or the 2nd credit insertion switch 57, and in order to play a 3-bet game, it is necessary to insert 3 medals from the medal slot 45.

[0182] Here, we will briefly explain the gameplay of this slot machine 10 using 2-bet games and 3-bet games, with reference to Figure 26.

[0183] When neither the 1st BB winning flag nor the 2nd BB winning flag is set, and neither BB is won, the normal game state is referred to as the so-called non-internal state. In this case, as described above, the prescribed bet amount (prescribed number of coins for the game) is set to 2 and 3, and both 2-bet games and 3-bet games are possible. However, as described above, the MAX bet counter is set to 2, and when the game is started by operating the 1st credit insertion switch 56, it becomes a 2-bet game.

[0184] In a non-internal state, a 3-bet game may result in a win of the 1st BB, but not the 2nd BB, while a 2-bet game may result in a win of the 2nd BB, but not the 1st BB. As described above, in games where the 1st credit insertion switch 56 is operated, a win of the 2nd BB is basically possible in a 2-bet game.

[0185] If you win the 1st BB or 2nd BB but do not win a prize in that game, the internal state will be carried over (carried-over state) to the 1st BB or 2nd BB win. Even in this internal state, as described above, the prescribed number of bets (prescribed number of coins for the game) is set to 2 and 3, and 2-bet games and 3-bet games are possible. However, as described above, the MAX bet counter is set to 3, and if you start playing by operating the 1st credit insertion switch 56, it will be a 3-bet game.

[0186] As already explained, in this slot machine 10, when the internal state is such that the first Big Bonus (BB) has been won, the stopping control of each reel 32L, 32M, and 32R is such that the first BB can be won in a 3-bet game, but the first BB cannot be won in a 2-bet game. Similarly, when the internal state is such that the second BB has been won, the stopping control of each reel 32L, 32M, and 32R is such that the second BB cannot be won in a 3-bet game, but the second BB can be won in a 2-bet game. In other words, if the first BB is won in a 3-bet game, the first BB can be won if the 3-bet game is continued, but the first BB cannot be won if the game is switched 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 can be won if the game is continued, but the second BB cannot be won if the game is switched to a 3-bet game after the second BB is won. Furthermore, the 1st BB and 2nd BB cannot be won multiple times. If you have already won the 1st BB, you cannot win the 1st BB again, nor can you win the 2nd BB multiple times. Similarly, if you have already won the 2nd BB, you cannot win the 2nd BB again, nor can you win the 1st BB multiple times. In other words, if you win the 1st BB and play a 2-bet game, the game will continue indefinitely in the internal state where you have carried over the 1st BB win. Similarly, if you win the 2nd BB and play a 3-bet game, the game will continue indefinitely in the internal state where you have carried over the 2nd BB win.

[0187] Here, as described above, the first Big Bonus (BB) win is only possible in 3-bet games, and the second Big Bonus (BB) win is only possible in 2-bet games. Therefore, even if a 3-bet game results in no wins while a second Big Bonus win is being carried over, the second Big Bonus win will not be achieved. Similarly, if a 2-bet game results in a loss while a first Big Bonus win is being carried over, the first Big Bonus win will not be achieved. This dramatically simplifies the combination of winning combinations and the control of each reel (32L, 32M, 32R) in internal states where a first or second Big Bonus win is being carried over. If the configuration allowed for a second Big Bonus win in a 3-bet game, or a first Big Bonus win in a 2-bet game, then in order to continue the internal state where a first or second Big Bonus win is being carried over, it would be necessary to create a lottery table that does not result in a loss. For example, in the case of a combination that could be missed, it would be necessary to ensure that a different combination is achieved when that combination is missed.

[0188] Furthermore, in both the 1st BB state and the 2nd BB state, the main role for increasing medals is the common bell. Also, in both the non-internal state and the internal state, the main role for increasing medals in 2-bet games is the common bell, while in 3-bet games, the main role for increasing medals is the push-order bell. With the common bell, regardless of the order or timing of operation of each stop switch 42-44, one of the 1st to 6th small roles will be achieved, whereas with the push-order bell, the small role that is achieved differs depending on the order and timing of operation of each stop switch 42-44. In other words, the fluctuation in medal increase or decrease depending on the order and timing of operation (mainly the operation order) when a push-order bell is won is greater in the non-internal state and internal state in 3-bet games than in the 1st BB state and the 2nd BB state. Furthermore, by providing notification of the operation sequence (Figure 23) that results in winning the 1st to 6th small prizes when a push-order bell is won, it becomes possible to switch between an AT mode (Assist Time Mode, Navi Mode) that assists in winning and a non-AT mode (Non-Navigation Mode) that does not, thereby creating states where the number of medals increases and states where the number of medals decreases depending on whether or not the notification (assistance) is provided.

[0189] The basic flow of the game when operating the first credit insertion switch 56 is as follows: First, in a non-internal state, the game is played in a 2-bet game, and the second Big Bonus (BB) is won in that 2-bet game. When the second BB is won, the game enters an internal state and switches to a 3-bet game, and the game continues in a state where it is not possible to win the second BB that was won above. In this case, as described above, in the 3-bet game in which the second BB win has been carried over, the first BB will not be won, nor will the second BB be won, and the game continues in an internal state in which the second BB win has been carried over.

[0190] The following explanation assumes gameplay with a carried-over second Big Bonus (BB) win, and describes the gameplay utilizing the notification system (button press order notification) when a button press order bell is won during that game (which will also be referred to as "normal gameplay" in the following explanation).

[0191] <Processing for handling lottery results> First, referring to the flowchart in Figure 27, we will explain the lottery result handling process performed in step Sa310. The lottery result handling process is performed after the lottery process for each game has been completed, and it is a process that performs a lottery to transition to AT mode, in which a button press order notification occurs, based on the lottery result of the game.

[0192] First, steps Sa601 to Sa603 execute a process to determine the number of bets for the game to be started. Specifically, step Sa601 checks whether either the 1st BB state flag or the 2nd BB state flag is set to determine whether the game to be started is in either BB state. If it is not in a BB state, step Sa602 determines whether the number of bets is 3. If it is in a BB state, step Sa603 determines whether the number of bets is 2. As already explained, in the non-internal state before winning the 1st BB or 2nd BB, and in the internal state after winning the 1st BB or 2nd BB, the default bets are set to 2 and 3, while in the 1st BB state and 2nd BB state, the default bet is set to 3. Steps Sa602 and Sa603 determine whether the number of bets in the current game is a specific predetermined number (specific setting number) that is associated with the game state. If there is no such specific predetermined number, the lottery result processing is terminated without performing the display mode processing (instruction function processing) from step Sa604 onwards.

[0193] In other words, in non-internal and internal states, the display mode processing is executed in 3-bet games, but not in 2-bet games. Also, in the 1st BB state and 2nd BB state, since the default bet is set to 3, 2-bet games are not executed, and therefore the display mode processing is not executed in the 1st BB state and 2nd BB state.

[0194] In other words, in this embodiment, if the internal state is set to a 2-bet game, the transition lottery to AT mode from step Sa604 onwards will not be performed, which is disadvantageous to the player. This makes it easier to play the game in a 3-bet state and carry over the second Big Bonus (BB) in normal gameplay.

[0195] If a positive result is obtained in step Sa602 or step Sa603, step Sa604 determines whether or not the advantageous section flag is set in the various flag storage area 106d. In this slot machine 10, there are advantageous sections in which button press order notifications, etc., can occur and normal sections in which they cannot occur. The advantageous section flag is a flag that the CPU 102 uses to determine whether the current game is in an advantageous section. It is set based on the transition to an advantageous section and cleared based on the transition to a normal section.

[0196] If the advantageous section flag is not set, it means that the current game is in the normal section. In this case, the advantageous section transition lottery process is executed in step Sa605, and then the lottery result processing is terminated.

[0197] In the advantageous section transition lottery process, as shown in the flowchart in Figure 28, the lottery result for the current game is determined in step Sa701. Then, in step Sa702, the advantageous section transition lottery table is obtained from the various table storage area 105a of ROM 105. As shown in Figure 29, the advantageous section transition lottery table has the transition rate to the advantageous section (winning probability of the advantageous section transition lottery) set according to the lottery result for each game. As shown in Figure 29, the triggers for the advantageous section transition lottery are set to normal replay A, normal replay B, normal replay 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 gameplay as a 3-bet game with the second BB carried over, all possible results are set as triggers for the advantageous section transition lottery.

[0198] After obtaining the lottery table in step Sa702, the process of obtaining a random number for the advantageous section transition lottery is executed in step Sa703. A dedicated counter in the various counter areas 106e is used for the random number for the advantageous section transition lottery, and this dedicated counter is updated at a predetermined period, and the latest updated value of the counter is obtained in step Sa703. Then, the advantageous section transition lottery is executed in step Sa704, and in step Sa705, it is determined whether or not the transition lottery has been won. Incidentally, in this embodiment, the lottery table is set so that the advantageous section transition lottery is won with 100% probability regardless of the trigger role. In this case, if it is determined in step Sa701 that the result of the game obtained is a trigger role for the transition lottery (not a losing result), it is possible to omit the processing in steps Sa702 to Sa705.

[0199] If it is determined in step Sa705 that the transition lottery has been won, then in step Sa706, the process of setting the advantageous section winning game flag in the various flag storage area 106d is executed. The advantageous section winning game flag is a flag that allows the CPU 102 to know that this game is one in which the lottery for transitioning to the advantageous section has been won. If it is determined to be negative in step Sa705, or after the process in step Sa706 has been executed, the advantageous section transition lottery process is terminated.

[0200] Returning to the description of the lottery result corresponding process, if it is determined in step Sa604 that the advantageous interval flag is set, the process proceeds to step Sa606. In step Sa606, it is determined whether any of the AT mode winning flag, the first AT mode flag, and the second AT mode flag is set in the various flag storage areas 106d. Here, in the present embodiment, the first AT mode and the second AT mode with different additional winning probabilities are set as the AT mode, and the first AT mode flag and the second AT mode flag are flags for the CPU 102 to recognize that it is the AT mode and its type, and are flags 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 and the situation where the transition to the AT mode is determined and it is the situation before the AT mode transition. If none of the flags are set in step Sa606, the AT lottery process is executed in step Sa607. On the other hand, if any of the flags is set in step Sa606, the AT additional process is executed in step Sa608.

[0201] <AT lottery process> First, the AT lottery process in step Sa607 will be described while referring to the flowchart in FIG. 30.

[0202] In step Sa801, 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 result of the AT mode transition lottery (without winning) when the number of games after the advantageous interval 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 interval transition. Incidentally, as described above, since the AT lottery process is executed when the bet number is a specific specified number corresponding to the game state, the ceiling counter is subtracted in games where the bet number is a specific specified number corresponding to the game state. For example, it is not subtracted in 2 - bet games.

[0203] After the ceiling counter subtraction process is performed in step Sa801, it is determined in step Sa802 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 Sa803 to Sa808.

[0204] In other words, step Sa803 executes a process to determine the result of the lottery for the current game. Then, in step Sa804, it is determined whether or not the CZ mode flag is set in the various flag storage area 106d. In this embodiment, there are two display modes with different probabilities of winning the AT mode transition lottery: a normal mode and a CZ mode in which it is easier to win the AT mode transition lottery than in the normal mode. The CZ mode flag is a flag that allows the CPU to recognize that it is in CZ mode.

[0205] If the CZ mode flag is not set in step Sa804, step Sa805 executes the process of obtaining the 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 Sa804, step Sa806 executes the process of obtaining the CZ AT mode transition lottery table.

[0206] As shown in Figure 29, the probability of winning the AT mode transition lottery is set according to the game's lottery results for the regular AT mode transition lottery and the CZ AT mode transition lottery. For example, if the AT mode transition lottery is triggered by chance eye A, the probability of winning the AT mode transition is 1% in the regular version and 3% in the CZ version. Thus, the CZ AT mode transition lottery table is set to make it easier to win the AT mode transition lottery than the regular AT mode transition lottery table. In addition, regular replays A, B, and C do not result in an AT mode transition in the regular version, but they can result in an AT mode transition in the CZ version.

[0207] After obtaining the AT mode transition lottery table in step Sa805 or step Sa806, the AT mode transition lottery process is executed in step Sa807 using the obtained transition lottery table and the game lottery results obtained in step Sa803. Then, in step Sa808, it is determined whether or not the AT mode transition was successful.

[0208] If it is determined in step Sa808 that an AT mode transition has been won, or if it is determined in step Sa802 that the ceiling counter is 0, the AT mode winning process in steps Sa809 to Sa812 is executed. If it is determined in step Sa808 that an AT mode transition has not been won, the AT mode non-winning process in steps Sa813 to Sa816 is executed.

[0209] In the process for winning AT mode, step Sa809 determines whether the CZ mode flag is set and confirms whether the AT mode transition was won while in CZ mode. If the win occurred while in CZ mode, steps Sa810 and Sa811 are performed to terminate CZ mode. Specifically, step Sa810 executes a process to clear the CZ mode flag. Then, step Sa811 executes a process to clear the CZ game counters located in the various counter areas 106e to 0. The CZ game counter is a counter used by the CPU 102 to keep track of the remaining number of games in CZ mode. When transitioning to CZ mode, a value (10) corresponding to the number of games in CZ mode (10 games) is input, and the counter is decremented by 1 each time a game is played.

[0210] If the CZ mode flag is not set in step Sa809, or after the processing in step Sa811 is executed, the process of setting the AT mode winning flag in the various flag storage area 106d is executed in step Sa812. As a result of this process, a positive judgment will be made in step Sa606 from the next game onward.

[0211] In the process for when AT mode is not won, step Sa813 determines whether the CZ mode flag is set or not. If the CZ mode flag is set, the AT lottery process ends as is. If the CZ mode flag is not set, step Sa814 executes the CZ mode transition lottery process. In the CZ mode transition lottery process, the CZ mode transition lottery table is obtained from the various table storage area 105a, and a lottery is held to determine whether or not to transition to CZ mode using the game lottery results obtained in step Sa803. As shown in Figure 29, the CZ mode transition lottery table is set so that the probability of winning the CZ mode transition lottery differs depending on the game lottery results. More specifically, the more likely the game lottery results are to result in winning the AT mode transition lottery, the more likely it is to result in winning the CZ mode transition lottery. In other words, even if the game lottery results were likely to result in winning the AT mode transition lottery, if the AT mode transition lottery was not won, the system is set to make it easier to transition to CZ mode.

[0212] After executing the CZ mode transition lottery process in step Sa814, it is determined in step Sa815 whether or not the transition to CZ mode was successful. If the transition was not successful, the AT lottery process is terminated. If the transition to CZ mode was successful, in step Sa816, the process of setting the CZ mode success flag in the various flag storage area 106d is executed.

[0213] After setting either the winning flag in step Sa812 or step Sa816, the pre-announcement mode setting process is performed in steps Sa817 to Sa820. The pre-announcement mode is a mode that performs pre-announcement effects that suggest that the player has won the AT mode transition lottery or the CZ mode transition lottery. In this embodiment, if the player wins one of these transition lotteries, the player goes through a pre-announcement mode for 0 to 32 games before being notified of the winning transition lottery.

[0214] Step Sa817 executes the lottery process for the pre-announcement game. In the lottery process for the number of pre-announcement games, the number of pre-announcement games is determined based on the type of transition lottery won, the lottery result of the game that triggered the win, etc. For example, if the AT mode transition lottery is won, a longer number of pre-announcement games is more likely to be selected than if the CZ mode transition lottery is won, and if the transition lottery is won with Cherry A, a longer number of pre-announcement games is more likely to be selected than if the transition lottery is won with Cherry C.

[0215] In this embodiment, if the AT mode transition lottery is won during CZ mode, step Sa817 is set to 0 for the number of pre-announcement games. As described above, if the AT mode transition lottery is won during CZ mode, the CZ mode ends regardless of the remaining number of games in CZ mode, so the player can understand that they have won the AT mode transition lottery through the end of CZ mode. Therefore, by setting the pre-announcement mode to 0 games when the AT mode transition lottery is won during CZ mode, it is possible to reduce the sense of incongruity caused by the notification of winning the transition lottery being given as a pre-announcement mode, even though the player is aware that they have won the AT mode transition lottery.

[0216] In the following step Sa818, the process of inputting the lottery result from step Sa817 into the pre-announcement counter located in the various counter area 106e is executed. The pre-announcement counter is a counter used by the CPU 102 to keep track of the remaining number of pre-announcement games, and it is decremented by 1 each time a game in pre-announcement mode is played.

[0217] Then, the process of setting the precursor flag in the various flag storage areas 106d is executed in step Sa819. After the process of setting the precursor command as the output target to the display control device 81 is executed in step Sa820, this AT lottery selection process ends. The precursor flag is a flag for the CPU 102 to recognize that it is in the precursor mode. The precursor command is a command for making the display control device 81 recognize that the precursor mode has been set, the number of games in the precursor mode, and which transition lottery has been won. The display control device 81 that has received the precursor command recognizes the number of games in the precursor mode and the type of the winning transition lottery, and performs processes for executing the effects during the precursor mode on the auxiliary display unit 65 and the speaker 64.

[0218] <AT overlay process> Next, the AT overlay process executed in step Sa608 will be described while referring to the flowchart of FIG. 31. As already described, the AT overlay process is a process executed in a situation where the AT mode winning flag or any of the AT mode flags is set, and is a process for increasing the number of consecutive games in the AT mode.

[0219] In the AT bonus processing, first, in step Sa901, the result of the lottery for the current game is determined. Then, in step Sa902, it is determined whether or not the special zone flag is set. If the special zone flag is not set, in step Sa903, it is determined whether or not the second AT mode flag is set. If the second AT mode flag is not set and the transition to the first AT mode is confirmed or the player is in the first AT mode, or if the AT mode transition lottery has been won but the type of AT mode has not yet been determined (AT type determination process), then in step Sa904, the process of obtaining the first AT bonus lottery table from the various table storage area 105a is executed. On the other hand, if the second AT mode flag is set in step Sa903 and the transition to the second AT mode is confirmed or the player is in the second AT mode, then the process of obtaining the second AT bonus lottery table is executed in step Sa905. Also, if the special zone flag is set in step Sa901, the process of obtaining the special zone bonus lottery table is executed in step Sa906.

[0220] As shown in Figure 32, each bonus lottery table has a bonus winning rate set according to the game's lottery result. For example, chance eye C is more likely to result in a bonus than chance eye A, and cherry C is more likely to result in a bonus than cherry A. In other words, the less likely a lottery result is to result in a bonus, the more likely it is to result in a bonus. Furthermore, when comparing the same lottery result, the bonus lottery is more likely to result when using the 2nd AT bonus lottery table than when using the 1st AT bonus lottery table, and even more likely to result in a bonus when using the special zone bonus lottery table than when using the 2nd AT bonus lottery table.

[0221] After obtaining the bonus lottery table in step Sa904, step Sa905, or step Sa906, the bonus lottery is executed in step Sa907, and it is determined in step Sa908 whether or not the bonus lottery was won. If the bonus lottery was not won, the AT bonus processing ends as is. If the bonus lottery was won, the bonus game count lottery processing is executed in step Sa909. In the bonus game count lottery processing, the bonus game count table is obtained from the various table storage area 105a, and the number of bonus games for this time is determined by lottery. As shown in Figure 32, the bonus game count table is set so that the number of bonus games differs depending on the lottery result of the game that triggered the bonus. For example, when a bonus is triggered by a normal replay A, an average of 150 games are added, while when a bonus is triggered by a cherry A, an average of 15 games are added. In this way, the number of bonus games is set to be higher when the bonus is triggered by a trigger that is less likely to win the bonus lottery.

[0222] After the bonus game count lottery process is executed in step Sa909, the bonus game count is added to the AT game counters located in the various counter areas 106e in step Sa910. The AT game counters are used by the CPU 102 to keep track of the remaining number of games in AT mode. After the process in step Sa910 is executed, the bonus command is set as an output target to the display control device 81 in step Sa911, and then the AT bonus process is terminated. Upon receiving the bonus command, the display control device 81 executes a process to display a bonus notification effect corresponding to the bonus being added on the auxiliary display unit 65 and speaker 64.

[0223] In the lottery result processing (Figure 27), after executing the process in step Sa607 or step Sa608, steps Sa609 to Sa613 are executed to notify the order in which stop switches 42 to 44 are pressed.

[0224] <Overview of button press order notification> Prior to explaining the button press order notification process performed in steps Sa609 to Sa613, an overview of the button press order notification performed by the instruction monitor 68 and the button press order notification effect performed by the auxiliary display unit 65 will be explained. Note that the button press order notification and button press order notification effect can also be referred to as, for example, button press navigation, sequence notification, or pattern notification. The instruction monitor 68 is connected to the main control unit 101, and the main control unit 101 performs the button press order notification. In contrast, the auxiliary display unit 65 is connected to the display control unit 81, and the display control unit 81 performs the button press order notification effect.

[0225] First, the configuration of this instruction monitor 68 will be explained with reference to Figure 33. Figure 33(a) is a front view of the instruction monitor 68, and Figure 33(b) is a diagram illustrating the relationship between the display mode and the displayed content of the instruction monitor 68.

[0226] As shown in Figure 33(a), the indicator monitor 68 is provided with eight display segments N1 to N8. Each display segment N1 to N8 has an individual light source consisting of an LED, and by controlling the on / off state of these individual light sources, it is possible to light up only one display segment or any combination of display segments. As a result, the indicator monitor 68 displays a predetermined symbol (including letters and numbers) individually for each segment. Since all of the individual light sources emit light of the same color, the same color will be displayed for each display segment N1 to N8.

[0227] Regarding each display segment N1 to N8 in detail, the first to seventh display segments N7 are all linear display segments, and these first to seventh display segments N7 are arranged to display at least the numbers "1" to "6". The eighth display segment N8 is a circular display segment and is positioned horizontally in the lower right portion of the area where the first to seventh display segments N1 to N7 are located. Therefore, the indicator monitor 68 can display at least "1" to "6", "1." to "6.", and ".".

[0228] Furthermore, if the instruction monitor 68 can display multiple patterns of symbols individually, the shape and arrangement of each display segment N1 to N8 are arbitrary, and a configuration using 7 segments or 9 segments instead of 8 segments is also possible. In addition, it is not necessary for the colors displayed in each display segment N1 to N8 to be the same, and a configuration in which the colors displayed in each display segment N1 to N8 can be changed as appropriate is also possible. Moreover, a configuration in which the lighting or extinguishing of each display segment N1 to N8 is controlled by turning the light source on and off is not mandatory, and a segment display may be configured with a single backlight and a liquid crystal display as long as the display control can be performed individually for each display segment N1 to N8. Furthermore, instead of applying segment display to each display area, a configuration in which symbols are displayed using other types of display devices such as liquid crystal displays, organic EL displays, CRTs, dot matrices, etc. is also possible.

[0229] The first display segment N1 to the seventh display segment N7 are display segments used to notify the operation order of the push-button combination. For example, as shown in Figure 33(b), if the operation order of each stop switch 42 to 44 is "left" → "middle" → "right", resulting in a winning combination that is advantageous to the player, the sixth display segment N6 and the seventh display segment N7 will light up and display "1". Also, if the operation order of each stop switch 42 to 44 is "right" → "left" → "middle", resulting in a winning combination that is advantageous to the player, the first display segment N1, the second display segment N2, the third display segment N3, the fifth display segment N5, and the sixth display segment N6 will light up and display "5". In other words, the numbers (symbols) displayed in each display segment N1 to N7 correspond one-to-one with the operation sequence of stop switches 42 to 44. By stopping the stop switches 42 to 44 based on the numbers (symbols) displayed in display segments N1 to N7, it becomes possible to win prizes in a manner that is advantageous to the player.

[0230] The eighth display segment N8 lights up in the game in which the game transitions to a favorable section and a predetermined start condition is met, including a notification condition that makes it possible to trigger a button press order notification. It also turns off when the AT mode ends and the game transitions from the favorable section to the normal section.

[0231] In other words, the advantageous section (specific game state, specific mode) is a section in which the order of operations such as push-button bells is more easily notified, making it easier for the player to win in a way that is advantageous to them. The 8th display segment N8 is a section indicator (specific notification means) that lights up during the specific section in the advantageous section in which the player can actually benefit from the push-button notification, and turns off during normal sections that are not advantageous sections, or during non-specific sections that are advantageous but not specific sections.

[0232] As already explained, the instruction monitor 68, which has the first display segment N1 to the seventh display segment N7 as a push order indicator and the eighth display segment N8 as a section indicator, is located near the side of the payout display section 62 on the game panel 25. In other words, the instruction monitor 68 is located above the stop switches 42 to 44 etc. operated by the player, and to put it another way, it is not located below the position where the stop switches 42 to 44 etc. are located on the decorative panel on the front of the game machine. Therefore, the eighth display segment N8 is less likely to be obscured by the player's hand operating the stop switches 42 to 44 etc., and it can be said that it is located in a position that is easy for the player to see. Furthermore, since it is located near the payout display section 62, which is easy for the player to keep an eye on as they play the game aiming to win medals, it can be said that the chances of the player overlooking it are reduced.

[0233] Furthermore, in the instruction monitor 68, the brightness of the corresponding LED for the eighth display segment N8 is set to be higher than that of the surrounding display units (for example, the payout count display unit 62 or the backlight of the game panel 25) (more specifically, twice the brightness of the surrounding display units). Therefore, even when both the eighth display segment N8 and the surrounding display units are under illumination control (in a lit state), the eighth display segment N8 stands out more prominently. Regarding the illumination directed towards the front of the game machine, the illumination of the corresponding LED for the eighth display segment N8 is set to be higher than that of the surrounding display units (more specifically, twice the illumination of the surrounding display units). This configuration also improves the visibility of the eighth display segment N8, and reduces the likelihood of it being overlooked when it is lit.

[0234] Next, the button-press order notification feature performed by the auxiliary display unit 65 will be explained with reference to Figure 34. Here, the button-press order notification feature of the auxiliary display unit 65 will be explained using the case where the button-press order is Middle → Right → Left as an example.

[0235] As shown in Figure 34(a), in the auxiliary display unit 65, of the three parallel button displays corresponding to stop switches 42-44, the button display corresponding to the stop switch to be operated first (the middle button display corresponding to the middle stop switch 43 in the figure) is marked with the number 1 and 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 first stop switch to be operated is the middle stop switch 43. Furthermore, in the auxiliary display unit 65, the right button display is marked with the number 2 and the left button display with the number 3 to indicate that the next stop switch to be operated is the right stop switch 44 and the last stop switch to be operated is the left stop switch 42.

[0236] When a player operates the middle stop switch 43, as shown in Figure 34(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 prominently. 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.

[0237] When the player operates the right stop switch 44, as shown in Figure 34(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 in a larger size. 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.

[0238] Regarding the execution timing of the push order notification, it is set to execute the push order notification during the invalid period of the stop switches 42 to 44 from the start of the rotation of each reel 32L, 32M, and 32R until it reaches a constant speed rotation after passing through the acceleration period. By adopting a configuration in which the push order notification is executed at a timing earlier than when the operations of the stop switches 42 to 44 become effective, it becomes possible to make the operations of the stop switches 42 to 44 desirable after recognizing the operation order of the stop switches 42 to 44, and the game can be advanced smoothly.

[0239] The processing for the push order notification in steps Sa609 to Sa613 will be described.

[0240] That is, in step Sa609, it is determined whether the lottery result of the current game is a winning of the push order bell. If it is a winning of the push order bell, in step Sa610, it is determined whether the first AT mode flag or the second AT mode flag is set. If any of the AT mode flags is set, in step Sa611, the instruction monitor 68 is controlled so that the push order notification corresponding to the first small winning to the sixth small winning is performed according to the type of the current push order bell. Then, in step Sa612, after executing the process of setting the push order notification command including the information on the operation order corresponding to the first small winning to the sixth small winning as the output target to the display control device 81, this push order notification processing is terminated. In the display control device 81 that has received this push order notification command, the auxiliary display unit 65 and the speaker 64 are controlled so that the push order notification effect corresponding to the first small winning to the sixth small winning is performed. If none of the AT mode flags is set in step Sa610, the lottery result corresponding processing is terminated as it is.

[0241] If it is not a winning of the push order bell in step Sa609, it proceeds to step Sa613. In step Sa613, after executing the processing for the AT start notification, the lottery result corresponding processing is terminated.

[0242] <Processing for AT start notification> In this embodiment, if the player wins the lottery for transitioning to AT mode, as described above, notification of winning the transition lottery is given after going through the pre-announcement mode. After the notification of winning the transition lottery, the AT mode is started when the game lottery result is a predetermined result for starting AT mode. The AT start notification process is a process that, after winning the AT mode transition lottery, provides notification to establish a result corresponding to the above-mentioned result for starting AT mode.

[0243] Specifically, as shown in the flowchart of Figure 35, step Sa1001 determines whether the result of the lottery for this game is a win of one of the normal replays A to C. In other words, in this embodiment, if normal replays A to C are set as the result for starting the AT mode, and step Sa1001 determines that it is not a win of normal replays A to C, then it is determined that it is not time to execute the AT mode start notification, and the AT start notification process ends there.

[0244] Normally, if the player wins one of the A-C replays, step Sa1002 determines whether the AT preparation counter in the various counter areas 106e is greater than 0. The AT preparation counter is a counter used by the CPU 102 to determine that the notification of winning the AT mode transition lottery has already been executed. A predetermined number (40) is input in the game in which the notification of winning the transition lottery is made, and this counter is decremented by 1 each time a game is played. In other words, a situation where the AT preparation counter is greater than 0 indicates that the number of games played since the notification of winning the AT mode transition lottery was made is less than 40. In this embodiment, after the number of games played since the notification of winning the AT mode transition lottery has been made reaches the predetermined number (40), the AT mode is started without waiting for the above-mentioned result for starting the AT mode to be won, but the details of this will be explained later.

[0245] If the AT preparation counter is greater than 0 in step Sa1002, the process of setting the start game flag in the various flag storage area 106d is executed in step Sa1003. The start game flag is a flag that allows the CPU 102 to recognize that the result of the lottery for this game was a result for starting AT mode.

[0246] In the following step Sa1004, it is determined whether the AT mode to be started is the 1st AT mode by checking whether the 1st AT mode flag is set. If it is the 1st AT mode, in step Sa1005, the instruction monitor 68 is controlled so that a push order notification corresponding to the 2nd re-spin win is given according to the type of normal replay this time. On the other hand, if the 1st AT mode flag is not set and the AT mode to be started this time is the 2nd AT mode, in step Sa1006, the instruction monitor 68 is controlled so that a push order notification corresponding to the 3rd re-spin win is given according to the type of normal replay this time.

[0247] As shown in Figure 36, if a normal replay A is won, a second replay is awarded if the stop switches 42-44 are operated in the order of middle → left → right and middle → right → left, and a third replay is awarded if they are operated in the order of right → left → middle and right → middle → left. If a normal replay B is won, a second replay is awarded if the stop switches 42-44 are operated in the order of left → middle → right and left → right → middle, and a third replay is awarded if they are operated in the order of middle → left → right and middle → right → left. If a normal replay C is won, a second replay is awarded if the stop switches 42-44 are operated in the order of right → left → middle and right → middle → left, and a third replay is awarded if they are operated in the order of left → middle → right and left → right → middle.

[0248] In steps Sa1005 and Sa1006, the button press sequence notification is performed according to each of the normal replays A to C, indicating the sequence of operations that can result in a second replay win or a third replay win. Then, in step Sa1007, the button press sequence notification command is set as an output target to the display control device 81, and then the AT start notification process ends.

[0249] Here, even if the stop switches 42-44 are operated in the order corresponding to the second and third re-spin wins, the second and third re-spin wins may not occur. In other words, as described above, the second re-spin win is achieved when the "white 7" symbol on the left reel 32L, the "white shell" symbol on the middle reel 32M, and the "cherry" symbol on the right reel 32R stop on the active line ML (Figure 10). However, the corresponding symbols on each reel are arranged so that there are intervals of 5 or more symbols between them, and depending on the timing of the operation of the stop switches 42-44, it may not be possible to stop the corresponding symbols on the active line ML. Furthermore, while the third re-spin win is achieved 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 active line ML (Figure 10), the corresponding symbols on each reel are arranged so that there are intervals of 5 or more symbols between them. Depending on the timing of operating the stop switches 42-44, it may not be possible to stop the corresponding symbols on the active line ML. Therefore, the operation sequence for the second re-spin win and the operation sequence for the third re-spin win are also associated with the fourth and fifth re-spin wins, so that situations where no re-spin win is achieved do not occur. In other words, even if a regular replay A to C is won, and stop switches 42 to 44 are operated in the order corresponding to the second or third replay win, and the second or third replay win is not achieved, the machine is set up so that other replay wins will be achieved.

[0250] The process for when the AT preparation counter is 0 in step Sa1002 (steps Sa1008 and Sa1009) will be explained in detail later.

[0251] <Processing for handling award results> Next, we will explain the prize result handling process performed in step Sa417 of the reel control process, referring to the flowchart in Figure 37. In the prize result handling process, processing is performed to start or end the AT mode depending on the game's outcome.

[0252] First, in step Sa1101, it is determined whether either the first BB state flag or the second BB state flag is set, and whether the game to be started is in either BB state. If it is not in BB state, in step Sa1102 it is determined whether the number of bets is 3. If it is in BB state, in step Sa1103 it is determined whether the number of bets is 2. In other words, the processing in steps Sa1101 to Sa1103 corresponds to the processing in steps Sa601 to Sa603 above, and is the process of determining whether it is a specific predetermined number that is associated with the game state. If it is not a specific predetermined number, the process for handling the winning result is terminated without performing the processing for the display mode (processing for the instruction function) from step Sa1104 onwards.

[0253] If a positive result is obtained in step Sa1102 or step Sa1103 and the number of bets is a specified number, proceed to step Sa1104. In step Sa1104, it is determined whether or not the premonition flag is set. If the premonition flag is set, it means that after winning the AT mode transition lottery or the CZ mode transition lottery, notification of winning these transition lotteries has not yet been given. In this case, in step Sa1105, the premonition mode processing is executed and then the prize result processing is terminated.

[0254] On the other hand, if the premonition flag is not set in step Sa1104, step Sa1106 determines whether or not the CZ mode flag is set. If the CZ mode flag is set and the game is in CZ mode, step Sa1107 executes the CZ mode processing before ending the prize result processing.

[0255] If the CZ mode flag is not set in step Sa1106, it is determined in step Sa1108 whether or not the AT mode winning flag is set. If the premonition flag is not set in step Sa1104 and the AT mode winning flag is set in step Sa1108, it means that notification of winning the AT mode transition lottery after going through the premonition mode has already been given, but the transition to AT mode has not yet occurred (hereinafter, this situation will be referred to as "preparation mode"). If it is in this preparation mode, the preparation mode processing is executed in step Sa1109, and then the prize result processing is terminated.

[0256] If step Sa1108 determines that the system is not in preparation mode, step Sa1110 determines whether the first AT mode flag or the second AT mode flag is set. If either AT mode flag is set and the system is in AT mode, step Sa1111 executes the AT mode processing and then terminates the prize result processing. If step Sa1110 determines that the system is not in preparation mode, the prize result processing terminates immediately.

[0257] The following sections will explain the processes for the pre-announcement mode, the CZ mode, the preparation mode, and the AT mode.

[0258] <Processing for pre-announcement mode> In the pre-announcement mode processing, as shown in Figure 38, step Sa1201 is executed to decrement the pre-announcement counter by 1. Then, in step Sa1202, it is determined whether the pre-announcement counter has become 0 or not. If it has not become 0, the pre-announcement mode processing is terminated. If the pre-announcement counter has become 0, step Sa1203 is executed to clear the pre-announcement flag.

[0259] In the subsequent step Sa1204, it is determined whether the AT mode winning flag is set, so as to determine whether the current precursor mode has shifted based on winning the AT mode transition lottery. If it is a precursor mode based on winning the AT mode transition lottery, in step Sa1205, AT type determination processing is executed. As described above, in this embodiment, the first AT mode and the second AT mode with different additional winning probabilities are provided as the AT mode, and the AT type determination processing is a process for determining whether the current AT mode is the first A...

Claims

[Claim 1] a first control means capable of executing a process for progressing a game; a second control means capable of executing a predetermined notification based on information from the first control means; The process for progressing the game includes a first process and a second process executed after the first process, The first control means a first output means for outputting first information to the second control means when the first process is executed; second output means for outputting second information to the second control means when the second process is executed; Equipped with The second control means a first notification means for issuing a first notification corresponding to the first process based on the first information; second notification means for issuing a second notification corresponding to the second process based on the first information; A gaming machine characterized by comprising:

Citation Information

Patent Citations

  • Game machine

    JP2008295707A