gaming machines

JP2026040577A5Pending Publication Date: 2026-06-03SANYO BUSSAN KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SANYO BUSSAN KK
Filing Date
2025-12-22
Publication Date
2026-06-03

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to enhance player engagement and attention levels during gameplay.

Method used

A gaming machine that progresses and ends games based on player actions, includes reward-granting mechanisms, specific period settings, and performance execution during predetermined periods, with additional performance modes like automatic transmission (AT) and chance zone (CZ) to enhance gameplay dynamics.

Benefits of technology

Increases player engagement and attention by incorporating dynamic gameplay elements and rewards, thereby improving overall gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine capable of increasing the attention to a game. [Solution] After a bet operation is made in the slot machine 10, the rotation of each of the reels 32L, 32M, and 32R is started by operating the start lever 41. Then, by operating the stop switches 42 to 44, the corresponding reel stops, and the stop result corresponding to the lottery result stops, and medals may be paid out. When each of the reels 32L, 32M, and 32R stops, a flash effect may be executed by a front light or a back light device, and even flash effects with the same effect type may be cancelable or non-cancelable.
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Description

Technical Field

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

Background Art

[0002] As a type of gaming machine, 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 according 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 improve the attention level 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 improving the attention level of the game.

Means for Solving the Problems

[0007] The present invention is A means for progressing the game, which starts the game based on the player's actions and ends the game based on the player's actions, A reward-granting means capable of granting rewards to players according to the results of the game played by the aforementioned game progression means, A gaming machine equipped with, A specific period setting means that can set a specific period during which the game progression by the game progression means based on predetermined game operations by the player is restricted, A specific performance execution means that performs a specific performance using a predetermined performance means, Equipped with, The aforementioned specific performance execution means is During the specified period set by the specified period setting means, the specified performance can be executed in a specified manner. The characteristic feature is that the specific performance can be executed in the specific manner for a predetermined period that includes at least a period different from the specified period. [Effects of the Invention]

[0008] According to the present invention, it is possible to increase the level of attention given to games. [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 modes and the privileges granted. [Figure 10] It is an explanatory diagram showing the relationship between the winning modes and the privileges 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 modes that are 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 confirmed 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 the display effect by the auxiliary display unit. [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 the display effect by the auxiliary display unit. [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 process for rotation effects, 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]It is a diagram for explaining the outline of the rotation effect. [Figure 439] It is a diagram for explaining the outline of the rotation effect in Modification 8. [Figure 440] It is a front view of the slot machine in the 6f embodiment. [Figure 441] It is a perspective view of the slot machine showing the state where the front door is closed. [Figure 442] It is a perspective view of the slot machine showing the state where the front door is open. [Figure 443] It is a rear view of the front door. [Figure 444] It is a front view of the housing. [Figure 445] It is a diagram showing the symbol arrangement of each reel. [Figure 446] It is an explanatory diagram showing the relationship between the symbols visible from the display window and the effective lines. [Figure 447] [[ID=z7]]It is an explanatory diagram showing the relationship between the winning modes and the privileges granted. [Figure 448] It is an explanatory diagram showing the relationship between the winning modes and the privileges granted. [Figure 449] It is an explanatory diagram showing the relationship between the winning modes and the privileges granted. [Figure 450] It is a diagram for explaining an example of the winning mode. [Figure 451] It is a diagram for explaining an example of the winning mode. [Figure 452] It is a diagram for explaining an example of the winning mode. [Figure 453] It is a diagram for explaining an example of the winning mode. [Figure 454] It is a block diagram showing the electrical configuration of the main control device. [Figure 455] It is a block diagram showing the electrical configuration of the display control device. [Figure 456] It is a flowchart showing the timer interrupt processing by the main control device. [Figure 457] It is a flowchart showing the normal processing by the main control device. [Figure 458] [[ID=6d]]It 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 outlines 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 during 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 re-betting process for normal gameplay. [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. [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 housing 11 that forms its outer shell. The housing 11 is formed as 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 this value is 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 data stored in RAM106, including various game information (such as 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, it is determined in step Sa207 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 confirmation process 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 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, in a 3-bet game, the first Big Bonus (BB) can be won, but the second BB cannot. In a 2-bet game, the second BB can be won, but the first BB cannot. As described above, in games where the first credit insertion switch 56 is operated, the second BB can basically be won 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 gameplay (which will also be referred to as normal gameplay below).

[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 explanation 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 one 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. Further, the AT mode winning flag is a flag for the CPU 102 to recognize that it has won in the AT mode transition lottery, the transition to the AT mode is 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 one 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 of FIG. 30.

[0202] In step Sa...

[0203] It seems there is an incomplete sentence in the translation of step Sa801. Please check the original text for accuracy and let me know if you need further assistance. The text should be something like "In step Sa801, the ceiling counter provided in the various counter areas 106e is decremented by 1." in the full context.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, and after the process of setting the precursor command as an 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, and 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 grasps the number of games in the precursor mode and the type of the winning transition lottery, and performs a process for executing the effect during the precursor mode on the auxiliary display unit 65 and the speaker 64.

[0218] <AT Boosting Process> Next, the AT boosting process executed in step Sa608 will be described while referring to the flowchart of FIG. 31. As already described, the AT boosting 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 boosting 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 pressing order notification, it is set to execute the pressing 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 reaching the constant speed rotation after passing through the acceleration period. By adopting such a configuration that the pressing 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 after recognizing the operation order of the stop switches 42 to 44, and the game can proceed smoothly.

[0239] An explanation of the processing for the pressing order notification in steps Sa609 to Sa613 will be given.

[0240] That is, in step Sa609, it is determined whether the lottery result of the current game is a winning of the pressing order bell. If it is a winning of the pressing 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 pressing order notification corresponding to the first minor winning to the sixth minor winning is performed according to the type of the current pressing order bell. Then, in step Sa612, after executing the process of setting the pressing order notification command including the information on the operation order corresponding to the first minor winning to the sixth minor winning as the output target to the display control device 81, this processing for the pressing order notification is terminated. In the display control device 81 that has received this pressing order notification command, the auxiliary display unit 65 and the speaker 64 are controlled so that the pressing order notification effect corresponding to the first minor winning to the sixth minor 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 pressing order bell in step Sa609, the process 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 following 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, the AT type determination process 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 process is a process for determining whether the current AT mode is the first AT mode or the second AT mode.

[0260] <AT type determination process> Specifically, as shown in the flowchart of FIG. 39, in step Sa1301, the AT type lottery process is executed. In the AT type lottery process, for example, the type of the current AT mode is determined by lottery according to the set value set in the winning probability setting process, the type of the previous AT mode, the number of increased medals after the advantageous section transition, the number of games played after the advantageous section transition, etc., or randomly. Specifically, for example, the higher the set value of the payout rate, the easier it may be to select the second AT mode that is more likely to be added. Also, if the previous AT mode is the first AT mode, the second AT mode may be more likely to be selected this time. Although the second AT mode is generally difficult to be selected, once the second AT mode is selected, the next AT mode may also be more likely to be the second AT mode. Or, the second AT mode may be more likely to be selected when the number of increased medals and the number of games played in the early stage of the advantageous section are small.

[0261] After executing the process in step Sa1301, step Sa1302 determines whether the result of the process in step Sa1301 was the first AT mode. If it is the first AT mode, step Sa1303 executes the process of setting the first AT mode flag in the various flag storage area 106d, and step Sa1304 executes the process of setting the first AT command as an output target to the display control device 81, before ending this AT type determination process. Upon receiving the first AT command, the display control device 81 controls the auxiliary display unit 65 and speaker 64 to announce, in the AT winning notification performance based on the AT winning notification command that is set to be output in the subsequent step Sa1206, that the AT mode transition lottery has been won, and that the winning AT mode is the first AT mode.

[0262] If the second AT mode is determined in step Sa1302, the process of setting the second AT mode flag in the various flag storage area 106d is executed in step Sa1305, and the process of setting the second AT command as an output target to the display control device 81 is executed in step Sa1306, after which this AT type determination process is terminated. Upon receiving the second AT command, the display control device 81 controls the auxiliary display unit 65 and speaker 64 to announce, in the AT winning notification performance based on the AT winning notification command that is set to be output in the subsequent step Sa1206, that the AT mode transition lottery has been won, and that the winning AT mode is the second AT mode.

[0263] In the pre-announcement mode processing, after executing the AT type determination process in step Sa1205, step Sa1206 is executed to input a predetermined number of 40 to the AT preparation counter provided in the various counter areas 106e. As already explained, the AT preparation counter is a counter used by the CPU 102 to keep track of the number of games played since notification of winning the AT mode transition lottery. After that, step Sa1207 is executed to set the AT win notification command as an output target to the display control device 81, and then the pre-announcement mode processing is terminated. Upon receiving the AT win notification command, the display control device 81 controls the auxiliary display unit 65 and speaker 64 to notify that the AT mode transition lottery has been won. As mentioned above, the type of AT mode that has been won is also notified at that time.

[0264] If the AT mode winning flag is not set in step Sa1204, and this pre-announcement mode is based on winning the CZ mode transition lottery, the process proceeds to step Sa1208. In step Sa1208, the process of clearing the CZ mode winning flag is executed. Then, in step Sa1209, the CZ mode flag is set, and in step Sa1210, the process of inputting a predetermined number of 10 to the CZ game counter provided in the various counter area 106e is executed. The CZ game counter is a counter used by the CPU 102 to keep track of the remaining number of games in CZ mode, and it is a counter that is decremented by 1 each time a game is played in CZ mode. After that, in step Sa1211, the process of setting the CZ start command as an output target to the display control device 81 is executed, and then the process for this pre-announcement mode is terminated. Upon receiving the CZ start command, the display control device 81 controls the auxiliary display unit 65 and speaker 64 to notify that the CZ mode transition lottery has been won, as well as that CZ mode has started.

[0265] As described above, when the precursor flag is cleared (step Sa1203) and the CZ mode flag is set (step Sa1209), the CZ mode processing is executed in the next winning result corresponding processing. On the other hand, if the precursor flag is cleared and the CZ mode flag is not set (step Sa1204: YES), the preparation mode processing is executed in the next winning result corresponding processing.

[0266] <Processing for CZ mode> In the CZ mode processing, as shown in the flowchart of FIG. 40, a process of decrementing the CZ game counter by 1 is executed in step Sa1401. In the subsequent step Sa1402, based on the processing result of step Sa1401, it is determined whether the CZ game counter has become 0. If the CZ game counter has not become 0, the CZ mode processing is terminated as it is.

[0267] If the CZ game counter has become 0, a process of clearing the CZ mode flag is executed in step Sa1403. Thereafter, after executing a process of setting the CZ end command as an output target to the display control device 81 in step Sa1404, this CZ mode processing is terminated. In the display control device 81 that has received the CZ end command, control is performed so that the fact that the CZ mode has ended is notified by the auxiliary display unit 65 and the speaker 64. As already described, when winning the AT mode transition lottery during the CZ mode, the CZ mode ends at that time and the configuration is to transition to the precursor mode. Therefore, when the CZ mode ends by clearing the CZ mode flag in step Sa1403, it means that the AT mode transition lottery was not won during the CZ mode.

[0268] <Processing for AT mode> In the AT mode processing, as shown in the flowchart in Figure 41, step Sa1501 is executed to decrement the AT game counter by 1. In the following step Sa1502, it is determined whether the AT game counter has become 0 based on the result of step Sa1501. If the AT game counter has not become 0, the AT mode processing is terminated.

[0269] If the AT game counter is 0, step Sa1503 executes a process to clear the set AT mode flag (first AT mode flag or second AT mode flag). Then, in step Sa1504, a process is executed to set the AT mode termination flag in the various flag storage area 106d. The AT mode termination flag is a flag used to terminate the advantageous period when AT mode ends. Then, in step Sa1505, the AT termination command is set as an output target to the display control device 81, and then the processing for this AT mode ends. Upon receiving the AT termination command, the display control device 81 controls the system so that notification that AT mode has ended is sent via the auxiliary display unit 65 and speaker 64.

[0270] <Processing for preparation mode> In the preparation mode processing, as shown in the flowchart in Figure 42, step Sa1601 determines whether the first AT mode flag is set. If the first AT mode flag is set, step Sa1602 executes the promotion lottery process. The promotion lottery process performs a promotion lottery to determine whether the AT mode to be transitioned to this time is the second AT mode instead of the first AT mode. Specifically, the promotion lottery table (Figure 43) is obtained from the various table storage area 105a, and the above promotion lottery is executed according to the lottery result of the current game and the value of the AT preparation counter. In the promotion lottery table, for example, chance event C is more likely to result in winning the promotion lottery than chance event A, and so on, the less likely a lottery result is to result in winning the promotion lottery in each game, is set to result in winning the promotion lottery. Furthermore, even in the same promotion lottery based on chance event A, the chances of winning the promotion lottery are higher when the AT preparation counter value is between 11 and 20 than when it is between 21 and 40. In other words, the more games played in preparation mode, the higher the chances of winning the promotion lottery.

[0271] After the promotion lottery is performed in step Sa1602, it is determined in step Sa1603 whether or not the promotion lottery was won. If the promotion lottery was won, the process of setting the promotion command as an output target to the display control device 81 is performed in step Sa1604. Upon receiving the promotion command, the display control device 81 controls the auxiliary display unit 65 and speaker 64 to notify that the AT mode being transitioned to has been promoted from the first AT mode to the second AT mode. Then, in step Sa1605, the process of clearing the first AT mode flag and setting the second AT mode flag is performed.

[0272] If a negative result is obtained in step Sa1601 or step Sa1603, or after the processing in step Sa1605 is executed, the process proceeds to step Sa1606. In step Sa1606, the process of decrementing the AT preparation counter by 1 is executed. Then, in step Sa1607, it is determined whether the AT preparation counter has become 0 based on the result of the processing in step Sa1606.

[0273] If the AT preparation counter is not 0 in step Sa1607, proceed to step Sa1608. In step Sa1608, it is determined whether or not the start game flag is set. As already explained, the start game flag is a flag that is set in the AT start notification process (Figure 35) when the result for starting AT mode (normal replay A to C) is won in the preparation mode. If the start game flag is not set, the preparation mode process ends as is.

[0274] If the start mode flag is set, step Sa1609 determines whether a second re-spin win or a third re-spin win was achieved as a result of this game. As already explained, if a normal replay A to C is won in preparation mode, a push-order notification animation corresponding to a second re-spin win or a third re-spin win will be executed. However, in a game in which a normal replay A to C is won, even if stop switches 42 to 44 are operated in the order corresponding to a second re-spin win or a third re-spin win, depending on the timing of the operation, a second re-spin win or a third re-spin win may not be achieved, and a win for another re-spin (fourth re-spin, fifth re-spin) may be achieved. In step Sa1609, if the start game flag is set and it is possible to start AT mode by achieving a second re-spin win or a third re-spin win, it is determined whether a second re-spin win or a third re-spin win was achieved.

[0275] If it is determined in step Sa1609 that a second or third re-spin win has been achieved, the process proceeds to step Sa1610, where 50, corresponding to the initial number of games in AT mode, is added to the AT game counter. As previously explained, after winning the AT mode transition lottery, the AT increase processing is performed in the lottery result processing. However, there are cases where the AT mode game increase lottery is won and the increased number of games is entered into the AT game counter before the initial number of games is entered in step Sa1610.

[0276] Subsequently, in step Sa1612, the start game flag is cleared, and in step Sa1613, the process of setting the stop-time AT start command as an output target to the display control device 81 is executed, and then the processing for this preparation mode ends. Upon receiving the stop-time AT start command, the display control device 81 controls the AT mode start animation to be performed on the auxiliary display unit 65 and speaker 64.

[0277] If it is determined in step Sa1607 that the AT preparation counter has become 0, that is, if notification is given that the AT mode transition lottery has been won, and 40 games have been played since entering preparation mode, then in step Sa1614 it is determined whether or not the first AT mode flag is set, and if it is set, the process of setting the above-mentioned promotion command is executed in step Sa1615. Then, in step Sa1616 the process of clearing the first AT mode flag and setting the second AT mode flag is executed. In other words, in this embodiment, if the result for starting AT mode is not won within 40 games after transitioning to preparation mode, the AT mode to be transitioned to will be the second AT mode.

[0278] If a negative result is obtained in step Sa1614, or after the processing in step Sa1616 is executed, the process proceeds to step Sa1617. Also, if it is determined in step Sa1609 that a second or third re-spin win has not occurred, the process proceeds to step Sa1617. In step Sa1617, the process of clearing the AT mode winning flag is executed. Then, in step Sa1618, the process of adding 50 as the initial number of games is executed.

[0279] After executing the process in step Sa1618, step Sa1619 determines whether the start game flag is set. If the start game flag is set, and during preparation mode a normal replay A-C is won, but a second replay win or a third replay win is not achieved, the process proceeds to step Sa1620 to clear the start game flag. Then, in step Sa1621, it is determined whether the second AT mode flag is set. If the first AT mode flag is set instead of the second AT mode flag, step Sa1622 sets the first start freeze flag in the various flag storage area 106d, and then the preparation mode process ends. The first start freeze flag is a flag used to perform the first spin animation in the spin animation process (step Sa402) at the start of the next game's spin, which stops the symbol combination that results in a second replay win on the active line ML. The rotation animation process will be explained in detail later, but this first rotation animation makes it possible to notify the player of the result of the first AT mode start, even if the second re-play win is not achieved as a result of the first AT mode start, and to give the impression that the first AT mode starts based on the result of the first AT mode start.

[0280] If the start game flag is not set in step Sa1619 and 40 games have been played in preparation mode, or if the second AT mode flag is set in step Sa1621 and a normal replay A-C is won during the preparation mode of the second AT mode, but the third replay win is not achieved, then in step Sa1623, the process of setting the second start freeze flag in the various flag storage area 106d is executed, and then the preparation mode process ends. The second start freeze flag is a flag for performing a second spin animation in the spin animation process (step Sa402) at the start of the next game's spin, which stops the symbol combination that will result in a third replay win on the active line ML. The spin animation process will be explained in detail later, but this second spin animation makes it possible to notify the result win for starting the second AT mode as an animation, even if the third replay win is not achieved as a result for starting the second AT mode, and it is possible to give the impression that the second AT mode will start based on the result win for starting the second AT mode.

[0281] <Management of advantageous periods> Next, we will explain the first and second section display processes, which control the eighth display segment N8 as a section indicator, transition to a favorable section, and end a favorable section.

[0282] <First processing for displaying the interval> First, the first section display process will be explained with reference to Figure 44. The first section display process is performed in step Sa314 of the lottery process (Figure 19), and is performed after the lottery result for the game is determined based on the operation of the start lever 41, and after the lottery for transitioning the display mode (lottery result corresponding process) is performed based on the lottery result.

[0283] Step Sa1701 determines whether the eighth display segment N8, which serves as a section indicator, is currently displayed, or more specifically, whether the eighth display segment N8 is lit up. As already explained, the eighth display segment N8 being lit up indicates that it is a specific section within the advantageous section where at least one notification condition for triggering a button press order notification is met. If step Sa1701 determines that this is not the case and that the eighth display segment N8 is unlit, the process proceeds to step Sa1702.

[0284] In step Sa1702, it is determined whether the advantageous section winning game flag is set in the various flag storage area 106d. The advantageous section winning game flag is a flag that is set when the advantageous section transition lottery is won in the advantageous section transition lottery process, and it is a flag that the CPU 102 uses to identify that it is the winning game. If the advantageous section winning game flag is set, the process to clear the advantageous section winning game flag is executed in step Sa1703. Then, the process to set the advantageous section flag is executed in step Sa1704.

[0285] Step Sa1705 starts the counting of games played during the advantageous section, or more specifically, the measurement of the advantageous section game count AG in the various counter areas 106e. The advantageous section game count AG is a means of determining the number of games played during the advantageous section. Then, in step Sa1706, the advantageous section transition process is executed. The advantageous section transition process sets the state and degree of advantage of the advantageous section to be transitioned to. Specifically, in the advantageous section transition process, the ceiling counter is set by lottery or the like, and the ceiling game count that allows a transition to AT mode without winning the AT mode transition lottery after the advantageous section transition is set. The ceiling counter lottery can be performed using, for example, a setting value or the lottery result of the game in question, and it is good to make it so that a shorter ceiling game count is more likely to be selected for higher settings, or so that a shorter ceiling game count is more likely to be selected for even settings than for odd settings, or so that a shorter ceiling game count is more likely to be selected for results that are less likely to be won in the lottery of the game in question. Then, a value corresponding to the number of games to be played to the ceiling, determined by lottery, is input to the ceiling counter. For example, a ceiling command containing information corresponding to the ceiling counter is output to the display control device 81, and an effect indicating the number of games to be played to the ceiling is displayed on the auxiliary display unit 65 or speaker 64.

[0286] In the first section display processing, after executing the advantageous section transition processing in step Sa1706, the section display is started in step Sa1707 by lighting up the eighth display segment N8.

[0287] If step Sa1701 determines that the eighth display segment N8 is being displayed as a section indicator, step Sa1708 executes a process to continue displaying the advantageous section. Specifically, step Sa1708 performs a process to keep the eighth display segment N8 lit. In other words, the process to terminate the display of the section indicator is not performed in this first section display process.

[0288] If it is determined in step Sa1702 that the advantageous section winning game flag is not set, then after executing the display start process in step Sa1707, or after executing the display continuation process in step Sa1708, it is determined in step Sa1709 whether or not any AT mode flags are set. If it is determined in step Sa1709 that none of the AT mode flags are set, then in step Sa1710, the process of adding 1 to the first role ratio counter provided in the various counter areas 106e is executed. The first role ratio counter is a counter for counting the number of games in which no push order notification occurs, that is, the number of games in the normal section and the non-specific section.

[0289] In response to this, if it is determined in step Sa1709 that any AT mode flag is set, then in step Sa1711, a process is executed to add 1 to the second role ratio counter provided in the various counter areas 106e. The second role ratio counter is a counter for counting the number of games in which push order notification can occur, that is, the number of games in a specific section.

[0290] After executing the process in step Sa1710 or step Sa1711, the role ratio calculation process is executed in step Sa1712. In this process, the value of the role ratio second counter is divided by the sum of the role ratio first counter and the role ratio second counter (total number of games). In other words, the role ratio calculation process calculates the proportion of games in which a button press order notification can occur out of the total number of games. Then, in step Sa1713, the process is executed so that the result of the calculation in step Sa1712 is displayed on the role ratio monitor 77.

[0291] As shown in Figure 5, the payout ratio monitor 77 has multiple 7-segment display units, each consisting of seven display segments. Specifically, the payout ratio monitor 77 has a first display unit 77a, a second display unit 77b, a third display unit 77c, a fourth display unit 77d, and a fifth display unit 77e, which function as 7-segment display units. The display segments in the first to fifth display units 77a to 77e each have individual light sources made of LEDs, similar to the display segments N1 to N7 of the instruction monitor 68. By controlling the on / off state of these individual light sources, it is possible to illuminate only one display segment or any combination of display segments. As a result, the payout ratio monitor 77 displays predetermined symbols (including letters and numbers) individually, and in particular, the payout ratio monitor 77 is capable of displaying five-digit numbers.

[0292] In step Sa1713, the result of the calculation process in step Sa1712 is output to the role ratio monitor 77, and the display control of each display unit 77a to 77e in the role ratio monitor 77 is performed so that a four-digit number is displayed on the role ratio monitor 77. Specifically, the role ratio monitor 77 displays a number less than 1, with up to four decimal places, representing the proportion of games in which a push-order notification can occur out of the total number of games, for example, "0.5012". After the processing in step Sa1713 is completed, the first section display processing is terminated.

[0293] Furthermore, the calculation process in step Sa1712 may be configured to round the number to the fifth decimal place before controlling the display of the role ratio monitor 77. Also, since the first display unit 77a of the role ratio monitor 77 basically displays "0", it may be configured not to have a first display unit 77a, or to always display "0" on the first display unit 77a by printing or other means. In addition, it is preferable to configure the system so that a decimal point is displayed between the first display unit 77a and the second display unit 77b by printing or other means.

[0294] <Second processing for displaying the interval> Next, the second section display process will be explained with reference to the flowchart in Figure 45. As already explained, the second section display process is performed in step Sa418 of the reel control process, and is performed at the end of one game after the payout of medals (payout determination process) and the transition of the game state based on the winning result (winning result corresponding process).

[0295] Step Sa1801 determines whether the advantageous section flag is set or not. If it is not set, the second section display process ends. If the advantageous section flag is set, step Sa1802 executes the process of counting the number of games in the advantageous section. Specifically, the advantageous section game count AG is incremented by 1. In the following step Sa1803, the process of updating the advantageous section increase / decrease amount MY (MY counter) provided in the various counter areas 106e is executed.

[0296] In the MY update process in step Sa1803, provided that the result of this game is not a re-spin win, the number of coins inserted (bet amount) is subtracted from the number of coins paid out, and the result of this subtraction is added to the advantageous section coin increase / decrease MY to update the advantageous section coin increase / decrease MY.

[0297] After executing the MY update process in step Sa1803, the remaining game count management process is executed in step Sa1804, followed by the remaining coins management process in the subsequent step Sa1805. The remaining game count management process is a process for managing whether the advantageous section is reaching its upper limit of games (1500 games) with the current remaining game count, based on the remaining game count in AT mode, etc. In the remaining game count management process, for example, it checks whether the sum of the advantageous section game count AG (number of games played in the advantageous section) and the AT game counter (remaining game count in AT mode) is greater than the upper limit of games in the advantageous section. If this is the case, the first excess flag is set in the various flag storage area 106d as a flag to identify the situation. The remaining coins management process is a process for managing whether the advantageous section is reaching its upper limit of increases (2400 coins) with the current remaining game count, based on the remaining game count in AT mode, etc. In the remaining payout management process, for example, it is determined whether the sum of the expected increase in coins calculated from the AT game counter and the average increase in coins per game during AT mode, and the current increase / decrease in coins during the advantageous period MY, is greater than the increase / decrease in coins during the advantageous period. If such a situation exists, a second excess flag is set in the various flag storage area 106d as a flag to identify that situation.

[0298] After the remaining game count management process and the remaining coin count management process are executed, step Sa1806 determines whether the above advantageous section game count AG has reached the upper limit of 1500 games, or whether the advantageous section coin increase / decrease MY has exceeded the upper limit of 2400. If either of these forced termination conditions is met, step Sa1807 clears the advantageous section game count AG and the advantageous section coin increase / decrease MY to 0. In the following step Sa1808, the display of the 8th display segment N8, which serves as the section indicator, is terminated. Then, in step Sa1809, the parameters and information such as various flags and counters during the advantageous section are initialized.

[0299] Specifically, the initialization process for the advantageous section information in step Sa1809 resets the flags and counters set during the transition to the advantageous section, as well as those set during the advantageous section, back to their initial values. For example, if the advantageous section flag or various AT mode flags are not cleared and are set, these flags are cleared. Furthermore, if the advantageous section game count AG, the advantageous section coin increase / decrease MY, the counter for the AT mode continuation game count, the AT preparation counter, etc., are greater than 0, all of these counters are reset to 0. In other words, this initialization process for the advantageous section information initializes all variables and parameters that affect the performance related to the push-order notification in relation to the advantageous section as an advantageous state using push-order notification, and it is a process that clears the RAM for such variables and parameters.

[0300] After executing the process in step Sa1809, step Sa1810 checks the output status of the AT output terminal 121d on the external centralized terminal board 121. If the AT output terminal 121d is in the ON state, the process is executed to set it to the OFF state, and then the second display process for this section is terminated. The AT output terminal 121d is set to the ON state when AT mode is started and to the OFF state when AT mode is ended, and is used to output AT information corresponding to the AT mode status (number of AT mode transitions) to the data display or hall computer of the gaming hall connected to the slot machine 10 via the external centralized terminal board 121. When the AT output terminal 121d is in the ON state, the signal output from the AT output terminal 121d becomes a HI signal (high output state), and when the AT output terminal 121d is in the OFF state, the signal output from the AT output terminal 121d becomes a LOW signal (low output state). Data displays and hall computers connected to the slot machine 10 via the external centralized terminal board 121 will recognize that the AT output terminal 121d has been turned ON when the signal output from it switches from a LOW signal to a HI signal, and will recognize that a transition to AT mode has occurred. Furthermore, they will recognize that the AT output terminal 121d has been turned OFF when the signal output from it switches from a HI signal to a LOW signal, and will recognize that AT mode has ended. The process for turning the AT output terminal 121d ON will be explained in detail later.

[0301] If step Sa1806 determines that the number of games in the advantageous section AG has not reached its upper limit, and the number of coins added or removed in the advantageous section MY has not reached its upper limit, the process proceeds to step Sa1811 to determine whether the AT mode termination flag is set. If the AT mode termination flag is set, the process proceeds to step Sa1807 to execute the process for ending the advantageous section. If the AT mode termination flag is not set, the process for ending the advantageous section is executed as is.

[0302] <Performance setting process> The performance setting process executed by the CPU 181 of the display control device 81 will be explained based on the flowchart in Figure 46. The performance setting process is a process that is started by the CPU 181 at a predetermined period (for example, every 2 msec).

[0303] In the performance setting process, first, in step Sa1901, it is determined whether or not a new command has been received from the main control unit 101. If a new command has been received, in step Sa1902, the process of storing the received command in RAM 183 is executed. RAM 183 is provided with a command storage area, which is configured as a ring buffer capable of individually storing multiple commands and reading commands in the order they were stored.

[0304] If a negative result is obtained in step Sa1901, or after the processing in step Sa1902 is executed, step Sa1903 determines whether the newly received command was a bet command. A bet command is a command output from the main control unit 101 based on the fact that a bet operation has been performed, and is such as a bet command set in step Sa206 of the normal processing. If it is a bet command, step Sa1904 executes the bet performance setting process to set the performance based on the current bet operation.

[0305] If a negative result is determined in step Sa1903, or after the processing in step Sa1904 is executed, step Sa1905 determines whether the newly received command was a start command. A start command is a command output from the main control device 101 based on the operation of the start lever 41, and includes the lottery result command set in step Sa311 of the lottery processing, as well as premonition commands, bonus commands, push order notification commands, and ceiling commands set in the lottery result corresponding processing (Figure 27) and section display first processing (Figure 44). If it is one of these start commands, the start performance setting processing is executed in step Sa1906.

[0306] If a negative determination is made in step Sa1905, or after the processing in step Sa1906 is executed, in step Sa1907 it is determined whether the newly received command was a command for each stop operation. A command for each stop operation is a command output from the main control unit 101 based on the fact that each reel 32L, 32M, and 32R has been stopped, and is a stop command set in step Sa406 of the reel control processing (Figure 22). If it is a stop command as such a command for each stop operation, in step Sa1908 the process for setting the effects based on the current stop operation is executed for each stop operation.

[0307] If a negative determination is made in step Sa1907, or after the processing in step Sa1908 is executed, step Sa1909 determines whether the newly received command is a command for when all reels have stopped. A command for when all reels have stopped is a command output from the main control unit 101 based on the fact that all reels 32L, 32M, and 32R have stopped. This includes the winning result command set in step Sa419 of the reel control processing (Figure 22), as well as the 1st BB start command, 2nd BB start command, 1st BB end command, 2nd BB end command, AT winning notification command, CZ start command, 1st AT command, 2nd AT command, CZ end command, AT end command, promotion command, stop AT start command, etc., which are set in the bonus state processing (Figure 24), winning result response processing (Figure 37), and section display 2nd processing (Figure 45). If it is one of these commands for when all reels have stopped, step Sa1910 executes the command to set the effects for when all reels have stopped.

[0308] If a negative result is determined in step Sa1909, or after the processing in step Sa1910 is executed, other processing is performed in step Sa1911 before the performance setting process ends. In step Sa1911, the auxiliary display unit 65 and speaker 64 are controlled so that the various performances set in each of the above performance setting processes are executed at the corresponding timings. In addition, step Sa1911 sets performances based on commands from the main control unit 101 other than at the time of betting, starting, and stopping (for example, performances based on the operation of the settlement switch 59), sets performances based on signals from sensors connected without going through the main control unit 101 (for example, performance switch detection sensors), and sets for error notification.

[0309] The following describes the process for setting the effects at the start of the game and the process for setting the effects when the game is completely stopped.

[0310] <Starting animation setting process> The startup animation setting process in step Sa1906 will be explained based on the flowchart in Figure 47.

[0311] In step Sa2001, based on the received lottery result command, it is determined whether the lottery result for the game to be started is a push-order win (push-order bell win). If it is a push-order win, in step Sa2002, it is determined whether a push-order notification command has been received. If a push-order notification command has been received, in step Sa2003, settings are made so that the push-order notification effects corresponding to the 1st to 6th small wins are displayed on the auxiliary display unit 65 and speaker 64.

[0312] If, in step Sa2001, it is determined that the result of the current game is not a sequence-based win, then in step Sa2004, it is determined whether the result of the current game is a specific win. A specific win is a win that is unlikely to occur (is unlikely to be won) in the draw results of each game, and is referred to as a rare win. In this embodiment, Chance Eye A to Chance Eye C, Cherry A to Cherry C, and Watermelon are set as specific wins. As shown in Figure 29, the probability of winning an AT mode transition in the AT mode transition draw triggered by these results is set to be higher than that of other draw results, and as shown in Figure 32, the probability of winning an additional AT mode bonus in the AT mode bonus draw triggered by these results is set to be higher than that of other draw results. If the result of the current game is a specific win, in step Sa2005, the process of setting the specific win notification effect is executed. In the setting process for the specific role notification effect, settings are executed so that a notification of the specific role, indicating that the result of the lottery in this game is one of the above-mentioned specific roles, is displayed on the auxiliary display unit 65 and speaker 64. As an example of the specific role notification, an effect is set so that three exclamation mark characters are displayed on the auxiliary display unit 65, corresponding to the three stop switches 42 to 44.

[0313] If a negative determination is made in step Sa2002 or step Sa2004, or after the processing in step Sa2003 or step Sa2005 is executed, the process proceeds to step Sa2006. In step Sa2006, it is determined whether or not an additional game command has been received. If an additional game command has been received, the additional game animation setting process is executed in step Sa2007. In the additional game animation setting process, an additional game animation is executed that displays the added number of games on the auxiliary display unit 65 as notification that an additional game has been added to the remaining number of games in AT mode. Note that the form of the additional game animation is not limited to the form that is performed in the game in which the additional game was added, and may include, for example, a form in which the number of added games is announced a predetermined number of games after the game in which the additional game was added, or a so-called post-addition animation that is executed when the remaining number of games in AT mode reaches a predetermined number (for example, 1 game remaining).

[0314] If a negative result is determined in step Sa2006, or after the processing in step Sa2007 is executed, step Sa2008 determines whether or not a premonition command has been received as the starting command for this session. If a premonition command has been received and the AT mode transition lottery or CZ mode transition lottery is won, and the game is set to premonition mode, step Sa2009 executes the process of inputting a value corresponding to the number of premonition games into the sub-premonition counter provided in the various counter areas 183b. The sub-premonition counter is equivalent to the premonition counter in the main control unit 101, and is a counter used by the CPU 181 to keep track of the remaining number of games in premonition mode. A situation where the sub-premonition counter is greater than 0 indicates that the game is in premonition mode.

[0315] If a negative result is obtained in step Sa2008, or after the processing in step Sa2009 is executed, step Sa2010 determines whether the above sub-side premonition counter is greater than 0. If the sub-side premonition counter is greater than 0 and the system is in premonition mode, step Sa2011 is executed to decrement the sub-side premonition counter by 1. Then, step Sa2012 is executed to set the effects for the premonition mode according to the value of the sub-side premonition counter. For example, the smaller the value of the sub-side premonition counter, the more strongly the effects that suggest that one of the transition lotteries has been won may be displayed on the auxiliary display unit 65 or speaker 64.

[0316] If a negative result is determined in step Sa2010, or after the processing in step Sa2012 is executed, the AT start processing is executed in step Sa2013, the rotation effect processing is executed in step Sa2014, and other start effect setting processing is executed in step Sa2015 before this start effect setting processing is terminated. In step Sa2015, for example, processing is executed to set an effect that suggests the lottery result in response to the start of the game, or to turn off the lamps around the start lever 41 to notify that the operation has been accepted. The AT start processing and rotation effect processing will be explained in detail later.

[0317] <Processing for setting effects when all functions are stopped> Next, we will explain the full stop performance setting process in step Sa1910 of the performance setting process (Figure 46), referring to the flowchart in Figure 48. As already explained, the full stop performance setting process is a process for setting performances when a newly received command is a full stop command such as a prize result command, AT win notification command, CZ start command, 1st AT command, 2nd AT command, CZ end command, AT end command, promotion command, or stop AT start command.

[0318] Step Sa2101 determines whether or not a CZ start command has been received. If a CZ start command has been received, step Sa2102 executes a process to set the sub-side CZ flag in the various flag storage area 183a, and step Sa2103 executes a process to set the effects for the CZ start effect to be displayed on the auxiliary display unit 65 and speaker 64. The CZ start effect, for example as shown in Figure 52(a), displays on the auxiliary display unit 65 that the CZ mode has started and the remaining number of games in the CZ mode (10).

[0319] If a negative result is obtained in step Sa2101, step Sa2104 determines whether or not a CZ termination command has been received. If a CZ termination command has been received, step Sa2105 executes a process to clear the sub-side CZ flag, and step Sa2106 executes a process to set up the CZ termination animation to be displayed on the auxiliary display unit 65 and speaker 64. The CZ termination animation is set to notify that the remaining number of games in CZ mode has become 0 and that CZ mode has ended, as shown in Figure 52(b). The CPU 181 sets the auxiliary display unit 65 and speaker 64 to display the CZ mode animation in each game in which the sub-side CZ flag is set. The CZ mode animation differs from that of normal mode in terms of background color, characters that appear, etc., so that the player can identify that they are in CZ mode. In addition, when performing the CZ mode animation, the CPU 181 controls the display of the remaining number of games in CZ mode to be updated (subtracted) according to the progress of the game.

[0320] If a negative result is obtained in step Sa2104, step Sa2107 determines whether or not an AT win notification command has been received. If an AT win notification command has been received, step Sa2108 executes the process of setting the preparation mode flag in the various flag storage area 183a, and then step Sa2109 determines whether or not a first AT command has been received. If a first AT command has been received, step Sa2110 executes the process of setting the sub-side first AT mode flag in the various flag storage area 183a, and then step Sa2112 executes the process of setting the AT win notification effect. On the other hand, if a first AT command has not been received in step Sa2109, but a second AT command has been received, step Sa2111 executes the process of setting the sub-side second AT mode flag in the various flag storage area 183a, and then step Sa2112 executes the process of setting the AT win notification effect. The AT win notification effect is set to notify that the AT mode transition lottery has been won, as shown in Figure 53(a), and also to notify the type of AT mode that has been won. Furthermore, as a way to notify the type of AT mode, for example, the background color of the auxiliary display unit 65 may be changed (red for the first AT mode, blue for the second AT mode), or a corresponding character may be displayed according to the type of AT mode (first AT character for the first AT mode, second AT character for the second AT mode). In addition, the CPU 181 is set to perform preparation mode effects on the auxiliary display unit 65 and speaker 64 in each game in which the above preparation mode flag is set. The preparation mode effects are designed to differ in content so that the player can distinguish between when the sub-side first AT mode flag is set and when the sub-side second AT mode flag is set. When the sub-side first AT mode flag is set, for example, the text "Promotion drawing in progress" is displayed as shown in Figure 53(b), and when the sub-side second AT mode flag is set, for example, the text "AT preparation in progress" is displayed as shown in Figure 54(b). Note that the difference in background color between Figure 53(b) and Figure 54(b) is shown by using different hatch settings.

[0321] If a negative result is obtained in step Sa2107, step Sa2113 determines whether or not an upgrade command has been received. If an upgrade command has been received, step Sa2114 executes the process of clearing the sub-side 1st AT mode flag and setting the sub-side 2nd AT mode flag as described above. Then, step Sa2115 executes the process of setting the upgrade animation. The upgrade animation is set to, for example, an animation in which a male character lets out a roar, as shown in Figure 54(a). Note that as described above, by clearing the sub-side 1st AT mode flag and setting the sub-side 2nd AT mode flag, the animation during preparation mode switches from the animation in Figure 53(b) to the animation in Figure 54(b) via the upgrade animation.

[0322] If a negative result is obtained in step Sa2113, step Sa2116 determines whether or not a stop-time AT start command has been received. If a stop-time AT start command has been received, step Sa2117 clears the preparation mode flag, and step Sa2118 executes the performance setting process for performing the AT start performance on the auxiliary display unit 65 and speaker 64. The AT start performance is set to display an indication that the AT mode has started (such as the text "AT Start"), as shown in Figure 55(a). The AT start performance differs to a degree that the player can distinguish depending on the type of AT mode being started, for example, the background and sound effects are set to be different.

[0323] If a negative determination is made in step Sa2116, it is determined whether an AT end command is received in step Sa2119. If an AT end command is received, in step Sa2120, a process of clearing the sub-side first AT mode flag and the sub-side second AT mode flag is executed, and in step Sa2121, an effect setting process for performing an AT end effect on the auxiliary display unit 65 and the speaker 64 is executed. The AT end effect is set, for example, as shown in FIG. 55(b), to perform an effect of notifying the number of consecutive games and the number of medals acquired in the current AT mode, together with a display indicating that the AT mode has ended (character display such as "See you later").

[0324] After executing the process of step Sa2103, step Sa2106, step Sa2112, step Sa2115, step Sa2118 or step Sa2121, or after making a negative determination in step Sa2119, in step Sa2122, other all-stop effect setting processes are executed, and then this all-stop effect setting process ends. In step Sa2122, for example, control is performed so that the upper lamp 63 lights up in a color corresponding to the winning combination, control is performed so that a sound effect corresponding to the payout number of the winning combination is emitted from the speaker 64, or control is performed so that a sound effect corresponding to the automatic bet during replay is emitted from the speaker 64.

[0325] <AT start processing> Next, the AT start processing executed in step Sa2013 in the start effect setting process (FIG. 47) will be described while referring to the flowchart of FIG. 49. The AT start processing is a process for performing an operation instruction notification so as to establish a second replay winning or a third replay winning when a result for starting the AT mode (normal replays A to C) is won during the preparation mode.

[0326] In other words, step Sa2201 determines whether the above-mentioned preparation mode flag is set or not. If the preparation mode flag is not set, the AT start process ends as is. If the preparation mode flag is set, step Sa2202 sets the preparation mode animation. As described above, the animations shown in Figures 53(b) and 54(b) are set as preparation mode animations. In step Sa2202, if the sub-side first AT mode flag is set, the preparation mode animation shown in Figure 53(b) is set, and if the sub-side second AT mode flag is set, the preparation mode animation shown in Figure 54(b) is set.

[0327] In the following step Sa2203, it is determined whether the result of the lottery for this game is a normal replay A-C win or not. If it is not a normal replay A-C win, the AT start process ends. As already explained, if a normal replay A-C win occurs during preparation mode, the main control device 101 outputs a push order notification command. Therefore, if a normal replay A-C win occurs in step Sa2203, it is determined in step Sa2204 whether the sub-side 1st AT mode flag is set. If the sub-side 1st AT mode flag is set, in step Sa2205, a process is executed to set the push order notification effect corresponding to the 2nd re-play win to be displayed on the auxiliary display unit 65 and speaker 64 based on the above push order notification command, and then the AT start process ends. On the other hand, if the sub-side first AT mode flag is not set and the sub-side second AT mode flag is set, step Sa2206 executes a process to set the push-order notification effect corresponding to the third re-play win based on the push-order notification command above to be displayed on the auxiliary display unit 65 and speaker 64, and then terminates the AT start process.

[0328] Steps Sa2205 and Sa2206 are configured to provide push-button notification effects that announce the operation sequence corresponding to the second and third re-play wins, as well as the symbols that result in the second and third re-play wins. For example, in step Sa2205, as shown in Figure 56(a), the auxiliary display unit 65 is configured to announce the operation sequence of stop switches 42-44 corresponding to the second re-play win, as well as the symbols that stop on the middle line L2 ("White 7" symbol - "White 7" symbol - "White 7" symbol) when the second re-play win is achieved. Furthermore, for example, in step Sa2206, as shown in Figure 56(b), the auxiliary display unit 65 is set to notify the operation sequence of stop switches 42-44 corresponding to the third re-play win, and to notify the symbols that will stop on the middle line L2 ("White 7" symbol - "White 7" symbol - "Red 7" symbol) if the third re-play win is achieved. Note that the configuration may also notify the symbols that will stop on the active line ML instead of the symbols that will stop on the middle line L2. Specifically, for the second re-play win, the configuration may notify the "White 7" symbol - "White Shell" symbol - "Cherry" symbol, and for the third re-play win, the configuration may notify the "White 7" symbol - "White Shell" symbol - "BAR" symbol. In these cases, the configuration may also notify the line on which the notified symbols should stop (middle line L2 or active line ML).

[0329] As described above, in this embodiment, when the player wins the AT mode transition lottery or reaches the ceiling game count during the advantageous section and acquires the right to transition to AT mode, an AT win notification performance (Figure 53(a)) is executed via the pre-announcement mode, and notification is given that the right has been acquired. If the player wins a normal replay A to C as a result for starting AT mode during the preparation mode, an operation instruction notification is given to establish a second re-spin entry or a third re-spin entry (Figure 56), and when a second re-spin entry or a third re-spin entry is established, AT mode is started. In this way, the transition to AT mode requires intervention from the player, which is preferable to a configuration that is completed solely by the gaming machine, as it enhances the enjoyment of the game. In particular, the system is configured so that the right to transition to AT mode, which is obtained through a lottery or other means, can be exercised by the player's own stopping operation to start AT mode. This allows the AT mode to fully utilize the essence of slot machines, such as stopping the symbols corresponding to the lottery result on the active line ML based on the player's operation to obtain the corresponding reward.

[0330] In the preparation mode, if a push-order bell is won, a push-order notification corresponding to the 1st to 6th small wins is executed, an additional lottery is held according to the lottery result, and a lottery for promotion from the 1st AT mode to the 2nd AT mode is also held. Therefore, while players may want to play in a way that allows them to achieve the 2nd re-spin win or 3rd re-spin win through their own actions, they will also likely want to continue the preparation mode for as long as possible. In this embodiment, an upper limit is set on the number of games that can be played in the preparation mode, and when the upper limit (40 games) is reached, the AT mode is started even if the 2nd re-spin win or 3rd re-spin win has not been achieved. The configuration for starting the AT mode when the preparation mode reaches the upper limit will be explained below.

[0331] <Rotation effect processing> First, the rotation effect processing (step Sa402) in the reel control processing (Figure 22) on the main control device 101 side will be explained with reference to the flowchart in Figure 50.

[0332] In step Sa2301, it is determined whether the first start freeze flag or the second start freeze flag is set in the various flag storage area 106d. The first start freeze flag and the second start freeze flag are flags that are set in the game in which the AT preparation counter becomes 0 in the above preparation mode processing (Figure 42), or in the normal replay A to C winning game during preparation mode if the second replay entry or the third replay entry does not occur (steps Sa1622, Sa1623). If neither start freeze flag is set, the rotation effect processing ends as is.

[0333] If any of the start freeze flags are set, step Sa2302 determines whether the result of the lottery for the game to be started is a normal replay A-C win. In other words, it determines whether the result of the lottery for the game following the AT preparation counter has reached 0 and 40 games have been played in preparation mode, or the game following a normal replay A-C win in preparation mode where a second replay win or a third replay win did not occur, is a normal replay A-C win. If it is not a normal replay A-C win, the process proceeds to step Sa2303, where the rotation effect command is set as an output target to the display control device 81. The rotation effect command is a command that causes the display control device 81 to understand that the start of AT mode will be announced by performing a rotation effect using each reel 32L, 32M, and 32R.

[0334] In the following step Sa2304, a process is executed to determine the relative positions of the symbols on each of the stopped reels 32L, 32M, and 32R. As already explained, each of the reels 32L, 32M, and 32R is equipped with a reel index sensor, and it is possible to determine the position of the stopped (previously stopped) symbol based on the detection signal from the reel index sensor and the number of excitation pulses output to rotate the reel.

[0335] Then, in step Sa2305, it is determined whether or not the first start freeze is set. If it is set, in step Sa2306, based on the symbol positions determined in step Sa2304, the acceleration of each reel 32L, 32M, and 32R is set so that after 2 seconds (after the first period), the symbols that will result in a second re-play win are aligned and each reel 32L, 32M, and 32R are rotating at a low speed (first rotation speed). More specifically, for example, the left reel 32L is used as the reference reel, and based on the known symbol positions, the number of separated symbols between the second re-play symbol ("white 7" symbol) placed on the reference reel and the second re-play symbols ("white shell" symbol and "cherry" symbol) on the middle reel 32M and right reel 32R is determined before the rotation starts. For example, if each reel 32L, 32M, and 32R is started to rotate in the forward direction simultaneously, and the left reel 32L, which is the reference reel, has rotated only 3 times after 2 seconds, then the left reel 32L will have rotated 60 times in 2 seconds (20 symbols x 3 rotations). In this case, if the number of symbols separated between the second re-spin symbol on the middle reel 32M and the second re-spin symbol on the reference reel is symbol a, and the number of symbols separated between the second re-spin symbol on the right reel 32R and the second re-spin symbol on the reference reel is symbol b, then the acceleration of the middle reel 32M is set to rotate 60 symbols plus symbol a by 2 seconds, and the acceleration of the right reel 32R is set to rotate 60 symbols plus symbol b by 2 seconds. Furthermore, after 2 seconds, once the symbol combination that results in a second re-play win is aligned and the reels begin to spin, the reels 32L, 32M, and 32R are set to spin at a constant, low speed.

[0336] If the first start freeze flag is not set in step Sa2305, but the second start freeze flag is set, then in step Sa2307, based on the symbol positions determined in step Sa2304, the acceleration of each reel 32L, 32M, and 32R is set so that after 2 seconds (after the first period), the symbols that result in a third re-play win are aligned and each reel 32L, 32M, and 32R are rotating at a low speed (first rotation speed). More specifically, for example, the left reel 32L is used as the reference reel, and based on the known symbol positions, the number of separated symbols between the third re-play symbol ("white 7" symbol) on the reference reel and the third re-play symbols on the middle reel 32M and the right reel 32R ("white shell" symbol, "BAR" symbol) is determined before the rotation starts. For example, if each reel 32L, 32M, and 32R is started to rotate in the forward direction simultaneously, and the left reel 32L, which is the reference reel, has rotated only 3 times after 2 seconds, then the left reel 32L will have rotated 60 times in 2 seconds (20 symbols x 3 rotations). In this case, if the number of symbols separated between the second re-spin symbol on the middle reel 32M and the second re-spin symbol on the reference reel is symbol a, and the number of symbols separated between the second re-spin symbol on the right reel 32R and the second re-spin symbol on the reference reel is symbol b, then the acceleration of the middle reel 32M is set to rotate 60 symbols plus symbol a by 2 seconds, and the acceleration of the right reel 32R is set to rotate 60 symbols plus symbol b by 2 seconds. Furthermore, after 2 seconds, once the symbol combination that results in a third re-spin win is aligned and the reels begin to rotate, the reels 32L, 32M, and 32R are set to rotate at a constant, low speed.

[0337] After the process of setting the acceleration of each reel 32L, 32M, and 32R is executed in step Sa2306 or step Sa2307, the rotation of all reels is started in step Sa2308, and the process of driving and controlling the stepping motors corresponding to each reel 32L, 32M, and 32R based on the set acceleration is executed. Then, in step Sa2309, the process of inputting 1879, which corresponds to the second period (2.8 sec) longer than the first period (2 sec) described above, is executed to the rotation counter provided in the various counter areas 106e. The rotation counter is a counter that is decremented by 1 each time the timer update process (step Sa108) of the timer interrupt process (Figure 17) is activated.

[0338] In this case, as shown in Figure 58(a), each reel 32L, 32M, and 32R starts rotating according to the acceleration set for each reel, and as shown in Figure 58(b), after 2 seconds, the symbols for the second and third re-play wins are aligned, and in that state, each reel 32L, 32M, and 32R rotates at a low speed.

[0339] In the following step Sa2310, the system waits until the rotation counter entered in step Sa2309 becomes 0. Note that the timer interrupt process and the normal process (Figure 18) which includes this rotation effect process are initiated independently of each other, and even while waiting in step Sa2310, the timer interrupt process can still perform the rotation counter decrementing process. In step Sa2310, a positive result is determined when the rotation counter becomes 0.

[0340] In step Sa2308, all reels 32L, 32M, and 32R begin to rotate. After the first period (2 seconds) has elapsed, the symbol combinations that result in a second or third re-play win are aligned and the reels begin to rotate slowly. After the processing in step Sa2309 is executed, the second period (2.8 seconds) has elapsed, and if a positive judgment is made in step Sa2310, the process proceeds to step Sa2311. In step Sa2311, the process of setting the acceleration of all reels 32L, 32M, and 32R is executed so that 0.2 seconds (third period) from the current point in time, all reels 32L, 32M, and 32R will stop on the active line ML with the symbol combinations that result in a second or third re-play win. Then, in step Sa2312, the process is executed to drive and control the stepping motors corresponding to each reel 32L, 32M, and 32R based on the acceleration set in step Sa2311, and to stop each reel 32L, 32M, and 32R. After that, in step Sa2313, the process is executed to input 134, which corresponds to the third period (0.2 sec), into the rotation counter, and in the following step Sa2314, the system waits until the rotation counter input in step Sa2313 becomes 0.

[0341] In this case, as shown in Figure 58(c), the symbol combinations that result in a second re-play win or a third re-play win will stop on the active line ML. In order to distinguish the stopping of each reel 32L, 32M, and 32R in the spinning animation from the stopping of each reel 32L, 32M, and 32R based on the operation of stop switches 42 to 44 in step Sa411 of the reel control processing, the stopping of each reel 32L, 32M, and 32R in the spinning animation will be referred to as a temporary stop in the following explanation.

[0342] If 0.2 seconds (third period) have elapsed since the processing in step Sa2313, that is, a total of 3 seconds (fourth period) have elapsed since all reels 32L, 32M, and 32R started rotating, and a combination of symbols that results in a second re-play win or a third re-play win has temporarily stopped on the active line ML, then a positive determination is made in step Sa2314 and the process proceeds to step Sa2315. In step Sa2315, the process of setting the startup AT start command as an output target to the display control device 81 is executed. Upon receiving the startup AT start command, the display control device 81 controls the AT start animation to be performed on the auxiliary display unit 65 and speaker 64.

[0343] In step Sa2316, the process of inputting 3355, which corresponds to the fifth period (5 seconds), into the rotation counter is executed, and in the following step Sa2317, the system waits until the rotation counter input in step Sa2316 becomes 0. In this case, each reel 32L, 32M, and 32R maintains the above-mentioned temporarily stopped state (Figure 58(d)).

[0344] If 5 seconds (the fifth period) have elapsed since the execution of step Sa2316, that is, if 5 seconds have elapsed since the symbol combination that results in a second re-play win or a third re-play win temporarily stopped on the active line ML, a positive determination is made in step Sa2317 and the process proceeds to step Sa2318. In step Sa2318, the process of clearing the first start freeze flag and the second start freeze flag is executed, and then the rotation animation process is terminated. In this case, in the reel control process (Figure 22), the rotation start process, which is activated following the rotation animation process, starts the rotation of each reel 32L, 32M, and 32R (Figure 58(e)).

[0345] In other words, if 40 games are played in preparation mode without winning a normal replay A-C, or if a normal replay A-C is won but a second or third replay is not achieved, a spinning animation will occur at the start of the next game in which a combination of symbols that would result in a second or third replay stops on the active line ML. In the following explanation, the game following the AT preparation counter reaching 0 and 40 games being played in preparation mode, or the game following a normal replay A-C win in preparation mode in which a second or third replay was not achieved, will be referred to as the game targeted by the spinning animation.

[0346] In the spinning animation process, in step Sa2302, if the lottery result for the target game of the above spinning animation is a normal replay A-C win, in step Sa2319 it is determined whether the AT preparation counter is greater than 0, and it is determined whether the set start freeze flag was set when a second or third replay win did not occur in the normal replay A-C win game during preparation mode, or when the AT preparation counter becomes 0. If it was set when a second or third replay win did not occur in the normal replay A-C win game during preparation mode, the process proceeds to step Sa2303 to execute the spinning animation. On the other hand, if the start freeze flag was set when the AT preparation counter becomes 0, the spinning animation process ends there. In other words, if the lottery result for the game in which the preparation mode reaches the upper limit of games and the spinning animation is executed is a normal replay A-C win, the above spinning animation will not occur at the start of this game.

[0347] In this case, the AT start notification process (Figure 35) provides instructions for operation to achieve a second re-spin win or a third re-spin win in the current game. Specifically, in the AT start notification process, if the lottery result for the current game is a normal replay A-C win (Step Sa1001: YES) and the AT preparation counter is 0 (Step Sa1002: NO), Step Sa1008 determines whether the first start freeze flag or the second start freeze flag is set. If either start freeze flag is set and the lottery result for the game that becomes the target of the spinning animation because the preparation mode has reached the upper limit of games is a normal replay A-C win, Step Sa1008 makes a positive determination, and Step Sa1009 executes a process to clear the corresponding start freeze flag. Then, the process proceeds to Step Sa1003, where the start game flag is set, and the process for providing operation instructions from Step Sa1004 onwards is executed.

[0348] In other words, when the AT preparation counter reaches 0 and 40 games have been played in preparation mode, the machine is configured to generate a spinning animation at the start of the next game, temporarily stopping a combination of symbols that will result in a second or third re-spin win on the active line ML. However, if the result of the draw in the next game is a normal replay A-C win, the spinning animation is not generated, and the player is instructed to operate as usual, aiming for a second or third re-spin win. This makes it possible to strongly give the impression that the player has won the start of AT mode through their own actions.

[0349] In contrast, if a normal replay A-C is won during preparation mode and a second or third replay win is not achieved, even if the draw result for the next game is a normal replay A-C win, a spinning animation is triggered, and a spinning animation is generated that temporarily stops the symbol combination that would result in a second or third replay win on the active line ML, thereby starting AT mode. This is because, since a second or third replay win was not achieved in the previous game, it is assumed that the player playing slot machine 10 is a player who is not good at operating the machine with the aim of achieving a second or third replay win. In other words, if the player is made to aim for a second or third replay win in the game following the game in which the win was not achieved, it would force such a player to perform an operation they are not good at again, which could lead to a significant decrease in their motivation to play. In this regard, as mentioned above, if a second or third replay win is not achieved, the game is configured to perform a spinning animation even if a normal replay A-C win occurs in the next game. This configuration compensates for players' lack of skill with the spinning animation, making it possible to provide a game that suits players of various skill levels.

[0350] Incidentally, even if the lottery result for the next game after 40 games in preparation mode is a normal replay A-C win, and the execution of the spinning animation is restricted, since the AT mode start process has already been executed in steps Sa1607-Sa1623 of the preparation mode processing, the AT mode will start even if the second replay win or third replay win cannot be achieved in the game in which the execution of the spinning animation is restricted. In this way, the purpose of setting an upper limit on preparation mode is not negated, as it allows players to have the opportunity to achieve the result win for starting AT mode through their own actions, while also resolving the issue of AT mode not starting for a long time.

[0351] <Processing for rotation effect> The process for setting up the rotation effect, which is executed in step Sa2014 of the initial effect setting process (Figure 47), will be explained with reference to the flowchart in Figure 51.

[0352] Step Sa2401 determines whether or not a rotation animation command has been received. The rotation animation command is a command output at the start of the rotation animation process (Figure 50) as described above. If a rotation animation command has been received, step Sa2402 is executed to clear the preparation mode flag. Then, step Sa2403 is executed to set the rotation animation to be performed on the auxiliary display unit 65 and speaker 64. In the rotation animation, for example, as shown in Figure 57(a), the auxiliary display unit 65 is set to display a female character happily shouting "Here we go!" so that the player is aware that a rotation animation will be performed on each reel 32L, 32M, and 32R.

[0353] If a negative determination is made in step Sa2401, or after the processing in step Sa2403 is executed, step Sa2404 determines whether or not an AT start command has been received. The AT start command is a command output in the rotation animation process (Figure 50) as described above when a symbol corresponding to the second re-play win or the third re-play win temporarily stops on the active line ML during the rotation animation. If an AT start com...

Claims

[Claim 1] A means for progressing the game, which starts the game based on the player's actions and ends the game based on the player's actions, A reward-granting means capable of granting rewards to players according to the results of the game played by the aforementioned game progression means, A gaming machine equipped with, A specific period setting means that can set a specific period during which the game progression by the game progression means based on predetermined game operations by the player is restricted, A specific performance execution means that performs a specific performance using a predetermined performance means, Equipped with, The aforementioned specific performance execution means is During the specified period set by the specified period setting means, the specified performance can be executed in a specified manner. The specific performance can be performed in the specific manner for a predetermined period that includes at least a period different from the specified period, When the specific performance is executed in the specific manner during the specified period, the configuration is such that the specific performance can be executed at a specific timing. A gaming machine characterized in that, when the specific performance is performed in the specific manner during the predetermined period, the machine is configured to be able to perform the specific performance at the specific timing.