Gaming machine

The gaming machine improves amusement by introducing a dual state system with dynamic gameplay variations and notifications, addressing the need for enhanced player engagement.

JP2026095499APending Publication Date: 2026-06-11SANYO BUSSAN KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SANYO BUSSAN KK
Filing Date
2026-03-26
Publication Date
2026-06-11

AI Technical Summary

Technical Problem

Existing gaming machines lack enhancements to improve game amusement and player engagement.

Method used

The gaming machine incorporates a dual state system with a normal and advantageous player state, featuring termination conditions, setting values for gaming media rates, and suggestion notifications, along with mechanisms to vary game execution and termination based on specific conditions.

Benefits of technology

Enhances game enjoyment by providing varied gameplay experiences and increased player engagement through dynamic state transitions and notifications.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide gaming machines that can enhance the enjoyment of gaming. [Solution] After a bet is made, the slot machine 10 starts rotating the reels 32L, 32M, and 32R based on the operation of the start lever 41. Then, the corresponding reels are stopped by the operation of the stop switches 42 to 44, and the stopping pattern may be determined by the lottery result. Furthermore, based on the lottery result, a lottery may be held to determine the transition to an advantageous section, such as an attack mode where the order of push-order bells and push-order replays is announced. During the advantageous section, if an opportunity for an increase in the remaining number of games occurs, the remaining number of games is increased. The advantageous section is forcibly terminated when it reaches a predetermined upper limit, and if an opportunity for an increase in the number of games occurs when the sum of the number of times the advantageous section has been executed and the remaining number of games has reached the upper limit, instead of increasing the number of games, an indication of the setting value occurs.
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Description

Technical Field

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

Background Art

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

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

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] Here, in the gaming machines exemplified above, it is necessary to improve the amusement 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 amusement of the game.

Means for Solving the Problems

[0007] The present invention is The game has two states: a normal state and a specific state that is more advantageous to the player than the normal state. A means for determining the remaining number of games in the aforementioned specific state, Termination means for ending the aforementioned specific state, Equipped with, As the termination means, Based on the remaining number grasped by the grasping means, a first termination means terminates the specific state, A second termination means that terminates the specified state regardless of the remaining number when a predetermined forced termination condition is met in the specified state, Equipped with, A gaming machine having multiple setting values ​​that can cause changes in the rate or manner of increase or decrease of gaming media, and a setting means for setting one of the multiple setting values, A means of determining the total number of games played, A suggestion notification execution means that performs suggestion notification that suggests information about the setting value set by the setting means, Equipped with, The suggestion notification execution means includes a specific means capable of executing a predetermined suggestion notification when the specific state is terminated by the termination means, The specified means is characterized by comprising means that can make the execution rate of a predetermined suggestion notification different when the total number of game executions is less than or equal to a specified number, and when the total number of game executions exceeds that specified number. [Effects of the Invention]

[0008] According to the present invention, it is possible to enhance the enjoyment of games. [Brief explanation of the drawing]

[0009] [Figure 1] This is a front view of a slot machine in one embodiment. [Figure 2] This is a perspective view of a slot machine with the front door closed. [Figure 3]It is a perspective view of a slot machine showing the state where the front door is open. [Figure 4] It is a rear view of the front door. [Figure 5] It is a front view of the housing. [Figure 6] It is a diagram showing the symbol arrangement of each reel. [Figure 7] It is an explanatory diagram showing the relationship between the symbol visible from the display window and the effective line. [Figure 8] It is an explanatory diagram showing the relationship between the symbol visible from the display window and the effective line. [Figure 9] It is an explanatory diagram showing the relationship between the winning mode and the privilege granted. [Figure 10] It is an explanatory diagram showing the relationship between the winning mode and the privilege granted. [Figure 11] It is an explanatory diagram showing the relationship between the winning mode and the privilege granted. [Figure 12] It is a block diagram showing the electrical configuration of the main control device. [Figure 13] It is a block diagram showing the electrical configuration of the display control device. [Figure 14] It is a flowchart showing the timer interrupt processing by the main control device. [Figure 15] It is a flowchart showing the normal processing by the main control device. [Figure 16] It is a flowchart showing the lottery processing. [Figure 17] It is a diagram showing an example of the lottery table for the normal game state. [Figure 18] It is a flowchart showing the reel control processing. [Figure 19] It is an explanatory diagram showing the relationship between the operation sequence of the stop button and the winning mode that is established. [Figure 20] It is an explanatory diagram for explaining the stop control of the reel. [Figure 21] It is a flowchart showing the RT state processing. [Figure 22] It is a diagram showing an example of the lottery table for the first RT state. [Figure 23]This is an explanatory diagram showing the relationship between the order in which the stop buttons are operated and the resulting winning combinations. [Figure 24] This figure shows an example of a lottery table for the second RT state. [Figure 25] This figure shows an example of a lottery table for the 3rd RT state. [Figure 26] This is a flowchart showing the bonus state processing. [Figure 27] This is an explanatory diagram showing the relationship between the order in which the stop buttons are operated and the resulting winning combinations. [Figure 28] This figure shows an example of a lottery table for the BB state. [Figure 29] This is an explanatory diagram showing the transition relationships between each state. [Figure 30] This is an explanatory diagram showing an overview of the display modes. [Figure 31] This is a flowchart showing the process for handling lottery results. [Figure 32] This is a flowchart showing the processing of the first specific role. [Figure 33] This is a flowchart showing the processing of the second specific officer. [Figure 34] This is a flowchart showing the processing of the third specific officer. [Figure 35] This figure shows an example of a pre-announcement game count table. [Figure 36] This flowchart shows the process for notifying mode transitions. [Figure 37] This is an explanatory diagram showing an overview of the button press order notification effect performed on the auxiliary display unit. [Figure 38] This is a flowchart showing the process for determining the correct button sequence. [Figure 39] This is a flowchart showing the process for handling award results. [Figure 40] This is a flowchart showing the game count management process. [Figure 41] This is a flowchart showing the termination determination process. [Figure 42] This is a flowchart showing the processing for specialized zones. [Figure 43]This flowchart shows the processing of performance settings by the sub-display control device. [Figure 44] This is a flowchart showing the process for setting the effects during betting. [Figure 45] This is a flowchart showing the process for setting up the initial presentation. [Figure 46] This is a flowchart showing the process for notifying the button press order. [Figure 47] This is a flowchart showing the settings process for bonus effects. [Figure 48] This figure shows an example of a notification timing table. [Figure 49] This flowchart shows the process for setting the effects during each stop operation. [Figure 50] This diagram shows the relationship between notification timing and bonus features. [Figure 51] This flowchart shows the process for setting the effects when the entire system is stopped. [Figure 52] This is a flowchart showing the bonus game animation settings process. [Figure 53] This is a flowchart showing the processing for specific role notification. [Figure 54] This is a flowchart showing the process for setting up continuous performance sequences. [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 figure shows an example of a display effect using an auxiliary display unit. [Figure 59] This figure shows an example of a display effect using an auxiliary display unit. [Figure 60] This is an explanatory diagram illustrating an example of a continuous performance sequence. [Figure 61] This diagram illustrates the relationship between the probability of switching display modes and the difference in settings. [Figure 62] This diagram illustrates the overview of the instruction monitor and section indicator. [Figure 63] This is a flowchart showing the first processing step for displaying the interval. [Figure 64] This is a diagram illustrating the display start pattern table for the section indicator. [Figure 65] This is a flowchart showing the second processing step for displaying the interval. [Figure 66] This diagram illustrates the relationship between the start and end games of the advantageous period and the display on the period indicator. [Figure 67] This diagram illustrates the relationship between the types of advantageous periods and the display modes of the period indicator. [Figure 68] This figure illustrates a modified example of the display start pattern table for the interval indicator in Modification Example 1. [Figure 69] In the modified example 2, (a) is a flowchart showing part of the lottery process, and (b) is a flowchart showing the process for a specific state. [Figure 70] This diagram illustrates the display start pattern table for a specific state interval indicator. [Figure 71] This is a diagram illustrating the display start pattern table for the interval indicator in modified example 3. [Figure 72] This is a flowchart showing the first processing step for displaying the interval. [Figure 73] (a) is a flowchart showing part of the reel control process, and (b) is a flowchart showing the third section display process. [Figure 74] This is a timing chart to explain the relationship between the types of advantageous periods and the start timing of the period indicator display. [Figure 75] Modification 4 is a timing chart used to explain the relationship between the type of advantageous period and the start timing of the period indicator display. [Figure 76] Modification Example 5 is a timing chart used to explain the relationship between the type of advantageous period and the start timing of the period indicator display. [Figure 77] This is a front view of the slot machine in modified example 6. [Figure 78]This is a diagram illustrating the display start pattern table for the section indicator. [Figure 79] This is a diagram illustrating the display start pattern table for the section indicator in modified example 7. [Figure 80] In Modification Example 8, (a) is a diagram showing a portion of the lottery table for the normal game state and the 1st RT state, and (b) is a flowchart showing the start waiting process. [Figure 81] This is a flowchart showing the first processing step for displaying the interval. [Figure 82] This is a timing chart to explain the start timing of the display on the section indicator. [Figure 83] This is a flowchart showing the first section display process in modified example 9. [Figure 84] This is a diagram illustrating the display termination pattern table for the section indicator. [Figure 85] This is a flowchart showing the second processing step for displaying the interval. [Figure 86] This is a flowchart showing the reel control process in the second embodiment. [Figure 87] This is a flowchart showing the special RT state processing. [Figure 88] This figure shows an example of a lottery table for special RT states. [Figure 89] This figure shows an example of a lottery table for special RT states. [Figure 90] This is a flowchart showing the bonus state processing. [Figure 91] This is a flowchart showing the RT state processing. [Figure 92] This is a flowchart showing the first processing step for displaying the interval. [Figure 93] This is a flowchart showing the fourth processing step for displaying the interval. [Figure 94] This diagram illustrates the relationship between special RT states, the instruction monitor, and the section indicator. [Figure 95] This figure shows the relationship between the winning patterns and the main stopping patterns for various replay results in the special RT state. [Figure 96] This is an explanatory diagram showing the relationship between the order in which the stop buttons are operated and the resulting winning combinations. [Figure 97] This is a flowchart showing the process for determining the correct button sequence. [Figure 98] This is a flowchart showing the process for notifying the button press order. [Figure 99] This is a flowchart showing the notification process for special RTs. [Figure 100] (a) is a diagram illustrating the relationship between the notification content during a special replay and the instruction monitor, and (b) is a diagram illustrating the relationship between the stopping outcome during a special replay and the type of advantageous period. [Figure 101] This figure shows an example of a lottery table for special RT states in modified example 1. [Figure 102] This figure shows an example of a lottery table for special RT states. [Figure 103] This is an explanatory diagram showing the relationship between the order in which the stop buttons are operated and the resulting winning combinations. [Figure 104] This is an explanatory diagram for describing the notification content and timing points when a specific role is won. [Figure 105] This is a flowchart showing the notification process for special RTs. [Figure 106] This is an explanatory diagram for describing the notification content and timing points when a special replay is won. [Figure 107] This is a flowchart showing the processing for specific role notification in Modification Example 2. [Figure 108] (a) is a flowchart showing the process for canceling the notification, and (b) is a diagram illustrating an example of a cancellation table. [Figure 109] This is a flowchart showing the notification process for special RTs. [Figure 110] This diagram illustrates the relationship between specific roles during special RT (Replay Time) and the notification content during special replays. [Figure 111] This diagram illustrates the relationship between the winning combination and the transitioned RT state in Modification Example 3. [Figure 112] This is a flowchart showing the special RT state processing. [Figure 113] This diagram illustrates the relationship between the winning combination and the transitioned RT state in Modification Example 4. [Figure 114] This is an explanatory diagram showing the relationship between the type of prize awarded and the benefits granted in Modification Example 5. [Figure 115] This is a flowchart showing the RT state processing. [Figure 116] This is a flowchart showing the special RT state processing. [Figure 117] This figure shows an example of a lottery table for special RT states in the third embodiment. [Figure 118] This figure shows the relationship between the winning patterns and the main stopping patterns for various replay results in the special RT state. [Figure 119] This is an explanatory diagram showing the relationship between the order in which the stop buttons are operated and the resulting winning combinations. [Figure 120] This flowchart shows the special RT command reception process by the display control device. [Figure 121] This is a diagram to explain the notification scenario table. [Figure 122] This is a flowchart showing the notification process for special RTs. [Figure 123] This is a flowchart showing the processing of special replay wins by the display control device. [Figure 124] This is a flowchart showing the first specific role processing in the fourth embodiment. [Figure 125] This is a flowchart showing the second processing step for displaying the interval. [Figure 126] This is a flowchart showing the process for managing the remaining number of games. [Figure 127] This is a diagram to explain the number of games in the advantageous period. [Figure 128] This flowchart shows the process for determining the number of games to be added. [Figure 129] This figure shows an example of a bonus lottery table. [Figure 130] This is the flowchart for the process of determining the number of additional games. [Figure 131]This figure shows an example of a table for determining the number of additional games. [Figure 132] This is a flowchart showing the process for increasing the number of games played. [Figure 133] This is a diagram showing an example of the lottery table for the first special announcement. [Figure 134] This is a flowchart showing the settings process for bonus effects. [Figure 135] This is a flowchart showing the process for setting up the first special notification. [Figure 136] This figure shows an example of a display effect using an auxiliary display unit. [Figure 137] (a) and (b) are diagrams showing examples of display effects by the auxiliary display unit, and (c) is a diagram showing an example of the first special notification type table. [Figure 138] This diagram illustrates the relationship between the number of games in the advantageous period and special notifications. [Figure 139] This is a flowchart showing the various mode selection processes in Modification Example 1. [Figure 140] This is a flowchart showing the process for handling award results. [Figure 141] This figure shows an example of a mode selection table. [Figure 142] This figure shows an example of the second special announcement lottery table. [Figure 143] This is a flowchart showing the process for setting up the second special notification. [Figure 144] (a) and (b) are diagrams showing examples of display effects by the auxiliary display unit, and (c) is a diagram showing an example of the second special notification type table. [Figure 145] In the modified example 2, (a) is a flowchart showing the process for determining the number of games to be added, and (b) is a flowchart showing the process for determining the number of games to be added. [Figure 146] This is a flowchart showing the process for increasing the number of games played. [Figure 147] This is a flowchart showing the process of setting up the additional command. [Figure 148](a) is a diagram showing an example of the third special notification lottery table, and (b) is a diagram showing an example of the third special notification type table. [Figure 149] This is a flowchart showing the process of setting the add-on command in the modified example 3. [Figure 150] This figure shows an example of the third special announcement lottery table. [Figure 151] This is a flowchart showing the second section display process in modified example 4. [Figure 152] This is a flowchart showing the second section display process in variation 5. [Figure 153] This figure shows an example of the 4th Special News lottery table. [Figure 154] This is a flowchart showing the process for setting the attack mode termination animation. [Figure 155] This figure shows an example of a display effect using an auxiliary display unit. [Figure 156] (a) is a diagram showing an example of the fourth special notification lottery table in modified example 6, and (b) is a diagram showing an example of the fourth special notification lottery table in modified example 7. [Figure 157] Modification example 8 shows an example of the 4th Special Notification Type Table 1 and the 4th Special Notification Type Table 2. [Figure 158] This is a flowchart showing the second section display process in modified example 9. [Figure 159] This diagram illustrates the various areas within the RAM of the main control unit. [Figure 160] This is a flowchart showing the data initialization process. [Figure 161] This is a flowchart showing the process for setting up special sections. [Figure 162] (a) is a diagram showing an example of a special section table, and (b) is a diagram showing an example of a push-button order notification lottery table when a special replay is won. [Figure 163] This figure shows an example of a lottery table for normal gameplay. [Figure 164](a) is a flowchart showing the game count management process, and (b) is a flowchart showing the button press sequence processing. [Figure 165] This is a flowchart showing the notification process for special replays. [Figure 166] This figure shows an example of a premonition game count table in variation 10. [Figure 167] This is a flowchart illustrating the process of adding game counts in variation 11. [Figure 168] This figure shows an example of a display effect using an auxiliary display unit. [Figure 169] This is a flowchart showing the third special notification setting process in modified example 12. [Figure 170] This figure shows an example of a display effect using an auxiliary display unit. [Figure 171] This diagram in Modification 13 illustrates the relationship between the actual remaining number of games in the advantageous period and the displayed remaining number of games. [Figure 172] This is a flowchart showing the settings process for bonus effects. [Figure 173] This is a flowchart showing the process for setting up the added effects after the fact. [Figure 174] This is a flowchart showing the process for setting up the first special notification. [Figure 175] This is a flowchart showing the process for determining the number of pseudo-additional games in the modified example 14. [Figure 176] (a) is a diagram showing an example of a pseudo-bonus game count table for suggesting setting values, and (b) is a diagram to explain the relationship between the pseudo-bonus game count and the suggestion content. [Figure 177] This is a flowchart showing the second specific action processing in the fifth embodiment. [Figure 178] This is a flowchart showing the processing of the third specific officer. [Figure 179] This figure shows an example of a table used for the lottery to determine transitions to a special zone. [Figure 180] This flowchart shows the process for notifying mode transitions. [Figure 181]This is a flowchart showing the process for determining the correct button sequence. [Figure 182] This is a flowchart showing the settings process for bonus effects. [Figure 183] This figure shows an example of a display effect using an auxiliary display unit. [Figure 184] This figure shows an example of the lottery results and the display effects shown by the auxiliary display unit. [Figure 185] This figure shows an example of a display effect using an auxiliary display unit. [Figure 186] This figure shows an example of a display effect using an auxiliary display unit. [Figure 187] This is a flowchart showing the bonus processing for the special zone. [Figure 188] This figure shows an example of a timing table for additional notifications. [Figure 189] This flowchart shows the settings process for the special zone ending animation. [Figure 190] This is a flowchart showing the zone-based bonus lottery process in Modification Example 1. [Figure 191] This figure shows an example of a timing table for special bonus notifications. [Figure 192] In Modification Example 2, (a) is a flowchart showing the process of drawing additional wins during the zone, and (b) is a diagram showing an example of a display effect by the auxiliary display unit. [Figure 193] This figure shows an example of a timing table for various additional notification features. [Figure 194] This is a flowchart showing the zone-based bonus lottery process in Modification Example 3. [Figure 195] This figure shows an example of the additional notification timing table in variations 3 to 5. [Figure 196] This is a flowchart showing the setting process for the bonus effect in variation 6. [Figure 197] This is a flowchart showing the process for setting the attack mode termination animation. [Figure 198] This figure shows an example of a display effect using an auxiliary display unit. [Figure 199]This is a flowchart showing the processing for mobile devices in Modification Example 7. [Figure 200] This figure shows an example of a display effect using an auxiliary display unit. [Figure 201] This is a flowchart showing the setting process for the attack mode termination animation in variation 8. [Figure 202] This figure shows an example of a display effect by an auxiliary display unit in the sixth embodiment. [Figure 203] This is a flowchart showing the settings process for bonus effects. [Figure 204] This is a flowchart showing the process for setting the effects when the first stop is ON. [Figure 205] This flowchart shows the processing for notifying additional charges when the system is completely stopped. [Figure 206] This flowchart shows the settings process for the added effects. [Figure 207] This flowchart shows the process for setting the effects when the first stop is ON in Modification Example 1. [Figure 208] In variation 2, (a) is a flowchart showing the processing for setting the effects during a normal replay, and (b) is a flowchart showing the processing for the selected counter. [Figure 209] This is a flowchart showing the process for setting the effects when the first stop is ON. [Figure 210] This is a flowchart showing the processing for the additional notification when the entire system is stopped, as in Modification Example 3. [Figure 211] This is a flowchart showing the correction process. [Figure 212] This figure shows an example of a display effect using an auxiliary display unit. [Modes for carrying out the invention]

[0010] <First Embodiment> 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, 504 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 patterns drawn on its outer surface in the direction of its longer side (circumferential direction) as identification information. More specifically, 21 patterns are drawn at equal intervals. Therefore, switching a pattern at a predetermined position to the next pattern requires the output of 24 excitation pulses (= 504 pulses ÷ 21 patterns). The main control device 101 can also determine which patterns are visible from the display windows 26L, 26M, and 26R, or control the reels to stop a predetermined pattern 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 21 symbols arranged in a single row. In addition, each reel 32L, 32M, and 32R is numbered from 0 to 20, 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 11 types of symbols: "Red Bell" symbol (for example, the 7th position on the left reel 32L), "White Bell" symbol (for example, the 20th position on the left reel 32L), "1st Replay" symbol (for example, the 19th position on the left reel 32L), "2nd Replay" symbol (for example, the 6th position on the left reel 32L), "Red 7" symbol (for example, the 10th position on the left reel 32L), "Watermelon" symbol (for example, the 8th position on the left reel 32L), "Cherry" symbol (for example, the 4th position on the left reel 32L), "Black BAR" symbol (for example, the 18th position on the left reel 32L), "White BAR" symbol (for example, the 17th position on the left reel 32L), "LUCKY" symbol (for example, the 5th position on the left reel 32L), and "Young Man" symbol (for example, the 0th position on the left reel 32L). As shown in Figure 6, the number and arrangement order of the various symbols are completely different in each reel 32L, 32M, and 32R.

[0021] Each display window 26L, 26M, and 26R is shaped so that three of the 21 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 upper symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the middle 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 and others are not, depending on the number of medals bet. If the symbols stop in a predetermined combination on an activated line, a prize is awarded, and the player receives a predetermined number of medals or a change in game state. On the other hand, if the 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, there are cases where only the downward-sloping line L4 is considered an active line, as shown in Figure 8(a); cases where the combination of the lower line L3 and the downward-sloping line L4 is considered an active line, as shown in Figure 8(b); and cases where only the bent line L6 is considered an active line, as shown in Figure 8(c). More specifically, when 3 tokens are bet to start the game, only the downward-sloping line L4 is considered an active line. When 2 tokens are bet to start the game, the lower line L3 and the downward-sloping line L4 are considered active lines. When 1 token is bet to start the game, only the bent line L6 is considered an active line. The combination of the upper line L1, middle line L2, and upward-sloping line L5 is never considered an active line. Hereafter, a game started with 3 tokens bet will also be referred to as a 3-bet game, a game started with 2 tokens bet will be referred to as a 2-bet game, and a game started with 1 token bet will be referred to as a 1-bet game.

[0025] Figures 9 to 11 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 "Red Bell" or "White Bell" symbol on the left reel 32L, the "Red Bell" symbol on the middle reel 32M, and the "Red Bell" or "White Bell" symbol on the right reel 32R all stop on an active payline, the first small win is achieved. When the first small win is achieved, 9 medals are paid out in a 3-bet game, and 15 medals are paid out in a 2-bet game.

[0028] For the 2nd to 26th small wins, although the combination of winning symbols differs for each, in a 3-bet game, the winning combination is such that the "red bell" or "white bell" symbol on the left reel 32L, the "white BAR", "red 7", "cherry", "white bell", or "LUCKY" symbol on the middle reel 32M, and the "white BAR", "young man", "white bell", "red 7", or "2nd replay" symbol on the right reel 32R all stop on the upper line L1, that is, the "bell" symbols on each of the 32L, 32M, and 32R reels stop on the upper line L1. For example, if the "red bell" or "white bell" symbol on the left reel 32L stops in the upper position, the "cherry" symbol on the middle reel 32M stops in the middle position, and the "white bar" symbol on the right reel 32R stops in the lower position, then the 8th small win is achieved. As shown in Figure 6, the "red bell" symbol is positioned (number 12) upstream of the "cherry" symbol (number 11) on the middle reel 32M, and the "red bell" symbol is positioned (number 20) one symbol upstream of the "white bar" symbol (number 18) on the right reel 32R. Therefore, when the 8th small win is achieved on the downward sloping line L4, the "red bell" or "white bell" symbol on the left reel 32L, the "red bell" symbol on the middle reel 32M, and the "red bell" symbol on the right reel 32R will all stop on the upper line L1. If the 2nd to 26th small win combination is achieved, 3 medals will be paid out in a 3-bet game, and 14 medals will be paid out in a 2-bet game.

[0029] The 27th small win is determined by the symbol that stops on the left reel 32L, which is one of the designated reels 32L, 32M, and 32R. Specifically, the 27th small win is achieved when the "cherry" symbol on the left reel 32L stops in the upper or lower position. In this case, the symbols that stop on the middle reel 32M and the right reel 32R do not affect the win determination. In other words, regardless of the symbols that stop on the middle reel 32M and the right reel 32R, the 27th small win is achieved when the "cherry" symbol on the left reel 32L stops in the upper position or on an active line, that is, when the "cherry" symbol or the "2nd replay" symbol stops on an active line. When the 27th small win is achieved, 3 medals are paid out in 3-bet games and 15 medals are paid out in 2-bet games.

[0030] The 28th small win occurs when the "Cherry" symbol on the left reel 32L stops in the upper or lower position, and the "Cherry" symbols line up and stop on the downward-sloping line L4. More specifically, the 28th small win occurs when the "Cherry" symbol or "2nd Replay" symbol stops on the left reel 32L, the "Red Bell" symbol, "White Bell" symbol, or "Cherry" symbol stops on the middle reel 32M, and the "Cherry" symbol, "1st Replay" symbol, or "2nd Replay" symbol stops on the right reel 32R. If the 29th small win occurs, 3 medals are paid out in 3-bet games, and 14 medals are paid out in 2-bet games.

[0031] To further explain the relationship between the 27th and 28th small wins, if the "cherry" symbol or the "second replay" symbol stops on the left reel 32L, the 27th small win is achieved regardless of the symbols that stop on the middle reel 32M and the right reel 32R. However, depending on the symbols that stop on the middle reel 32M and the right reel 32R, the 28th small win may be achieved instead of the 27th small win. In other words, although the winning patterns for the 27th small win include the winning patterns for the 28th small win, the winning of the 27th and 28th small wins is clearly distinguished and judged accordingly.

[0032] The 29th small win occurs when the "watermelon" 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 valid payline. In other words, if the downward-sloping payline L4 is considered the valid payline, the 29th small win is achieved when the "watermelon" symbols stop aligned downwards to the right. When the 29th small win is achieved, 5 medals are paid out in a 3-bet game, and 14 medals are paid out in a 2-bet game.

[0033] The 30th small win occurs when the "Watermelon" 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 upper line L1. More specifically, the 30th small win occurs when the "Watermelon" symbol on the left reel (32L), the "Red Bell" symbol on the middle reel (32M), and the "Red Bell" symbol on the right reel (32R) all stop on the active line. When the 30th small win occurs, 5 medals are paid out in 3-bet games, and 14 medals are paid out in 2-bet games.

[0034] If the "Black BAR", "Young Man", "Watermelon", or "First Replay" symbols on the left reel 32L, the "Red Bell" symbol on the middle reel 32M, and the "Red Bell" or "White Bell" symbol on the right reel 32R all stop on an active payline, the 31st small win is achieved. When the 31st small win is achieved, 9 medals are paid out in 3-bet games, and 15 medals are paid out in 2-bet games.

[0035] For wins of the 32nd through 35th small wins, 3 medals are paid out in a 3-bet game, and 14 medals are paid out in a 2-bet game.

[0036] The 36th small win occurs when, for example, a player operates stop switches 42-44 aiming for the "watermelon" symbols on reels 32L, 32M, and 32R, and the "watermelon" symbols on reel 32L and reel 32M, or reel 32L and reel 32R, stop on an active payline, while the "watermelon" symbols on the remaining reels do not stop on an active payline. This is known as a "watermelon near-miss" stop. When the 36th small win is achieved, 3 medals are paid out in a 3-bet game, and 15 medals are paid out in a 2-bet game.

[0037] If the "Red Bell" or "White Bell" symbol on the left reel 32L, the "Black BAR", "Watermelon", and "Cherry" symbols on the middle reel 32M, and the "Red Bell", "White Bell", and "Young Man" symbols on the right reel 32R stop on an active payline, the 37th small win is achieved. As shown in Figure 6, the left reel 32L has the "Red Bell" symbol (number 7) and the "Second Replay" symbol positioned next to it downstream (number 6), while the main "White Bell" symbols (numbers 3, 12, 15, and 20) and the "First Replay" symbols are positioned next to them downstream (numbers 2, 11, 14, and 19). On the right reel 32R, the main "red bell" symbols (numbers 2, 5, 12, and 20) are adjacent to the "first replay" or "second replay" symbols in the upstream positions (numbers 3, 6, 16, and 0), while the "white bell" symbol (number 10) is adjacent to the "first replay" symbol in the upstream position (number 11). Therefore, when the 37th small win is achieved on the downward-sloping line L4, the "bell" and "replay" symbols will mainly line up on the left reel 32L and the right reel 32R, while the "bell" and "replay" symbols on the middle reel 32M will not stop, resulting in a so-called double-tenpai miss. When the 37th small win is achieved, 3 medals are paid out in 3-bet games, and 15 medals are paid out in 2-bet games.

[0038] If the "White BAR", "Young Man", "Watermelon", and "First Replay" symbols on the left reel 32L, the "Red Bell" symbol on the middle reel 32M, and the "First Replay", "Watermelon", and "Black BAR" symbols on the right reel 32R stop on an active payline, the 38th small win is achieved. In a 3-bet game, if the player operates the left stop switch when the "Cherry" symbol at position 4 on the left reel 32L reaches the upper or lower position, the 38th small win will occur, and the "Red Bell" symbol on the left reel 32L, the "Red Bell" symbol on the middle reel 32M, and the "Red Bell" or "White Bell" symbol on the right reel 32R will stop on the middle payline L2. If the 38th small win is achieved, 3 medals will be paid out in a 3-bet game, and 15 medals will be paid out in a 2-bet game.

[0039] If the "Red Bell" or "White Bell" symbol on the left reel 32L, the "Red Bell" symbol on the middle reel 32M, and the "Black BAR" symbol on the right reel 32R all stop on an active payline, the 39th small win is achieved. As will be explained in more detail later, the 39th small win is a type of win that can only occur in 3-bet games. When the 39th small win is achieved, 9 medals are paid out.

[0040] If the "Red Bell" or "White Bell" symbol on the left reel 32L, the "Red Bell" symbol on the middle reel 32M, and the "Red 7" symbol on the right reel 32R all stop on an active payline, the 40th small win is achieved. As will be explained in more detail later, the 40th small win is a type of win that can only occur in 3-bet games. When the 40th small win is achieved, 9 medals are paid out.

[0041] If the "Watermelon" symbol on the left reel 32L, the "Black BAR" or "Cherry" symbol on the middle reel 32M, and the "Watermelon" symbol on the right reel 32R all stop on an active payline, the 41st small win is achieved. When the 41st small win is achieved, 3 medals are paid out in a 3-bet game, and 14 medals are paid out in a 2-bet game.

[0042] The following types of wins grant the benefit of being able to play the next game without inserting any more tokens: the 1st Replay Win through the 8th Replay Win. Furthermore, if the 2nd Replay Win is achieved, the game state transitions to the 1st RT state; if the 3rd Replay Win is achieved, the game state transitions to the 2nd RT state; and if the 4th or 5th Replay Win is achieved, the game state transitions to the 3rd RT state. The 1st through 8th Replay Wins are wins that can only be achieved in 3-bet games.

[0043] State transition prizes, which only involve a change in the game state, include the 1st BB prize, the 2nd BB prize, and the CB prize.

[0044] If the "Red 7" symbol on each of the 32L, 32M, and 32R reels stops on an active payline, the first Big Bonus (BB) is awarded. If the "White BAR" symbol on each of the 32L, 32M, and 32R reels stops on an active payline, the second Big Bonus (BB) is awarded. When either of these BBs is awarded, the game state transitions to the BB state. Additionally, if the "Red Bell" or "White Bell" symbol on the left reel 32L, the "Red Bell" symbol on the middle reel 32M, and the "Watermelon," "First Replay," or "Black BAR" symbol on the right reel 32R all stop on an active payline, a Bonus Chance (CB) is awarded. When a CB is awarded, the game state transitions to the CB state.

[0045] In addition, although not a prize, there are stopping patterns that transition the game state to the 1st RT state. Specifically, if the "Red Bell" or "White Bell" symbol on the left reel 32L, the "White BAR", "LUCKY", "Red 7", "White Bell", or "Cherry" symbols on the middle reel 32M, and the "Watermelon" or "1st Replay" symbol on the right reel 32R stop on an active payline, the game state will transition to the 1st RT state. Also, if the "Red Bell" or "White Bell" symbol on the left reel 32L, the "Red Bell" symbol on the middle reel 32M, and the "White BAR", "Young Man", "White Bell", "Red 7", or "2nd Replay" symbols on the right reel 32R stop on an active payline, the game state will transition to the 1st RT state. In the following, the combination of each of the above symbols will be referred to as the transitional outcome.

[0046] 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.

[0047] 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.

[0048] Stop switches 42 to 44 are each connected to stop detection sensors 42a to 44a (Figure 12), 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 determines that a stop switch 42 to 44 has been operated by detecting this signal switch. 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.

[0049] 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.

[0050] 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.

[0051] 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.

[0052] 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.

[0053] 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.

[0054] Lower left of the display windows 26L, 26M, and 26R, there is a first credit insertion switch 56 for inserting three credited virtual tokens at once. To the right of the first credit insertion switch 56 is a second credit insertion switch 57, and to the left of the first credit insertion switch 56 is a third credit insertion switch 58. The second credit insertion switch 57 is for inserting one virtual token, and the third credit insertion switch 58 is for inserting two virtual tokens at once. Each of the credit insertion switches 56 to 58, together with the token slot 45, constitutes an input means for inputting game tokens. Furthermore, while the token slot 45 involves the player directly inserting tokens, each of the credit insertion switches 56 to 58 only involves the insertion of virtual tokens based on stored memory, so it can be said that they constitute an indirect input means for indirectly inputting game tokens.

[0055] Between 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. In other words, the first credit insertion switch 56 and the third credit insertion switch 58 are located to the left of the effect switch 66, and the second credit insertion switch 57 is located to the right of the effect switch 66.

[0056] 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.

[0057] 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.

[0058] Below the display windows 26L, 26M, and 26R on the game panel 25, and to the right of the payout display section 62, there is an instruction monitor 68 which has 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 rate of winning small prizes is changed by notifying the order of operation, allowing the player to play the game in a favorable situation. The instruction monitor 68 will be described in detail later.

[0059] 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.

[0060] 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 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.

[0061] Above the reel unit 31, a main control device 101 that centrally manages the game is mounted on the casing 11.

[0062] Next, the electrical configuration of this slot machine 10 will be explained based on the block diagrams in Figures 12 and 13.

[0063] 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.

[0064] On the input side of the main control device 101 are: a 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 coin dispensing detection sensor 51a that detects coins dispensed from the hopper device 51; and a first credit insertion detection sensor that individually detects the operation of the first credit insertion switch 56. Various sensors are connected, including a second credit insertion detection sensor 57a that individually detects the operation of the second credit insertion switch 57, a third credit insertion detection sensor 58a that individually detects the operation of the third credit insertion switch 58, 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.

[0065] 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.

[0066] 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.

[0067] 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.

[0068] 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 display control device 81, and an external centralized terminal board 121 that can transmit information to a hall management device (not shown).

[0069] 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.

[0070] The RAM 106 is configured to retain (back up) data even after the power to the slot machine 10 is cut off, by receiving backup voltage from the power supply unit 91. The RAM 106 includes a memory for temporarily storing various types of 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 state information storage area 106c for storing game states such as BB state, and a backup area.

[0071] 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 14), and the restoration of each value written to the backup area is performed in the main processing when the power is turned on.

[0072] 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.

[0073] As shown in Figure 13, the display control device 81 is equipped with a microcomputer centered on a CPU 181, which is an arithmetic processing means. 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.

[0074] 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 upper lamp 63, speaker 64, and auxiliary display unit 65 connected to the output side. The upper lamp 63, speaker 64, and auxiliary display unit 65 are driven and controlled 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.

[0075] An effect switch 66 (more specifically, an effect switch detection sensor that detects the operation of the effect switch 66) is connected to the input side of the display control device 81. The various display units 60-62 and 68 may also be driven and controlled by the display control device 81.

[0076] 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, with reference to Figures 14 to 41.

[0077] Figure 14 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.

[0078] First, in the register saving process shown in step S101, the values ​​of all registers in the CPU 102 used in the normal processing described later are saved to the backup area of ​​RAM 106. In step S102, it is checked whether the power outage flag is set, and if the power outage flag is set, the process proceeds to step S103 to execute the power outage process.

[0079] Here, I will briefly explain how to handle power outages.

[0080] 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.

[0081] 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.

[0082] Returning to the explanation of timer interrupt processing, if the power outage flag is not set in step S102, various processes from step S104 onwards are performed.

[0083] Specifically, in step S104, a watchdog timer clearing process is performed to initialize the value of the watchdog timer used to monitor for malfunctions. In step S105, an interrupt termination declaration process is performed for the CPU 102 itself, enabling it to set the next timer interrupt. In step S106, a stepping motor control process is performed to drive the stepping motors, which are the respective reel drive motors, in order to rotate each reel 32L, 32M, and 32R. In step S107, a sensor monitoring process is performed to read the status of various sensors (see Figure 12), such as stop detection sensors 42a to 44a, inserted medal detection sensor 45a, and payout detection sensor 51a, which are connected to the input / output port 104, and to monitor whether the reading results are normal or not. In step S108, a timer calculation process is performed to subtract the values ​​of each counter and timer. In step S109, a counter process is performed to output the count of the number of medals bet and the number of medals paid out to the external centralized terminal board 121.

[0084] In step S110, command output processing is performed to send various commands, such as the lottery result command described later, to the display control device 81. In step S111, segment data setting processing is performed to set the segment data to be displayed in the credit display unit 60, the remaining payout display unit 61, and the payout display unit 62, respectively. In step S112, segment data display processing is performed to supply the segment data set in the segment data setting processing to each display unit 60 to 62 and display the corresponding numbers, symbols, etc. In step S113, port output processing is performed to output data corresponding to the I / O device from the input / output port 104. In step S114, the values ​​of each register that were saved to the backup area in step S101 are restored to the corresponding registers in the CPU 102. Then, in step S115, interrupt enable processing is performed to enable the next timer interrupt, and this series of timer interrupt processing is completed.

[0085] Next, we will explain the normal processing that performs the main controls related to gameplay, based on the flowchart in Figure 15.

[0086] First, in step S201, an interrupt enable process is performed to allow the next timer interrupt. In step S202, pre-start processing is performed to enable gameplay. During the 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 S203 to S215 is performed.

[0087] As part of the game management process, step S203 clears the various game information data stored in RAM106 (for example, random values ​​used in the previous game). Then, step S204 performs a wait-to-start process.

[0088] 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, if a re-play win occurs in a 3-bet game, three virtual tokens are automatically inserted, and if a re-play win occurs in a 1-bet game, one virtual token is automatically inserted. Incidentally, in this embodiment, re-play wins do not occur in 2-bet games, but if the system is modified to allow re-play wins in 2-bet games, it is advisable to set this automatic insertion process to allow the automatic insertion of two virtual tokens.

[0089] 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 S107 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, and 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.

[0090] If the medal return process is complete or the settlement switch 59 has not been operated, it is determined whether medals were inserted or the credit insertion switches 56-58 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 56-58 were operated between the previous start-waiting process and the current start-waiting process, the start-waiting process is terminated as is.

[0091] After the start-waiting process is completed, step S205 determines whether the number of medals bet has reached the specified number. In this slot machine 10, the specified number for the CB state is set to "2", and the specified numbers for game states other than the CB state (specifically, normal game state, 1st RT state, 2nd RT state, 3rd RT state, BB state) are set to "1" and "3". In other words, in the CB state, step S205 makes a positive determination if the number of bets is "2", and in states other than the CB state, step S205 makes a positive determination if the number of bets is "1" or "3". To put it another way, in game states other than the CB state, if no medals have been bet, or if medals have been bet but the number of bets is "2", step S205 makes a negative determination. If the number of bets has not reached the specified number, the process returns to the start-waiting process in step S204, and the processes from the sensor abnormality confirmation process onwards are performed.

[0092] If the number of bets reaches a specified number, a mode transition notification process is executed in step S206. This transition notification process will be explained in detail later.

[0093] After the processing in step S206, a bet command containing the information of the processing result in step S206 and the information of the number of bets that were determined to be positive in step S205 is set as an output target to the display control device 81, which is the sub-control device. The command set here is output to the display control device 81 in step S110 of the timer interrupt processing. The processing of the display control device 81 upon receiving the bet command will be explained in detail later.

[0094] After executing the process in step S207, it is determined in step S208 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 S204, and the processes from the sensor abnormality confirmation process onward are performed.

[0095] 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 predetermined 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 S209, an active line setting process is performed to set the combination lines corresponding to the number of bets as active lines. Specifically, in a 3-bet game, only the downward-sloping line L4 is set as an active line, and in a 2-bet game, the lower line L3 and the downward-sloping line L4 are set as active lines. Also, in a 1-bet game, the bent line L6 is set as an active line. In step S210, the medal passage switching solenoid 46a is switched to a de-energized state to prohibit bet acceptance. After that, the lottery process in step S211, the reel control process in step S212, the medal payout process in step S213, the RT state process in step S214, and the bonus state process in step S215 are executed in order, and the process returns to step S203.

[0096] Next, the lottery process in step S211 will be explained based on the flowchart in Figure 16.

[0097] In step S301, a random number is obtained to determine 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.

[0098] After obtaining a random number, step S302 selects a lottery table for determining whether a winning combination is achieved. This slot machine 10 has six main game states: normal game state, 1st RT state, 2nd RT state, 3rd RT state, BB state, and CB state, and a separate lottery table is set for each game state.

[0099] In other words, in step S302, the current game state of the slot machine 10 is determined based on the number of bets and the setting flag set in the state information storage area 106c, and 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 no setting flag is set in the state information storage area 106c, it is determined that the current game state is the normal game state, and the lottery table for the normal game state is selected. In addition, in this slot machine 10, six levels of winning probabilities from "Setting 1" to "Setting 6" are pre-set, and by inserting the setting key into the setting key insertion hole and performing the ON operation, it is possible to set which winning probability will be used to execute the internal processing. In step S302, 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.

[0100] Here, I will provide some additional explanation regarding the process for setting the probability of winning.

[0101] The process for setting the winning probability is performed 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 when the power is turned on while the setting key is inserted into the setting key insertion hole and the setting key detection sensor 73a detects that it is in the ON position. 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. Then, based on the setting key detection sensor 73a being turned OFF, the setting value at that time is set as the current setting value, and the process for setting the winning probability is terminated. Based on the termination of the process for setting the winning probability, the display on the credit display unit 60 also terminates. The setting value set during the winning probability setting process is stored in RAM106 until the next winning probability setting process is initiated. In step S302, a process is performed to select a lottery table based on this stored setting value.

[0102] Let's briefly explain the lottery table. Figure 17 shows the lottery table for normal gameplay selected in "Setting 3". The lottery table has an index value IV, and each index value IV is uniquely associated with a winning combination, and a point value PV is also set.

[0103] After selecting the lottery table, step S303 sets the index value IV to 1, and in the following step S304, 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. In the initial judgment value setting process, the random value obtained in step S301 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.

[0104] Subsequently, in step S305, a determination is made as to whether the corresponding role is won or lost based on the index value IV. In determining whether the role is won or lost, it is determined whether the judgment value DV exceeds 65535. If it exceeds 65535, in step S306, it is determined whether or not one of the 1st BB, 2nd BB, or CB has been won. Specifically, it is determined whether or not a positive determination was made in step S305 for index value IV (IV=32~48) that includes one of the 1st BB, 2nd BB, or CB. If a positive determination is made in step S306, the corresponding bonus winning flags (1st BB winning flag, 2nd BB winning flag, CB winning flag) are set in the winning flag storage area 106a in step S307. If a negative determination is made in step S306, or after the processing in step S307, in step S308, the winning flags for each minor role corresponding to the index value IV that was positively determined in step S305 are set in the winning flag storage area 106a. For example, if the judgment value DV exceeds 65535 when IV=32, the 1st BB winning flag is set in step S307, and the 28th small role winning flag, the 33rd small role winning flag, and the 35th small role winning flag are set in step S308. Also, if the judgment value DV exceeds 65535 when IV=15, the winning flags indicating that the 30th small role and the 41st small role have been won are set in the winning flag storage area 106a in step S308.

[0105] Incidentally, if the set winning flag is not a winning flag indicating a win in the 1st BB (1st BB winning flag) or a winning flag indicating a win in the 2nd BB (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 S203 of the normal process). 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.

[0106] Furthermore, in steps S306 to S308 when the 1st BB winning flag or the 2nd BB winning flag is carried over, if a win other than the 1st BB, 2nd BB, or CB is achieved, the corresponding winning flag is set; if a win other than the 1st BB, 2nd BB, or CB is achieved, the corresponding winning flag is not set.

[0107] In other words, for example, if the 1st BB winning flag is carried over, and for example the index value IV = 32, and the judgment value DV exceeds 65535, the 1st BB winning flag is not set, and the 28th small role winning flag, the 33rd small role winning flag, and the 35th small role winning flag are set. Also, if the 1st BB winning flag is carried over, and for example the index value IV = 33, and the judgment value DV exceeds 65535, the 2nd BB winning flag is not set, and the 28th small role winning flag, the 33rd small role winning flag, and the 35th small role winning flag are set.

[0108] 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, 2nd BB, and CB are not won.

[0109] If the judgment value DV does not exceed 65535 in step S305, it means that the hand corresponding to the index value IV has not been determined. In this case, the index value IV is incremented by 1 in step S309, and in the following step S310, 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 S304 and the determination of whether or not the hand is correct or incorrect continues. At this time, in step S304, the judgment value DV used in the previous determination of whether or not the hand was correct or incorrect (i.e., the current judgment value DV) is added to the current index value IV and the corresponding point value PV to create a new judgment value DV, and in step S305, the determination of whether or not the hand is correct or incorrect is made based on this judgment value DV. Incidentally, when determining the outcome of a role using the lottery table shown in Figure 17, the probability of winning a normal replay (when IV=1) is approximately 1 in 7.3, the probability of winning a strong cherry (when IV=13) is approximately 1 in 300, and the probability of winning a weak cherry (when IV=14) is approximately 1 in 183. The probability of winning a strong watermelon (when IV=15) is approximately 1 in 300, the probability of winning a weak watermelon (when IV=16) is approximately 1 in 218, the probability of winning a chance A (when IV=17) is approximately 1 in 252, and the probability of winning a chance B (when IV=18) is approximately 1 in 252. The probability of winning a middle bell (when IV=19) is approximately 1 in 32800, and the probability of winning a random bell (when IV=20) is approximately 1 in 65500. The probability of winning with a straight-press bell 1, a straight-press bell 2, a sandwich-press bell 1, or a sandwich-press bell 2 (when IV = 21 to 24) is approximately 1 in 43.7 for each, and the probability of winning with a middle-press bell 1, a middle-press bell 2, a right-press bell 1, or a right-press bell 2 (when IV = 25 to 28) is approximately 1 in 21.8 for each.The probability of winning a strong cherry combination 1 (when IV=32) is approximately 1 in 1770, the probability of winning a strong cherry combination 2 (when IV=33) is approximately 1 in 4680, the probability of winning a weak cherry combination 1 (when IV=34) is approximately 1 in 3280, and the probability of winning a weak cherry combination 2 (when IV=35) is approximately 1 in 6550. The probability of winning a strong watermelon combination 1 (when IV=36) is approximately 1 in 3280, and the probability of winning a strong watermelon combination 2 (when IV=37) is approximately 1 in 6550. The probability of winning a weak watermelon combination 1 (when IV=38) is approximately 1 in 13100, and the probability of winning a weak watermelon combination 2 (when IV=39) is approximately 1 in 6550. The probability of winning Chance A Overlap 1, Chance A Overlap 2, Chance B Overlap 1, or Chance B Overlap 2 (when IV=40-43) is approximately 1 in 3280. The probability of winning Middle Bell Overlap 1 or Middle Bell Overlap 2 (when IV=44 or 45) is approximately 1 in 2620. The probability of winning the 1st BB or 2nd BB individually (when IV=46 or 47) is approximately 1 in 65500. The probability of winning a CB (when IV=48) is approximately 1 in 19.9. The probability of not winning any of the roles is approximately 1 in 1.96.

[0110] In addition, the lottery table for normal gameplay has 0 set for point values ​​PV with IV = 2~12, 29~31, and 49~52. Therefore, in normal gameplay, winning is not possible for these index values ​​IV.

[0111] If the winning flag is set in step S308, or if it is determined in step S310 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 S311, where a freeze lottery is performed to determine whether or not to execute a freeze effect that disables the operation of stop switches 42 to 44 for a predetermined period of time.

[0112] In the following step S312, the lottery result processing is performed. In the lottery result processing, the system determines whether or not to transition the game state according to the lottery results in steps S301 to S311, and processes for notifying the sequence of button presses. This lottery result processing will be explained in detail later.

[0113] After executing the process in step S312, the lottery result command is set in step S313. Here, the lottery result command is a command sent to the display control device 81 to determine the result of the winning or losing of a role. 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 S110).

[0114] Then, in step S314, 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 steps S306 to S308. For example, if a strong cherry is won (when IV=13) and the strong cherry winning flag is set, the stop symbol information is set so that the symbols corresponding to the 28th small win and the 32nd to 35th small wins can be stopped on each reel 32L, 32M, and 32R. Also, if a strong cherry overlap 1 is won (when IV=32) and the strong cherry winning flag and the 1st BB winning flag are set, the stop symbol information is set so that the symbols corresponding to the 28th small win, the 33rd small win, the 35th small win and the 1st BB win can be stopped on each reel 32L, 32M, and 32R.

[0115] In the following step S315, if multiple stoppable symbol information was set in step S314, a priority setting process is executed to set the priority order. For example, if multiple types of winning combinations are won among the types of winning combinations (small win, re-spin, and bonus), 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, or 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.

[0116] For example, if a strong cherry combination is won and the stop symbol information corresponding to the 28th, 33rd, and 35th small roles and the 1st Big Bonus (BB) is set, the priority is set so that the 28th, 33rd, and 35th small roles are achieved before the 1st Big Bonus (BB) is achieved. Also, for example, if the 1st Big Bonus (BB) is carried over and a normal replay is won, and the stop symbol information corresponding to the 1st Big Bonus (BB) and the 1st replay is set, the priority is set so that the 1st replay is achieved before the 1st Big Bonus (BB) is achieved.

[0117] After executing the process in step S315, the first section display process is executed in step S316, 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 this process will be explained in detail later.

[0118] Next, the reel control process in step S212 will be explained based on the flowchart in Figure 18.

[0119] In the reel control process, the first step S401 is to perform a spin animation process. The spin animation process is a process to perform an animation using the reel control during the invalid period, based on the results of the freeze lottery process performed in step S311 above. In step S402, a spin start process is performed to start the rotation of each reel 32L, 32M, and 32R.

[0120] 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 is started in the timer interrupt process's stepping motor control process (step S106), and each reel 32L, 32M, and 32R begins to rotate. For this reason, even if the player bets the prescribed number of tokens and operates the start lever 41, each reel 32L, 32M, and 32R may not immediately start rotating. 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 illuminates the lamps (not shown) of each stop switch 42 to 44 to indicate that it is possible to issue a stop command.

[0121] Following the rotation start process, step S403 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 S404 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 S403 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 S405. 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 S406-S412 to stop the rotating reel.

[0122] In step S406, 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 S407, the number of reel slips to 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 S407, 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 S408, 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 S409, 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 S410 to stop the rotation of the reels. Then, in step S411, 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 S412, and the process returns to step S403.

[0123] 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, when a win occurs when IV=24~31, that is, when a win occurs with forward-press bell 1, forward-press bell 2, sandwich-press bell 1, sandwich-press bell 2, middle-press bell 1, middle-press bell 2, right-press bell 1, right-press bell 2 (hereinafter, these are collectively referred to as "press-order bells") (see Figure 17), 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.

[0124] Figure 19 is an explanatory diagram showing the correspondence between the winning combinations, the order in which stop switches 42-44 are operated, and the resulting winning combinations. For example, if the middle stop bell 1 is won, the stop information is set so that the 2nd, 7th, or 9th small win is achieved when the left stop switch 42 is operated first, the stop information is set so that the 1st small win is achieved when the middle stop switch 43 is operated first, and the stop information is set so that the 2nd, 7th, or 9th small win is achieved when the right stop switch 44 is operated first. However, even if the stop information is set in this way, the corresponding win may not be achieved depending on the timing of the operation of stop switches 42-44.

[0125] A brief explanation of the symbol arrangement for each reel 32L, 32M, and 32R is provided below. In this slot machine 10, in game states other than the CB state during normal game mode (3-bet game), 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, and only the downward sloping line L4 is set as an active line. 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 line 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 line.

[0126] Let's explain using the example of a case where a middle stop bell 1 is won, and the left stop switch 42 → middle stop switch 43 → right stop switch 44 are operated in that order. In this case, the stopping control of each reel 32L, 32M, and 32R is performed in order to achieve a 2nd small win, a 7th small win, or a 9th small win.

[0127] The second winning symbols on the left reel 32L are the "Red Bell" and "White Bell" symbols. Furthermore, the "Red Bell" and "White Bell" symbols also function as the seventh and ninth winning symbols. The left reel 32L is arranged so that the spacing between the second winning symbols (or between the seventh symbols, or between the ninth symbols) is four symbols or less. Therefore, when the left stop switch 42 is first operated, regardless of the timing of the operation, either the "Red Bell" or "White Bell" symbol will stop in the upper position. For example, if the left stop switch 42 is operated when the fourth "Cherry" symbol on the left reel 32L has reached the middle position, the seventh "Red Bell" symbol will stop in the upper position, as shown in Figure 20(a). As a result, there remains room for the second, seventh, or ninth winning combinations to occur on the downward-sloping line L4.

[0128] The second small win symbol on the middle reel 32M is the "White BAR" symbol. The "White BAR" symbol is located only at position 18 on the middle reel 32M. The seventh small win symbol on the middle reel 32M is the "Red 7" symbol. The "Red 7" symbol is located only at position 14 on the middle reel 32M. The ninth small win symbol on the middle reel 32M is the "Cherry" symbol. The "Cherry" symbol is located only at position 11 on the middle reel 32M. Therefore, depending on the timing of the operation of the middle stop switch 43, the second small win symbol, the seventh small win symbol, or the ninth small win symbol may stop on an active line, or none of the second, seventh, or ninth small win symbols may stop on an active line.

[0129] Specifically, if the middle stop switch 43 is operated when any of the "First Replay" symbols from number 13 to number 17 reach the bottom row, the "White BAR" symbol, which is the second small win symbol, will stop in the middle row. As a result, there is still room for the second small win to occur on the downward-sloping line L4. If the middle stop switch 43 is operated when any of the "Second Replay" symbols from number 9 to number 13 reach the bottom row, the "Red 7" symbol, which is the seventh small win symbol, will stop in the middle row, as shown in Figure 20(b). As a result, there is still room for the seventh small win to occur on the downward-sloping line L4. If the middle stop switch 43 is operated when any of the "White Bell" symbol from number 6 to number 10 reach the bottom row, the "Cherry" symbol, which is the ninth small win symbol, will stop in the middle row. If the middle stop switch 43 is operated at any other time, even if the middle reel 32M is slid four symbol positions before being stopped, the second, seventh, and ninth small win symbols cannot be stopped in the middle position. If the middle stop switch 43 is operated at such a time, the second "LUCKY" symbol or the sixth "White Bell" symbol will stop in the middle position.

[0130] If the 7th small win symbol on the middle reel 32M stops in the middle position, the second stop information setting process modifies the stop information so that a 7th small win can be achieved.

[0131] The seventh winning symbol on the right reel 32R is the "white bell" symbol. The "white bell" symbol is located only at position 10 on the right reel 32R. Therefore, depending on the timing of the operation of the right stop switch 44, the seventh winning symbol may or may not stop on the active line. Specifically, if the right stop switch 44 is operated when any of the symbols from position 6 ("first replay") to position 10 ("white bell") have reached the bottom row, the "white bell" symbol, which is the seventh winning symbol, will stop on the bottom row, as shown in Figure 20(c). As a result, the seventh winning combination is achieved on the downward-sloping line L4. If the right stop switch 44 is operated at any other timing, the "watermelon" symbol or the "first replay" symbol will stop on the bottom row. For example, if the right stop switch 44 is operated when the "2nd Replay" symbol (number 3) reaches the bottom row, the "Watermelon" symbol (number 4) will stop on the bottom row, as shown in Figure 20(d). The combination of "White Bell" symbol, "Red 7" symbol, and "Watermelon" symbol from left to right is a transitional outcome, as shown in Figure 11.

[0132] If the 9th small win symbol on the middle reel 32M stops in the middle position, the second stop information setting process modifies the stop information so that a 9th small win can be achieved.

[0133] The ninth winning symbol on the right reel 32R is the "Young Man" symbol. The "Young Man" symbol is located at position 15 on the right reel 32R. Therefore, depending on the timing of the operation of the right stop switch 44, the ninth winning symbol may or may not stop on the active line. Specifically, if the right stop switch 44 is operated when any of the symbols from position 11 ("First Replay") to position 15 ("Young Man") have reached the bottom row, the "Young Man" symbol, which is the ninth winning symbol, will stop on the bottom row. As a result, the ninth winning combination is achieved on the downward-sloping line L4. If the right stop switch 44 is operated at any other timing, the "Watermelon" symbol or the "First Replay" symbol will stop on the bottom row. The combination of the "White Bell" symbol ("Red Bell" symbol), "Cherry" symbol, and "Watermelon" symbol ("First Replay" symbol) from left to right is a transitional outcome as shown in Figure 11.

[0134] If the second small win symbol on the middle reel 32M stops in the middle position, the second stop information setting process modifies the stop information so that a second small win can be achieved.

[0135] The second winning symbol on the right reel 32R is the "White BAR" symbol. The "White BAR" symbol is located at position 18 on the right reel 32R. Therefore, depending on the timing of the operation of the right stop switch 44, the second winning symbol may or may not stop on the active line. Specifically, if the right stop switch 44 is operated when any of the symbols from position 14 ("Watermelon") to position 18 ("White BAR") have reached the bottom row, the "White BAR" symbol, which is the second winning symbol, will stop on the bottom row. As a result, the second winning combination is achieved on the downward-sloping line L4. If the right stop switch 44 is operated at any other timing, the "Watermelon" symbol or the "First Replay" symbol will stop on the bottom row. The combination of the "white bell" symbol ("red bell" symbol), the "white BAR" symbol, and the "watermelon" symbol ("1st replay" symbol) from left to right is a transitional outcome as shown in Figure 11.

[0136] If the second, seventh, and ninth small win symbols on the middle reel 32M do not stop in the middle position, that is, if the "LUCKY" symbol or "White Bell" symbol on the middle reel 32M stops in the middle position, the second stop information setting process changes the stop information so that the "Watermelon" symbol or "First Replay" symbol stops in the lower position.

[0137] On the right reel 32R, the "Watermelon" symbol and the "First Replay" symbol are arranged such that the interval between them is 4 symbols or less. Therefore, when the right stop switch 44 is operated, the "Watermelon" symbol or the "First Replay" symbol will stop on the bottom row regardless of the timing of the operation. The combination of "White Bell" symbol ("Red Bell" symbol), "LUCKY" symbol ("White Bell" symbol), and "Watermelon" symbol ("First Replay" symbol) from left to right is a transitional outcome as shown in Figure 11.

[0138] Thus, if you win with a middle stop bell 1 and operate the left stop switch 42 → middle stop switch 43 → right stop switch 44 in that order, one of the following will occur: a second small win is achieved, a seventh small win is achieved, a ninth small win is achieved, or the reels stop on a transitioning outcome.

[0139] Next, we will explain using the example of a case where a middle stop bell 1 is won, and the middle stop switch 43 → left stop switch 42 → right stop switch 44 are operated in that order. In this case, the stopping control of each reel 32L, 32M, and 32R is performed in order to achieve the first small win.

[0140] On the middle reel 32M, the "red bell" symbol, which is the first small winning symbol, is arranged so that the spacing between "red bell" symbols is four symbols or less. Therefore, when the middle stop switch 43 is operated for the first time, the "red bell" symbol will stop in the middle position regardless of the timing of the operation.

[0141] On the left reel 32L, the first winning symbols, the "red bell" and "white bell" symbols, are arranged such that the spacing between them is four symbols or less. Therefore, when the left stop switch 42 is operated second, the "red bell" or "white bell" symbol will stop on the upper row regardless of the timing of the operation.

[0142] On the right reel 32R, the first winning symbols, the "red bell" and "white bell" symbols, are arranged such that the spacing between them is four symbols or less. Therefore, when the right stop switch 44 is operated third, the "red bell" or "white bell" symbol will stop on the bottom row regardless of the timing of the operation.

[0143] As described above, if you win the middle stop bell 1 and operate the middle stop switch 43 → left stop switch 42 → right stop switch 44 in that order, the first small win will be achieved regardless of the timing of the operation.

[0144] When winning the pressing order bell, if the stop switches 42 to 44 are operated in one or two preset operation sequences, regardless of the operation timing, the first minor winning is established. If the stop switches 42 to 44 are operated in other operation sequences, depending on the operation timing, either the minor winning is established or the transfer winning stops on the valid line. Incidentally, when winning the middle bell, the 38th minor winning is established regardless of the operation sequence and operation timing. When winning the no - question bell, the first minor winning is established regardless of the operation sequence and operation timing.

[0145] Returning to the explanation of the reel control process, if it is determined in step S411 that all the reels 32L, 32M, and 32R have stopped, payout determination processing is performed in step S413. The payout determination process is a process of setting the number of medals to be paid out on the condition that the combination of winning symbols is arranged on the valid line. In the payout determination process, the combination of symbols formed on the valid line is derived from the symbol numbers of the stop symbols stopped at the lower stage of each reel 32L, 32M, and 32R, and it is determined whether a winning is established on the valid line. If a winning is established, it is further determined whether the winning - established combination corresponds to the winning flag set in the winning - flag storage area 106a. If the winning - established combination corresponds to the winning flag, the winning - established combination and the payout number corresponding to the winning - established combination are set in the payout - information storage area provided in the RAM106. On the other hand, if the winning - established combination does not correspond to the winning flag, the slot machine 10 is set to an error state and an abnormal - occurrence process for notifying the occurrence of an error is performed. Such an error state is maintained until the reset switch 72 is operated.

[0146] After performing the payout determination process, winning - result corresponding processing is performed in step S414. In the winning - result corresponding process, processes such as shifting the game state based on the winning result are performed. The winning - result corresponding process will be described in detail later.

[0147] After performing the winning result corresponding process, the second interval display process is executed in step S415. The second interval display process is a process related to the display control of the instruction monitor 68, and such a process will be described in detail later. After that, in step S416, a winning result command is set to cause the display control device 81 to grasp the winning established combination in the current game, and the reel control process ends.

[0148] Next, an overview of the medal payout process in step S213 will be described.

[0149] In the medal payout process, it is determined whether the payout number set in the payout information storage area is 0. If the payout number is 0, it means that it was determined in the previous payout determination process that a minor winning did not occur. In such a case, based on the winning established combination set in the payout determination process, it is determined whether any of the first to eighth replay winnings has occurred. If none of the replay winnings has occurred, the medal payout process ends as it is. If any of the replay winnings has occurred, a replay setting process is performed to set the game state to the replay state, and the medal payout process ends. Incidentally, in the start waiting process (step S204) described above, when it is determined that the current game state is the replay state, the automatic insertion process is performed.

[0150] 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.

[0151] Next, the RT state processing in step S214 will be explained based on the flowchart in Figure 21.

[0152] Step S501 determines whether a transition symbol has stopped on an active line. If a transition symbol has stopped, the process proceeds to step S502, where it is determined whether the current game state is a normal game state. If the current game state is a normal game state, the first RT setting flag is set in the state information storage area 106c of RAM 106 in step S503. After that, this process ends. If step S501 determines that no transition symbol has stopped on an active line, the process proceeds to step S504, where it is determined whether a second re-play win has occurred based on the winning combination set in the previous payout determination process. If a second re-play win has occurred, the RT setting flag set in the state information storage area 106c is cleared in step S505, and the first RT setting flag is set in step S503. After that, this process ends. Furthermore, if a transition result stops on an active payline while the game is in a state other than the normal game state, the RT setting flag set in the state information storage area 106c is cleared in step S505, and the first RT setting flag is set in step S503, and this process ends.

[0153] If the 1st RT setting flag is set in step S503, the game state transitions to the 1st RT state. Then, in step S302 of the lottery process, the system determines that the current game state is the 1st RT state based on the fact that the 1st RT setting flag is set in the state information storage area 106c, and selects the lottery table for the 1st RT state.

[0154] Figure 22 shows the lottery table for the first RT state, which is selected in "Setting 3". Compared to the lottery table for the normal game state (see Figure 17), the point value PV for IV=1 to 5 is different in the first RT state lottery table, while the same point value PV is set for other index values ​​IV. Therefore, when determining whether a winning combination is achieved using this lottery table, the probability of winning when IV=6 to 52 is the same as the winning probability in the normal game state, the probability of winning when IV=1 is approximately 1 in 67.0, and the probability of winning when IV=2 to 5 is approximately 1 in 32.8. The probability of not winning any combination is approximately 1 in 1.94.

[0155] As shown in Figure 22, when IV=1, a win results in a normal replay; when IV=2, a win results in a 1st upgrade replay 1; when IV=3, a win results in a 1st upgrade replay 2; when IV=4, a win results in a 1st upgrade replay 3; and when IV=5, a win results in a 1st upgrade replay 4. The probability of winning when IV=1 to 5 is approximately 1 in 7.30. The probability of winning a normal replay under normal gameplay conditions is also approximately 1 in 7.30. In other words, when the gameplay state transitions to the 1st RT state, the probability of winning each type of role—small win, replay, and bonus—is the same as in normal gameplay, but the winning method that grants the replay bonus changes to one that differs from normal gameplay. More specifically, in normal gameplay, only the first re-spin win, which does not result in a transition to another game state, can occur. In the first RT state, in addition to the first re-spin win, the third re-spin win, which transitions to the second RT state, can also occur.

[0156] In the second stop information setting process (step S409), in addition to the case where the above-mentioned push-order bell is won, stop information is also set in the case where the first promotion replay 1 to the first promotion replay 4 is won, in order to change the winning pattern that is achieved depending on the operation order of the stop switches 42 to 44 that generated the stop command.

[0157] Figure 23(a) is an explanatory diagram showing the correspondence between the winning combinations, the operation sequence of stop switches 42-44, and the resulting winning combinations. When a First Upgrade Replay 1 to First Upgrade Replay 4 is won, unlike when a Push Order Bell is won, a First Replay win or a Third Replay win is always achieved regardless of the timing of the operation of stop switches 42-44. For First Upgrade Replay 1 to First Upgrade Replay 4, one of the six possible operation sequences is associated with a Third Replay, while the other operation sequences are associated with a First Replay.

[0158] In addition to the first promotion replays 2-4, the sixth, seventh, and eighth replays are also assigned as winning combinations in addition to the first and third replays. However, none of the six operation sequences mentioned above are associated with the sixth through eighth replays. Therefore, even if you win a first promotion replay 2-4, the sixth through eighth replays will not result in a win, regardless of the operation sequence of stop switches 42-44.

[0159] More specifically, for the 1st promotion replays 1-4, 1st promotion replay 1 is assigned the 1st replay and the 3rd replay; 1st promotion replay 2 is assigned the 1st replay, the 3rd replay, and the 6th replay; 1st promotion replay 3 is assigned the 1st replay, the 3rd replay, and the 7th replay; and 1st promotion replay 4 is assigned the 1st replay, the 3rd replay, and the 8th replay. However, in any of the 1st promotion replays 1-4, the winning replay will be either the 1st replay or the 3rd replay. This is to make it difficult to understand the sequence of operations required to win the 3rd replay. In other words, for example, if there is only one type of first promotion replay, then there will also only be one type of operation sequence corresponding to the third re-spin win, making it possible to intentionally trigger the third re-spin win when the first promotion replay is won. This relationship is not limited to the relationship between first promotion replays 1-4, but the same can be said for other overlapping roles as well.

[0160] Returning to the explanation of RT state processing, if it is determined in step S504 that a second re-play win has not occurred, the process proceeds to step S506, where it is determined whether a third re-play win has occurred based on the winning combination set in the previous payout determination process. If a third re-play win has occurred, the RT setting flag set in the state information storage area 106c is cleared in step S507, and the second RT setting flag is set in step S508, ending this process.

[0161] If the 2nd RT setting flag is set in step S508, the game state transitions to the 2nd RT state. Then, in step S302 of the lottery process, the current game state is determined to be the 2nd RT state based on the fact that the 2nd RT setting flag is set in the state information storage area 106c, and the lottery table for the 2nd RT state is selected.

[0162] Figure 24 shows the lottery table for the second RT state, which is selected in "Setting 3". Compared to the lottery table for the first RT state (see Figure 22), the point value PV for IV=1 to 10 is different in the second RT state lottery table, while the same point value PV is set for other index values ​​IV. Therefore, when determining whether a winning combination is achieved using this lottery table, the probability of winning when IV=11 to 52 is the same as the winning probability in the first RT state, the probability of winning when IV=1 is approximately 1 in 13.2, the probability of not winning when IV=2 to 5 is approximately 1 in 10.5 for each of IV=6 to 8, and the probability of winning when IV=9 and 10 is approximately 1 in 7.00 for each. The probability of not winning any combination is approximately 1 in 150. In other words, when transitioning to the second RT state, the probability of losing becomes lower compared to the normal game state and the first RT state, which is advantageous to the player. Furthermore, in the second RT state, in addition to the first re-spin win that does not transition the game state, the second re-spin win that transitions to the first RT state, and the fourth and fifth re-spin wins that transition to the third RT state are also possible.

[0163] In the second stop information setting process (step S409), in addition to the cases where the first promotion replay 1 to the first promotion replay 4 described above are won, stop information is also set in the cases where the fall replay 1 to the fall replay 3, the second promotion replay 1, and the second promotion replay 2 are won, in order to change the winning pattern that is achieved depending on the operation order of the stop switches 42 to 44 that generated the stop command.

[0164] Figure 23(b) is an explanatory diagram showing the correspondence between the winning combinations, the order of operation of stop switches 42-44, and the resulting winning combinations. If a Fall Replay 1 to Fall Replay 3 is won, regardless of the timing of operation of stop switches 42-44, either the 1st Replay win or the 2nd Replay win will always occur. If a 2nd Upgrade Replay 1 is won, regardless of the timing of operation of stop switches 42-44, either the 1st Replay win, the 4th Replay win, or the 5th Replay win will always occur. If a 2nd Upgrade Replay 2 is won, regardless of the timing of operation of stop switches 42-44, either the 1st Replay win or the 4th Replay win will always occur.

[0165] The numbers assigned to the 4th replay in the diagram correspond to the symbol combinations that result in a 4th replay win. "1" corresponds to a scattered symbol combination, and "2" corresponds to a symbol combination that results in a red 7, red 7, and black BAR stopping in the middle (see Figure 11). For example, if the left stop switch 42 is operated first when a 2nd promotion replay 1 is won, either a scattered symbol combination will stop and a 4th replay win will be achieved, or a red 7, red 7, and black BAR will stop in the middle and a 4th replay win will be achieved.

[0166] Returning to the explanation of RT state processing, if it is determined in step S506 that the third re-play win has not occurred, the process proceeds to step S509, where it is determined whether the fourth re-play win or the fifth re-play win has occurred based on the winning combination set in the previous payout determination process. If the fourth re-play win and the fifth re-play win have not occurred, this process ends. If the fourth re-play win or the fifth re-play win has occurred, the RT setting flag set in the state information storage area 106c is cleared in step S510, and the third RT setting flag is set in step S511, and this process ends.

[0167] If the 3rd RT setting flag is set in step S511, the game state transitions to the 3rd RT state. Then, in step S302 of the lottery process, the current game state is determined to be the 3rd RT state based on the fact that the 3rd RT setting flag is set in the state information storage area 106c, and a lottery table for the 3rd RT state is selected.

[0168] FIG. 25 is a lottery table for the third RT state selected in the "Setting 3". When the lottery table for the third RT state is compared with the lottery table for the second RT state (see FIG. 24), the point values PV for IV = 9 to 12 are different, and the same point values PV are set for other index values IV. Therefore, when the determination of winning or losing of a role is made using such a lottery table, the probability of winning when IV = 1 to 8, 13 to 52 is equal to the respective winning probabilities in the second RT state, the probability of winning does not occur when IV = 9, 10, and the probability of winning when IV = 11, 12 is about 1 / 7.00 respectively. The probability of a miss that does not win any role is about 1 / 150. That is, when the game state transitions to the third RT state, each role type such as a small role, a replay, and a bonus wins with the same probability as in the second RT state, while the winning modes to which the replay privilege is given change to those different from the second RT state. More specifically, in the third RT state, in addition to the first replay win where the game state does not transition and the second replay win where the game state transitions to the first RT state, the sixth replay win, the seventh replay win, and the eighth replay win where the game state does not transition, and the third replay win where the game state transitions to the second RT state are established.

[0169] In the stop information second setting process (step S409), even when winning for BAR replay 1 or BAR replay 2, stop information is set to change the winning mode established by the operation order of the stop switches 42 to 44 that generated the stop command.

[0170] FIG. 23(c) is an explanatory diagram showing the correspondence relationship between the winning role, the operation order of the stop switches 42 to 44, and the winning mode established. When winning for BAR replay 1, any one of the first replay win, the sixth replay win, the seventh replay win, and the third replay win is always established regardless of the operation timing of the stop switches 42 to 44. When winning for BAR replay 2, any one of the first replay win, the sixth replay win, the eighth replay win, and the third replay win is always established regardless of the operation timing of the stop switches 42 to 44.

[0171] Next, the bonus state processing in step S215 will be explained based on the flowchart in Figure 26.

[0172] First, in step S601, it is determined whether the current game state is a bonus state or not, that is, whether the current game state is a BB state or a CB state. If it is not a bonus state, the bonus determination process shown in steps S602 to S614 is performed.

[0173] In the bonus determination process, step S602 determines whether the 1st BB winning flag, the 2nd BB winning flag, or the CB winning flag is set. If any of the winning flags is set, the process proceeds to step S603, where it is determined whether a CB win has occurred based on the winning combination set in the previous payout determination process. If a CB win occurs, step S604 sets the CB setting flag in the state information storage area 106c. In step S605, the remaining payout counter in the state information storage area 106c, which counts the remaining number of medals that can be paid out during the bonus state, is set to 15. By performing the processes in steps S604 to S605, the game state transitions to the CB state.

[0174] Here, we will briefly explain CB and CB state.

[0175] A CB (Chance Bonus) is awarded when the "Red Bell" or "White Bell" symbol on the left reel 32L, the "Red Bell" symbol on the middle reel 32M, and the "Watermelon," "First Replay," or "Black BAR" symbol on the right reel 32R stop on an active payline. The CB symbols on each reel 32L, 32M, and 32R are arranged so that the spacing between CB symbols is 4 symbols or less. Therefore, if a CB is won, the CB is awarded regardless of the order and timing of operation of stop switches 42 to 44.

[0176] The main control unit 101 determines that the game state is the CB state if the CB setting flag is set in the state information storage area 106c. Then, in step S205 of the normal processing, it determines whether the number of medals bet has reached "2" instead of "3", and in the active line setting process (step S209), it sets the lower line L3 and the downward sloping line L4 as active lines.

[0177] In step S302 of the lottery process, the lottery table for the CB state is selected. The illustration of the lottery table for the CB state is omitted, but in the lottery table for the CB state, the point value PV for IV=1 to 48 is set to "0", and the point value for IV=49 to 52 is set to "16384" (see Figure 17, etc. for the correspondence between IV and winning roles). Therefore, in the CB state, the probability of winning CB minor role 1 (the probability of winning when IV=49) is approximately 1 / 4.00, the probability of winning CB minor role 2 (the probability of winning when IV=50) is approximately 1 / 4.00, the probability of winning CB minor role 3 (the probability of winning when IV=51) is approximately 1 / 4.00, and the probability of winning CB minor role 4 (the probability of winning when IV=52) is approximately 1 / 4.00. No losing events occur.

[0178] Figure 27(a) is an explanatory diagram showing the correspondence between the winning combinations, the order of operation of stop switches 42-44, and the resulting winning combinations. While a detailed explanation is omitted, regardless of whether the winning combination is CB minor combination 1 to CB minor combination 4, some kind of minor combination will always be achieved, regardless of the order and timing of operation of stop switches 42-44. Since the CB state is a 2-bet game, if the 1st, 27th, 31st, 36th-38th minor combinations are achieved, 15 medals will be paid out. If the 2nd-26th, 28th-30th, 32nd-35th minor combinations are achieved, 14 medals will be paid out. In other words, when transitioning to the CB state, 14 or 15 medals will always be paid out.

[0179] In addition, instead of or in addition to the CB as a winning combination and the CB state as a game state, a single bonus (SB) that allows for one game of gameplay (JAC game) as a winning combination, and an SB state that is entered based on winning (winning) that single bonus may be provided.

[0180] Returning to the explanation of bonus state processing, if it is determined in step S603 that a CB win has not occurred, it means that a bonus winning flag other than a CB has been set. In this case, in step S608, the RT setting flag set in the state information storage area 106c is cleared, and in step S609, it is determined whether or not a first BB win or a second BB win has occurred.

[0181] Then, if any BB win is achieved, in step S610 the BB win flag set in the win flag storage area 106a of RAM 106 is cleared, and in step S611 the BB setting flag is set in the state information storage area 106c. After that, in step S612 the remaining payout counter is set to 216 and the remaining payout display unit 61 is displayed with 216. The number set in step S612 corresponds to the upper limit payout in the BB state, and the BB state ends when the payout of medals equal to or greater than that number is made in the BB state.

[0182] By performing the processes in steps S610 to S612, the game state transitions to the BB state. Then, in step S302 of the lottery process, it is determined that the current game state is the BB state based on the fact that the BB setting flag is set in the state information storage area 106c, and the corresponding lottery table for the BB state is selected.

[0183] Figure 28 shows the lottery table for BB states, which is selected when transitioning through the 1st BB or 2nd BB. In the BB state lottery table, the point value PV for IV=1~28 and 32~52 is set to "0", and the point value for IV=29~31 is set to "21845". Therefore, in the BB state, the probability of winning BB minor role 1 (the probability of winning when IV=32) is approximately 1 in 3.00, the probability of winning BB minor role 2 (the probability of winning when IV=33) is approximately 1 in 3.00, and the probability of winning BB minor role 3 (the probability of winning when IV=34) is approximately 1 in 3.00. The probability of not winning any role is approximately 1 in 65500.

[0184] Figure 27(b) is an explanatory diagram showing the correspondence between the winning combinations, the order of operation of stop switches 42-44, and the resulting winning combinations. As mentioned above, the first winning combination can be achieved regardless of the timing of operation of stop switches 42-44. Therefore, regardless of whether the winning combination is BB minor combination 1, BB minor combination 2, or BB minor combination 3, the first winning combination, the 39th winning combination, or the 40th winning combination will always be achieved, regardless of the order and timing of operation of stop switches 42-44. Since the BB state is a 3-bet game, if the first winning combination, the 39th winning combination, or the 40th winning combination is achieved, 9 medals will be paid out. Since the probability of losing in the BB state is approximately 1 in 65,500, the BB state can be said to be a game state in which 9 medals are paid out with a very high probability.

[0185] In step S609, a negative determination is made, and if any BB win is achieved, the process of setting a carryover command is performed in step S613. A carryover command is a command sent to the display control device 81 to indicate that the bonus win was not achieved in the bonus winning game, resulting in a so-called carryover state. This carryover command is output to the display control device 81 in the command output process of the timer interrupt process (step S110).

[0186] In this embodiment, during games played in a carryover state, winning other bonuses is restricted. More specifically, in the lottery table for normal gameplay (Figure 17), if a player wins a combination of IV=32 to 48 bonuses (1st BB, 2nd BB, CB), the winning flags corresponding to these bonuses are not set. Therefore, for example, if a player wins a combination of IV=32 to 45 small wins, the winning flags for each of these small wins are set, but the winning flags corresponding to the bonuses are not set, and only the small wins are valid. In other words, the carryover state can be described as a state in which the lottery for bonuses is restricted.

[0187] If the game state transitions to either the CB state or the BB state, a positive determination is made in step S601, and an termination determination process is performed in step S614. In the termination determination process, it is determined whether the value of the remaining payout counter has become 0, and if it has become 0, the CB setting flag or BB setting flag is cleared. Also, in the termination determination process, if the BB setting flag is cleared, an termination flag is set to indicate that the BB state has ended in this game. The termination determination process will be explained in detail later.

[0188] As shown in steps S602 to S614, if a CB is won and a CB prize is awarded, the CB setting flag is set without clearing the RT setting flag. Therefore, if the CB setting flag is cleared, that is, if the CB state ends, the game will return to the state it was in when the CB prize was awarded. For example, if a CB prize is awarded in the normal game state, the game will return to the normal game state after the CB state ends, and if a CB prize is awarded in the 3rd RT state, the game will return to the 3rd RT state after the CB state ends. On the other hand, if a 1st BB or 2nd BB is won, the RT setting flag is cleared in step S608 regardless of whether the corresponding BB prize is awarded. Therefore, if the BB setting flag is cleared, that is, if the BB state ends, the game will transition to the normal game state even if a 1st BB prize is awarded in the 2nd RT state. Incidentally, when transitioning to the CB state, the player can expect to increase their medal count by 13 (=15-2) or 25 (=14-2+15-2) medals before the CB state ends. If the game transitions to a Big Bonus (BB) state, the player can expect to gain approximately 144 (9 x 24 - 3 x 24) medals before the BB state ends.

[0189] If none of the 1st BB winning flag, 2nd BB winning flag, or CB winning flag are set (if step S602 is NO), if none of the 1st BB, 2nd BB, or CB wins are achieved and the carry-over command is set (when the process in step S613 is executed), if a predetermined value is set in the remaining payout counter in steps S605 and S612, or if the termination determination process is performed in step S614, the process proceeds to step S606 to set the status command. Here, the status command is a command sent to the display control device 81 to understand the game state at the end of the game (i.e., the game state for the next game), and in step S606, the status command corresponding to the setting flag set in the status information storage area 106c is set. After setting the status command, in step S607, the external signal setting process is performed to set the external signal to be output from the external central terminal board 121 to the outside of the slot machine 10. After that, this process is terminated.

[0190] <Overview of game state transitions and display modes> Here, the transitions between game states will be explained using Figure 29. Note that the CB state is not shown in the illustration.

[0191] If the game is in BB (Big Bonus) mode, the BB mode ends and the game returns to normal mode when the number of medals dispensed during that BB mode reaches 216.

[0192] When the game state is the normal game state, the game state transitions to the 1st RT state when the transition symbols stop on an active line, and the game state transitions to the BB state when a BB win is achieved. The transition symbols stop on an active line when a missed win occurs in a game in which a push-order bell is won. In the lottery process using the lottery table for the normal game state, the 1st upgrade replay 1-4, which is the trigger for transitioning to the 2nd RT state, and the 2nd upgrade replay 1,2, which is the trigger for transitioning to the 3rd RT state, are not won, so the game state does not transition to the 2nd RT state or the 3rd RT state from the normal game state (see Figure 17).

[0193] If the game state is the 1st RT state, the game state will transition to the 2nd RT state when the 3rd re-play win occurs. The 3rd re-play win occurs when one of the 1st upgrade replays 1 to 1st upgrade replay 4 is won and the stop switches 42 to 44 are operated in a predetermined order (see Figure 23(a)). In the lottery process using the lottery table for the 1st RT state, the 2nd upgrade replays 1 and 2, which are triggers for transitioning to the 3rd RT state, are not won, so the game does not transition from the 1st RT state to the 3rd RT state.

[0194] Furthermore, if a corresponding BB win is not achieved in a game in which each BB winning flag is set, i.e., if the BB winning flag is carried over, the game state will return to the normal game state. If a corresponding BB win is achieved in a game in which each BB winning flag is set, the game state will return to the BB state. The game will not transition from the 1st RT state to the 3rd RT state.

[0195] If the game state is the 2nd RT state, the game state will transition to the 3rd RT state when the 4th re-spin win or the 5th re-spin win occurs. Also, if the 2nd re-spin win occurs, or if the transition symbols stop on an active line, the game state will transition to the 1st RT state. The 4th and 5th re-spin wins occur when the 2nd promotion replay 1 or 2nd promotion replay 2 is won and the stop switches 42 to 44 are operated in a predetermined order (see Figure 23(b)). The 2nd re-spin win occurs when any of the fall-out replays 1 to fall-out replays 3 are won and the stop switches 42 to 44 are operated in a predetermined order (see Figure 23(b)). The transition symbols stop on an active line when a missed win occurs in a game in which a push-order bell is won. In addition, if a corresponding BB win is not achieved in a game in which a BB winning flag is set, i.e., if the BB winning flag is carried over, the game state will return to the normal game state. If a corresponding BB win is achieved in a game in which a BB winning flag is set, the game state will return to the BB state.

[0196] If the game state is the 3rd RT state, the game state will transition to the 2nd RT state when a 3rd replay win occurs. In addition, the game state will transition to the 1st RT state when a 2nd replay win occurs, or when a transition symbol stops on an active line. A 3rd replay win occurs when you win BAR Replay 1 or BAR Replay 2 and operate stop switches 42 to 44 in a predetermined order (see Figure 23(c)). A 2nd replay win occurs when you win any of Fall Replay 1 to Fall Replay 3 and operate stop switches 42 to 44 in a predetermined order (see Figure 23(b)). A transition symbol stops on an active line when a missed win occurs in a game where a push-order bell is won. In addition, if a corresponding BB win is not achieved in a game in which a winning flag is set, i.e., if the BB winning flag is carried over, the game state will return to the normal game state. If a corresponding BB win is achieved in a game in which a winning flag is set, the game state will return to the BB state.

[0197] In this slot machine 10, the main control unit 101 manages six types of game states: normal game state, 1st RT state, 2nd RT state, 3rd RT state, BB state, and CB state. In addition, the main control unit 101 manages five types of display modes, broadly categorized as normal mode, challenge mode, attack mode (including the bonus zone), VB mode (including the bonus zone), and BB mode.

[0198] Figure 30 shows the transitions between each display mode.

[0199] BB Mode is a display mode that is entered when the first or second BB is achieved, and ends when the BB state ends. In other words, BB Mode is a display mode that corresponds to the BB state. Therefore, when the game enters BB Mode, the player can expect an increase of approximately 144 medals.

[0200] When transitioning from Normal Mode or Challenge Mode to BB Mode, a lottery is held in BB Mode to determine whether to transition to Challenge Mode or Attack Mode. If the lottery for transitioning to Attack Mode is won, the player will transition to Attack Mode after BB Mode ends. If the lottery for transitioning to Challenge Mode is won, the player will transition to Challenge Mode after BB Mode ends. If neither transition lottery is won, the player will transition to Normal Mode after BB Mode ends. When transitioning from Attack Mode to BB Mode, the player will return to Attack Mode after BB Mode ends. When transitioning from VB Mode to BB Mode, the player will return to VB Mode after BB Mode ends.

[0201] Normal mode is a display mode in which the operation order of stop switches 42-44 is not announced when a push-order bell is won, or when a 1st promotion replay 1-1st promotion replay 4, fall replay 1-3, 2nd promotion replay 1, 2nd promotion replay 2, BAR replay 1, BAR replay 2 (hereinafter collectively referred to as "push-order replay") is won. In normal mode, a lottery is held to determine whether to transition to challenge mode or attack mode. If the lottery for transitioning to challenge mode is won, the player transitions from normal mode to challenge mode, and if the lottery for transitioning to attack mode is won, the player transitions from normal mode to attack mode. VB mode cannot be entered from normal mode.

[0202] The normal mode corresponds to the normal game state, 1st RT state, 2nd RT state, 3rd RT state, and CB state. However, in normal mode, the operation order of stop switches 42-44 is not announced when a push-order bell is won or a push-order replay is won, so it is rare to transition to the 2nd RT state or 3rd RT state, and it will almost always correspond to the normal game state or 1st RT state. In normal mode, if the game state at the time is the normal game state or 1st RT state, you can expect to lose approximately 1.59 medals per game, and if the game state at the time is the 2nd RT state or 3rd RT state, you can expect to lose approximately 0.06 medals per game.

[0203] Challenge Mode is a display mode in which, like Normal Mode, the operation order of stop switches 42-44 is not announced when a push-order bell is won or a push-order replay is won. In Challenge Mode, a lottery is held to determine whether to transition to Attack Mode. However, the probability of winning the lottery to transition to Attack Mode in Challenge Mode is set higher than the probability of winning the lottery to transition to Attack Mode in Normal Mode. In other words, although the operation order is not announced in Challenge Mode, just like in Normal Mode, it is set as a mode in which it is easier to transition to Attack Mode. If the lottery to transition to Attack Mode is won, the game will transition from Challenge Mode to Attack Mode. If a predetermined number of games (for example, 10 times) are played without winning the above transition lottery, the game will transition from Challenge Mode to Normal Mode. The game will not transition from Challenge Mode to VB Mode.

[0204] Challenge Mode corresponds to each of the game states: Normal Gameplay, 1st RT State, 2nd RT State, 3rd RT State, and CB State. However, in Challenge Mode, the order of operation of stop switches 42-44 is not announced when a push-order replay is won, so transitioning to the 2nd RT State and 3rd RT State is rare, and it will almost always correspond to Normal Gameplay or 1st RT State. In Challenge Mode, if the game state at the time is Normal Gameplay or 1st RT State, you can expect to lose approximately 1.59 medals per game, and if the game state at the time is 2nd RT State or 3rd RT State, you can expect to lose approximately 0.06 medals per game.

[0205] Attack Mode is a display mode in which the operation order of stop switches 42-44 is announced when a push-order bell is won or when a push-order replay is won. Attack Mode consists of four attack modes, from Attack Mode 1 to Attack Mode 4, each with a different probability of transitioning to VB Mode. In any of the attack modes, the probability of transitioning to VB Mode is higher than in Normal Mode. If the lottery for transitioning to VB Mode is won, the game transitions from Attack Mode to VB Mode. If a predetermined number of games (e.g., 50 games) are played without winning the lottery for transitioning to VB Mode, the game transitions from Attack Mode to Normal Mode.

[0206] The probability of winning the lottery to transition to VB mode differs for each of the 1st, 2nd, and 4th attack modes. More specifically, the probability of winning the lottery to transition to VB mode is highest in the 4th attack mode and lowest in the 1st attack mode, with the probability increasing in the order of 1st, 2nd, 3rd, and 4th attack modes.

[0207] Attack Mode corresponds to each of the game states: Normal Game State, 1st RT State, 2nd RT State, 3rd RT State, and CB State. However, in Attack Mode, the operation order of stop switches 42-44 is announced when a push-order bell is won and when a push-order replay is won. Therefore, if the player operates stop switches 42-44 in the announced order, it will almost always correspond to the 2nd RT State. In Attack Mode, if the game state at the time is Normal Game State or 1st RT State, the player can expect to gain approximately 0.61 medals per game. If the game state at the time is 2nd RT State or 3rd RT State, the player can expect to gain approximately 1.90 medals per game. Since Attack Mode continues for at least 50 games after the game state transitions to the 2nd RT State, the player can expect to gain approximately 100 medals when transitioning to Attack Mode.

[0208] VB mode is a display mode that, like Attack mode, notifies the operation order of stop switches 42-44 when a push-order bell is won or when a push-order replay is won. The difference between VB mode and Attack mode is that when a 2nd upgrade replay 1 or 2nd upgrade replay 2 is won, Attack mode notifies the operation order to achieve the 1st replay entry, while VB mode notifies the operation order to achieve the 4th replay entry or the 5th replay entry (see Figure 23(b)).

[0209] VB mode corresponds to each of the game states: normal game state, 1st RT state, 2nd RT state, 3rd RT state, and CB state. However, in VB mode, the operation order of stop switches 42-44 is announced when a push-order bell is won and when a push-order replay is won, and the operation order to achieve a 4th replay entry or a 5th replay entry is announced when a 2nd upgrade replay 1 or 2nd upgrade replay 2 is won. For this reason, in VB mode, if the player operates stop switches 42-44 in the announced operation order, it will correspond almost exactly to the 3rd RT state. In VB mode, if the game state at that time is normal game state or 1st RT state, it is expected that the number of medals will increase by approximately 0.61 per game, and if the game state at that time is 2nd RT state or 3rd RT state, it is expected that the number of medals will increase by approximately 1.90 per game. Since VB mode lasts for at least 25 games after the game state transitions to the 3rd RT state, players can expect to gain approximately 50 medals when they enter VB mode.

[0210] To explain the transitions in display modes when a player's medal count increases, the general flow is to transition from normal mode to challenge mode, from challenge mode to attack mode, and then back to normal mode from attack mode. Furthermore, since a lottery for transitioning to VB mode is held in attack mode, if a loop occurs where the player transitions from attack mode to VB mode and then back to attack mode from VB mode, the player can expect to increase their medal count even more.

[0211] As described above, when comparing Normal Mode and Challenge Mode, the probability of winning the lottery to transition to Attack Mode is set higher in Challenge Mode than in Normal Mode. Therefore, Challenge Mode is also called a so-called chance zone, as it gives players the expectation of transitioning to Attack Mode.

[0212] Furthermore, Attack Mode has four stages, from the 1st Attack Mode to the 4th Attack Mode, and the probability of winning the lottery to transition to VB Mode differs for each Attack Mode. When transitioning from Normal Mode or Challenge Mode to Attack Mode, the player generally transitions to the 1st Attack Mode. In the 1st Attack Mode, a lottery is held to transition to VB Mode, as well as to the 2nd Attack Mode. If the player wins the lottery to transition to the 2nd Attack Mode, they transition to the 2nd Attack Mode, and the probability of winning the lottery to transition to VB Mode increases. In the 2nd Attack Mode, a lottery is held to transition to VB Mode, as well as to the 3rd Attack Mode. If the player wins the lottery to transition to the 3rd Attack Mode, they transition to the 3rd Attack Mode, and the probability of winning the lottery to transition to VB Mode increases. In the 3rd Attack Mode, a lottery is held to transition to VB Mode, as well as to the 4th Attack Mode. If you win the lottery to transition to the 4th Attack Mode, you will enter the 4th Attack Mode, and the probability of winning the lottery to transition to VB Mode will increase.

[0213] Therefore, when transitioning to attack mode, the attack mode is upgraded from 1st attack mode → 2nd attack mode → 3rd attack mode → 4th attack mode, increasing the probability of transitioning to VB mode and making it easier for a loop between attack mode and VB mode to occur.

[0214] As described above, this slot machine 10 is configured to allow players to increase their number of tokens in each of the display modes: Attack Mode, VB Mode, and BB Mode. In conjunction with each display mode, multiple RT states, BB states, CB states, and other states are configured to switch between depending on the winning combination or the stopping of transition symbols during each replay. As described above, the order in which stop switches 42-43 are operated when a push-order replay or push-order bell is won determines whether the corresponding replay win is achieved or the transition symbols are stopped. In addition, in Attack Mode and VB Mode, when a push-order bell is won, the operation order that allows for the first small win is announced, so players can expect to increase their number of tokens.

[0215] The following describes the configuration related to the display mode.

[0216] The display mode configuration can be broadly divided into: (1) processing related to the lottery for transitioning to a new display mode, (2) processing for transitioning the game state based on the results of the lottery for transitioning to a new display mode, (3) processing for transitioning the display mode based on the winning result, and (4) processing related to the notification effects on the sub-side. These will be explained in order below.

[0217] <Processing related to the lottery for switching display modes> <Processing for handling lottery results> The process related to the lottery for the transition of the display mode in (1) is performed in the lottery result response process (step S312) of the lottery process (Figure 16) by the main control unit 101. Therefore, the lottery result response process will be explained below with reference to the flowchart in Figure 31.

[0218] In step S701, it is determined whether the result of this draw is a strong cherry, a weak cherry, a strong watermelon, a weak watermelon, chance A, B and middle bell, strong cherry overlap 1, 2, weak cherry overlap 1, 2, strong watermelon overlap 1, 2, weak watermelon overlap 1, 2, chance A overlap 1, 2, chance B overlap 1, 2, or middle bell overlap 1, 2 (for example, see Figure 17, IV = 13~19, 32~45; hereafter, these roles are collectively referred to as "specific roles"). If the draw result is a specific role, in step S702, it is determined whether either the 1st BB winning flag or the 2nd BB winning flag has already been set.

[0219] In the process of step S702, if the 1st BB winning flag or the 2nd BB winning flag is already set, it indicates a carryover state and does not include the game in which the 1st BB or 2nd BB was won. In other words, in step S702, if it is determined that the 1st BB winning flag or the 2nd BB winning flag is not already set, it includes not only cases where the specific role win results in a simultaneous win with the 1st BB or 2nd BB, but also cases where the specific role win results in a simultaneous win with the 1st BB or 2nd BB. To put it another way, if the specific role win results in a simultaneous win with the 1st BB or 2nd BB while in a carryover state, a positive determination is made in step S702.

[0220] If a negative result is determined in step S702, the process for transitioning the display mode based on the specific role is executed in steps S703 to S709. On the other hand, if it is determined in step S701 that the specific role has not been won, or if the bonus winning flag is set in step S702, the process for transitioning the display mode is performed in steps S710 to S713.

[0221] Specifically, if it is determined in step S701 that a specific role has been won, and it is determined in step S702 that the bonus winning flag is not set, then in step S703, it is determined whether the current game state is the normal game state or the 1st RT state. If the determination in step S703 is positive, then in step S704, it is determined whether the attack mode winning flag is set in the various flag storage area 106d of RAM 106. The attack mode winning flag is set when the lottery for transitioning to attack mode is won, and is cleared when transitioning to attack mode. If the determination in step S704 is negative, then in step S705, the 1st specific role processing is executed.

[0222] <First Specific Officer Processing> The first specific action processing will be explained with reference to the flowchart in Figure 32.

[0223] Here, the first specific role processing occurs when the player is in a normal game state or the first RT state and has not won the Attack Mode. In this case, the display mode corresponds to either Normal Mode or Challenge Mode. The first specific role processing involves a transition lottery to determine whether or not to transition the display mode to Challenge Mode, and also a transition lottery to determine whether or not to transition to Attack Mode. Furthermore, if the current display mode is Challenge Mode, the first specific role processing also performs a process to increase the number of games that continue in Challenge Mode.

[0224] In other words, in step S801, it is determined whether the current display mode is in challenge mode or not. If it is not in challenge mode, it means that the current display mode is normal mode. If the determination in step S801 is negative, in step S802, the normal mode table is obtained from the various table storage area 105a of ROM 105 as the table for determining attack mode. On the other hand, if the determination in step S801 is positive, in step S803, the challenge mode table is obtained from the various table storage area 105a of ROM 105 as the table for determining attack mode. The probability of transitioning to attack mode is set for the normal mode table and the challenge mode table according to the type of specific role. For example, the probability of transitioning to attack mode is set higher for strong cherries than for weak cherries. Also, the probability of transitioning to attack mode is generally different for the normal mode table and the challenge mode table, with the challenge mode table being set to have a higher probability of transitioning to attack mode than the normal mode table.

[0225] After obtaining the table for the attack mode transition lottery in step S802 or step S803, the attack mode lottery process is executed in step S804. In this process, a lottery counter is obtained from the various counter areas 106e of RAM 106, and the transition to attack mode is lotteryed by comparing it with the lottery table obtained in step S802 or step S803.

[0226] In step S805, based on the processing result of step S804, it is determined whether or not the player has won the lottery to transition to attack mode. If the player has won the lottery to transition to attack mode, in step S806, it is determined whether or not the attack mode that has been selected is super attack mode. Super attack mode is an attack mode that starts after going through a special bonus zone. For example, if the initial number of games in normal attack mode is 50, in super attack mode, the attack mode starts with the initial number of games of 50 plus the number of games added in the special bonus zone. Therefore, the degree of advantage for the player differs between normal attack mode and super attack mode, with super attack mode being more advantageous for the player than attack mode. Super attack mode is set to be selected in a portion of the cases (for example, 1%) when an attack mode is selected in the attack mode lottery process in step S804.

[0227] Furthermore, the probability of winning Super Attack Mode may be set to differ depending on whether the table for normal play is obtained (step S802) or the table for Challenge Mode is obtained (step S803). In this case, setting the probability of winning Super Attack Mode higher in Challenge Mode than in normal play will ensure the advantage of Challenge Mode. Alternatively, the probability of winning Attack Mode may be lower in normal play than in Challenge Mode, but the proportion of Super Attack Mode when Attack Mode is won may be set to be higher. In addition, the probability of winning Super Attack Mode and the proportion of Super Attack Mode when Attack Mode is won may be set differently depending on the type of specific role.

[0228] If it is determined in step S806 that Super Attack Mode has been won, then in step S807, the process of setting the Special Zone Winning Flag is executed.

[0229] If a negative result is obtained in step S806, or after the processing in step S807 is executed, the process of setting the attack mode winning flag is performed in step S808. That is, when attack mode is won, the attack mode winning flag is set, and in some cases (if super attack mode is won), the special zone winning flag is set.

[0230] After processing in step S808, steps S809 to S812 are used to set the pre-announcement mode. The pre-announcement mode is a mode in which winning indication effects that suggest winning an attack mode or challenge mode are more likely to occur. After each game in the pre-announcement mode, the player is notified that they have won an attack mode or challenge mode. The pre-announcement mode lasts for 0 to 32 games, and the number of games in the pre-announcement mode varies depending on the type of attack mode or challenge mode won and whether or not a bonus is won at the same time. If an attack mode or challenge mode is won at the same time as a bonus, the bonus win notification is given after going through the pre-announcement mode, and after the bonus state ends, the player is notified that they won an attack mode or challenge mode. If the number of pre-announcement games is set to 0, the win notification will be given without going through the pre-announcement mode.

[0231] Specifically, in step S809, the process first involves obtaining the pre-announcement game count table from the various table storage area 105a of the ROM 105. As shown in Figure 35, the pre-announcement game count table is set so that the number of pre-announcement games selected differs depending on the current display mode (normal mode or challenge mode) and whether or not a bonus has been won simultaneously. Specifically, when the current display mode is normal mode and attack mode is won, if a bonus has not been won simultaneously, games 1 to 5 are selected 80% of the time, and games 6 to 10 are selected 20% of the time. On the other hand, even when the current display mode is normal mode, if attack mode and a bonus have been won simultaneously, games 1 to 5 are selected 10% of the time, games 6 to 10 are selected 20% of the time, games 11 to 20 are selected 50% of the time, and games 21 to 32 are selected 20% of the time. In other words, when the display mode is normal mode, a longer number of pre-announcement games is more likely to be selected when a bonus has been won simultaneously than when it has not. In other words, if a bonus is not won simultaneously, the win in Attack Mode will be announced a relatively short number of games after the game in which Attack Mode was won. On the other hand, if the current display mode is Challenge Mode, 0 games will be selected as the number of pre-announcement games, regardless of whether a bonus is won simultaneously or not. In other words, in this case, the pre-announcement mode will not be set, and the win in Attack Mode will be announced in the game following the winning game.

[0232] Furthermore, when Super Attack Mode, an attack mode with a bonus-enhancing zone, is won, if a bonus is not won simultaneously, games 1-5 are selected 70% of the time, and games 6-10 are selected 30% of the time. On the other hand, if a bonus is won simultaneously when Attack Mode is won, games 1-5 are not selected, games 6-10 are selected 20% of the time, games 11-20 are selected 30% of the time, and games 21-32 are selected 50% of the time. In other words, even when Super Attack Mode is won, if a bonus is won simultaneously, a longer number of pre-announcement games is more likely to be selected than if a bonus is not won simultaneously, and if a bonus is not won simultaneously, the Super Attack Mode win will be announced a relatively short number of games after the Super Attack Mode win game. Even when Super Attack Mode is won, if the current displayed mode is Challenge Mode, 0 games will be selected as the number of pre-announcement games, regardless of whether a bonus is won simultaneously or not. In other words, in this case, the game is not set to premonition mode, and the notification of winning Super Attack mode occurs in the game following the winning game.

[0233] In step S810, the number of games in the current pre-announcement mode is determined based on the pre-announcement game count table obtained in step S809 and the lottery counter obtained from the various counter areas 106e of RAM 106. Then, in step S811, the number of pre-announcement games is entered into the pre-announcement counter located in the various counter areas 106e of RAM 106. The pre-announcement counter is decremented by 1 for each game, and when the pre-announcement counter reaches 0, the pre-announcement mode ends, and a notification is given that the player has won the lottery to transition to attack mode or the like.

[0234] In step S812, the process of setting the pre-announcement command as an output target to the display control device 81, which is a sub-control device, is executed. The pre-announcement command contains information on the lottery result that triggered the pre-announcement mode (the display mode to which the system transitions after the pre-announcement mode, in the case of step S812 above, BB mode and attack mode) and the number of pre-announcement games. The processing on the display control device 81 side based on the receipt of the pre-announcement command will be explained in detail later. After executing the process in step S812, the first specific role processing is terminated.

[0235] If it is determined in step S805 that the lottery for transitioning to attack mode has not been won, the process proceeds to step S813. In step S813, the challenge mode lottery process is executed. In the challenge mode lottery process, a table for the challenge mode lottery is obtained from the various table storage area 105a of ROM 105, and a counter for the lottery is obtained from the various counter area 106e of RAM 106. The challenge mode lottery table has different probabilities for transitioning to challenge mode depending on the type of specific role. For example, a strong cherry has a higher probability of transitioning to challenge mode than a weak cherry.

[0236] Step S813 is performed when the display mode is challenge mode. In this case as well, step S813 executes the challenge mode lottery process, and the table used for the lottery is the same for both normal mode and challenge mode. However, as in steps S801 to S803, the lottery table may be different depending on whether or not the user is in challenge mode.

[0237] In step S814, a determination is made based on the processing result of step S813 to determine whether or not the player has been selected for Challenge Mode. If it is determined that the player has been selected for Challenge Mode, in step S815, it is determined whether or not the current display mode is Challenge Mode. If the player is in normal mode and not Challenge Mode, in step S816, a process is executed to set the Challenge Mode selection flag in the various flag storage area 106d of RAM 106.

[0238] After the processing in step S816, the setting process for the pre-announcement mode is performed in steps S817 to S820, similar to steps S809 to S812. Specifically, the pre-announcement game count table is obtained in step S817, the pre-announcement game count is determined in step S818, the pre-announcement game count is set in step S819, the pre-announcement command is set in step S820, and then the first specific role processing is terminated.

[0239] In the pre-announcement game count table obtained in step S817, as shown in Figure 35, if the Challenge Mode is won alone, games 1 to 5 are selected 90% of the time, and games 6 to 10 are selected 10% of the time. On the other hand, if the Challenge Mode is won simultaneously with a bonus, games 1 to 5 are selected 20% of the time, games 6 to 10 are selected 30% of the time, and games 11 to 20 are selected 50% of the time. In other words, even when the Challenge Mode is won, if it is won simultaneously with a bonus, a longer pre-announcement game count is more likely to be selected than if it is not won simultaneously with a bonus, and if it is not won simultaneously with a bonus, the win of the Challenge Mode will be announced a relatively short number of games after the game in which the Challenge Mode was won.

[0240] Regarding the number of preliminary games, regardless of whether a bonus is won simultaneously, the number of preliminary games in the attack mode is more likely to be selected to be longer than in the challenge mode, the number of preliminary games in the super attack mode is more likely to be selected to be longer than in the attack mode, and if the player wins in a display mode advantageous to the player, the number of preliminary games is more likely to be selected to be longer. Also, when no bonus is won simultaneously, the number of preliminary games is set to be 10 games or less. If the preliminary mode continues for 11 games or more, it is confirmed that a bonus is won simultaneously. Also, even when a bonus is won simultaneously, in the case of winning a challenge mode and a bonus simultaneously, the number of preliminary games is set to be 20 games or less, while in the case of winning an attack mode or a super attack mode and a bonus simultaneously, the number of preliminary games of 21 games or more is also selected. By continuing the preliminary mode for 21 games or more, it is confirmed that it is a bonus + attack mode or super attack mode. Thus, the fun of predicting the winning content in relation to the number of preliminary games is added.

[0241] Furthermore, in the present embodiment, when a specific winning combination is selected and not selected in the attack mode, challenge mode, etc., it may shift to the pseudo-preliminary mode. Although such processing will be described later, the number of games set as the pseudo-preliminary mode is any one of 1 game to 20 games. Therefore, when the winning suggestion effect frequently occurs over 21 games or more, the preliminary mode or pseudo-preliminary mode shifted due to a specific winning combination opportunity is confirmed to be the preliminary mode.

[0242] If it is determined in step S815 that a challenge mode is won again during the challenge mode, in steps S821 to S825, additional processing for the continuous games of the challenge mode is performed. That is, in step S821, it is determined whether a bonus winning flag is set. If the bonus winning flag is not set, the process proceeds to step S822, and a lottery process for the additional game number of the challenge mode is executed.

[0243] Here, "addition" refers to adding to the number of continuous games in Challenge Mode or Attack Mode, and "additional games" corresponds to the value added to that number of continuous games. In step S822, the value to be added to the number of continuous games in Challenge Mode is determined by lottery.

[0244] Specifically, in the process of determining the number of additional games, a table for determining the number of additional games in Challenge Mode is obtained from the various table storage area 105a of ROM 105, and a counter for the draw is obtained from the various counter area 106e of RAM 106. The table for determining the number of additional games in Challenge Mode is set so that the number of additional games increases depending on the type of specific role. For example, a strong cherry will add 30 games to Challenge Mode with an 80% probability and 50 games with a 20% probability. A weak cherry will add 5 games with an 80% probability and 20 games with a 20% probability.

[0245] In step S823, the process of adding games to the Challenge Mode is performed. In this process, a value corresponding to the number of added games drawn in step S822 is added to a counter that manages the number of continuous games in Challenge Mode (more specifically, the Challenge Mode continuation counter provided in the various counter area 106e of RAM 106). Then, in step S824, the process of setting the added command as an output target to the display control device 81 is performed, and then this first specific role process ends. The added command contains information that an added game has occurred, the number of added games, and the target of the added game (Challenge Mode or Attack Mode). The processing on the display control device 81 side that receives the added command will be explained in detail later, but based on the receipt of the added command, the display control device 81 performs an added notification (added effect) as notification of the information contained in these added commands.

[0246] If the bonus winning flag is set in step S821, the process proceeds to step S825. In step S825, the Challenge Mode Addition Flag is set in the various flag storage area 106d of RAM 106, and then this first specific role processing is terminated. The Challenge Mode Addition Flag is a flag that allows the CPU 102 to recognize that the conditions for adding Challenge Mode games have been met. As will be explained in more detail later, if the bonus ends while the Challenge Mode Addition Flag is set, the Challenge Mode will be added at the end of the bonus. In other words, the game in which the addition notification is given differs depending on whether or not a bonus is won simultaneously.

[0247] Returning to the explanation of the lottery result processing (Figure 31), if a negative result is determined in step S703, or if a positive result is determined in step S704, the process proceeds to step S706. In step S706, it is determined whether the current game state is the second RT state or not. If it is the second RT state, in step S707, it is determined whether the VB mode winning flag is set in the various flag storage area 106d of RAM 106. The VB mode winning flag is set when the lottery for transitioning to VB mode is won, and is cleared when transitioning to VB mode. If a negative result is determined in step S707, the second specific role processing is executed in step S708. Also, if a negative result is determined in step S706, or if a positive result is determined in step S707, the third specific role processing is executed in step S709.

[0248] <Second Specific Officer Processing> The second specific handling procedure will be explained with reference to the flowchart in Figure 33.

[0249] Here, the second specific role processing occurs when the player is in the second RT state and has not won the VB mode. In this case, the display mode is Attack mode. The second specific role processing performs a transition lottery to determine whether or not to transition the display mode to VB mode. In addition, the second specific role processing performs a lottery to upgrade the rank of Attack mode and performs processing to increase the number of continuous games in Attack mode.

[0250] In other words, step S901 performs a process to determine the rank of the attack mode. As already explained, in this embodiment, there are four ranks of attack modes, from the first attack mode to the fourth attack mode, and the probability of transitioning to VB mode differs for each rank. Therefore, step S901 determines which of the first to fourth attack modes the current rank of the attack mode is.

[0251] In step S902, the VB mode lottery table corresponding to the attack mode rank determined in step S901 is obtained from the various table storage area 105a of ROM 105. In the VB mode lottery table, the probability of transitioning to VB mode is set according to the type of specific role. For example, between strong cherry 1 and weak cherry, strong cherry 1 has a higher probability of transitioning to VB mode than weak cherry. In addition, the VB mode lottery table for each rank has different probabilities of transitioning to VB mode overall, with the probability of transitioning to VB mode being higher for second attack mode than for first attack mode, higher for third attack mode than for second attack mode, and higher for fourth attack mode than for third attack mode.

[0252] In step S903, a VB mode transition lottery is performed using the table obtained in step S902 and the lottery counters obtained from the various counter areas 106e of RAM 106. Then, in step S904, it is determined whether or not the lottery result in step S903 corresponds to a VB mode win.

[0253] If a positive result is obtained in step S904, the VB mode winning flag is set in the various flag storage area 106d of RAM 106 in step S905. After that, the process for setting the number of pre-announcement games is performed in steps S906 to S909. Specifically, the pre-announcement game count table is obtained in step S906, the number of pre-announcement games is drawn in step S907, the number of pre-announcement games is set in step S908, and the pre-announcement command is set in step S909 before the second specific role processing is terminated. However, in this embodiment, as shown in Figure 35, the number of pre-announcement games is set to 0 in all cases of VB mode winning during attack mode. Therefore, if VB mode is won during attack mode, the win notification will be made in the next game.

[0254] If the VB mode lottery process in step S904 determines that the result is not a VB mode win, proceed to step S910. Steps S910 to S913 are processes for upgrading the rank of Attack Mode.

[0255] Step S910 performs an attack mode upgrade lottery. In this process, a table for the upgrade lottery is obtained from the various table storage area 105a of ROM 105, and a counter for the lottery is obtained from the various counter area 106e of RAM 106. Multiple tables for the upgrade lottery are provided according to the rank of the attack mode, specifically a table for the first attack mode, a table for the second attack mode, and a table for the third attack mode, for a total of three tables (the upgrade lottery is not performed when in the fourth attack mode). In each table, the probability of winning the upgrade lottery is set according to the type of specific role. For example, the probability of winning the upgrade lottery is set higher for a strong cherry than for a weak cherry. Furthermore, in the tables for each attack mode, the probability of promotion is set so that the table for the second attack mode is lower than the table for the first attack mode, and the table for the third attack mode is lower than the table for the second attack mode, so that as you advance in rank in the attack mode, it becomes more difficult to advance to the next rank.

[0256] In step S911, it is determined whether the lottery result in step S910 was a promotion win. If it was a promotion win, in step S912, the attack mode promotion process is performed. In this process, the rank flags in the various flag storage area 106d of RAM 106 are rewritten from the rank flag corresponding to the current attack mode rank to the rank flag one level higher. After that, in step S913, the promotion command is set as an output target to the display control device 81. The promotion command contains information about the target attack mode to be promoted to. Upon receiving the promotion command, the display control device 81 controls the auxiliary display unit 65, etc., to perform the effects for the attack mode of the target rank. As an effect for attack mode in the auxiliary display unit 65, for example, different background color effects are set according to the rank of the attack mode, and when the display control device 81 receives the promotion command, it notifies that the rank of the attack mode has been promoted and controls the display control device to perform the attack mode effect with a background color corresponding to the rank to which it has been promoted.

[0257] If it is determined in step S911 that the promotion lottery has not been won, or after the processing in step S913 has been executed, steps S915 to S920 will be used to perform processing to increase the number of games that continue in Attack Mode.

[0258] In other words, step S914 performs a lottery process to determine whether the number of games in Attack Mode will be increased. In this lottery process, a table for the Attack Mode increase lottery is obtained from the various table storage area 105a of ROM 105, and a counter for the lottery is obtained from the various counter area 106e of RAM 106. The table for the Attack Mode increase lottery is set so that the probability of winning the increase lottery differs depending on the type of specific role. For example, with a strong cherry, there is an 80% chance of winning the increase lottery, and with a weak cherry, there is a 20% chance of winning the increase lottery. The probability of winning may also differ depending on the rank of Attack Mode. Then, in step S915, it is determined whether or not the increase lottery has been won. If it is determined that the increase lottery has not been won, this second specific role process is terminated.

[0259] If it is determined that the bonus game lottery has been won, step S916 determines whether or not the bonus winning flag is set. If the bonus winning flag is not set, the process proceeds to step S917 to determine the number of additional games in Attack Mode. In this additional game game lottery process, a table for the Attack Mode additional game game lottery is obtained from the various table storage area 105a of ROM 105, and a counter for the lottery is obtained from the various counter area 106e of RAM 106. The table for the Attack Mode additional game lottery is set so that the number of additional games differs depending on the type of specific role. For example, with a strong cherry, there is a 90% chance of adding 20 games to Attack Mode and a 10% chance of adding 80 games. With a weak cherry, there is a 95% chance of adding 5 games and a 5% chance of adding 100 games.

[0260] In step S918, the process of adding to the number of games in attack mode is performed. In this process, a value corresponding to the number of added games drawn in step S917 is added to a counter that manages the number of games that continue in attack mode (more specifically, the attack mode continuation counter provided in the various counter area 106e of RAM 106). Then, in step S919, the process of setting the addition command as an output target to the display control device 81 is performed, and then this second specific role process ends.

[0261] If the bonus winning flag is set in step S916, the process proceeds to step S920. In step S920, the attack mode increase flag is set in the various flag storage area 106d of RAM 106, and then this second specific role processing is terminated. The attack mode increase flag is a flag that allows the CPU 102 to recognize that the conditions for increasing the number of games in attack mode have been met. As will be explained in more detail later, if the bonus ends while the attack mode increase flag is set, the attack mode increase will occur at the end of the bonus. In other words, similar to the game count increase notification in challenge mode, the game in which the increase notification is made differs depending on whether or not a bonus was won simultaneously.

[0262] <Third Specific Officer Processing> Next, the third specific role processing performed in step S709 will be explained with reference to the flowchart in Figure 34.

[0263] The third specific role processing occurs when the player is in the third RT state, or when the player is in the second RT state and has won the VB mode. In this case, the display mode will be either Attack mode or VB mode. The third specific role processing is performed to increase the number of continuous games in Attack mode.

[0264] In other words, step S1001 performs a lottery process to determine the number of games to be added to the attack mode. This process is the same as the process in step S914. Note that the probability of winning the lottery for adding games may be different between the lottery process in step S914 and the lottery process in step S1001.

[0265] In step S1002, it is determined whether the result of the lottery in step S1001 was a result of winning an additional bonus. If it is determined that the additional bonus lottery was won, in step S1003, it is determined whether the bonus winning flag is set. If the bonus winning flag is not set, the process proceeds to step S1004, where the lottery process for the additional number of games in attack mode is performed. Then, in step S1005, the process for adding the number of games in attack mode is performed, and in step S1006, the process of setting the additional bonus command as an output target to the display control device 81 is performed, and then this third specific role process ends. The processing in steps S1003 to S1006 is the same as the processing in steps S916 to S919. Note that the number of additional games may be different in the lottery process in step S916 and the lottery process in step S1004.

[0266] If a negative result is obtained in step S1002, the third specific role processing is terminated. Also, if it is determined in step S1003 that the bonus winning flag is set, the attack mode increase flag is set in step S1007, and then the third specific role processing is terminated. The attack mode increase flag is as described above.

[0267] Returning to the explanation of the lottery result processing (Figure 31), if in step S701 it is determined that the result of this lottery processing is not a specific role win, or if even if a specific role win is achieved, if in step S702 it is determined that the bonus win flag is set, then in step S710 it is determined whether the result of this lottery processing is a push-order replay or push-order bell (hereinafter, these will be collectively referred to as "push-order roles") win. If it is a push-order role win, the push-order role processing is executed in step S711. This push-order role processing will be explained in detail later.

[0268] After executing any of the processes in steps S705, S708, S709, and S711, or after a negative determination in step S710, the process proceeds to step S712. In step S712, it is determined whether or not a special zone flag corresponding to the bonus special zone is set in the various flag storage area 106d of RAM 106. The special zone flag is a flag that is set based on the successful completion of the 7th re-play, and the bonus special zone refers to a state in which the number of continuous games in the attack zone is increased with a high probability over multiple games. If the special zone flag is set in step S712, the special zone processing is executed in step S713. The special zone flag, special zone, and special zone processing will be explained in detail later. If a negative determination is made in step S712, or after executing the process in step S713, the lottery result corresponding processing is terminated.

[0269] As described above, in the lottery result processing, if a specific role is determined to have been won, provided that the game is not in a carryover state, a lottery for transitioning to Challenge Mode, Attack Mode, or VB Mode, or processing to increase the number of continuous games in Challenge Mode or Attack Mode, will be performed. In other words, even if a specific role is won, if the game is in a carryover state, the lottery for transitioning to Challenge Mode, Attack Mode, or VB Mode, or processing to increase the number of continuous games in Challenge Mode or Attack Mode, will not be performed, and their implementation will be restricted. If the lottery for transitioning to Challenge Mode, Attack Mode, or VB Mode is won, notification of the win will be given after a pre-transition game. Therefore, the following describes the process for transitioning the game state based on the result of the display mode transition lottery.

[0270] <Processing to transition the game state based on the result of the display mode transition lottery> (2) In the process of transitioning the game state based on the result of the display mode transition lottery, two processes are performed: one for notifying that the display mode transition lottery has been won, and another for notifying that the game state has been transitioned. First, the process related to notifying that the transition lottery has been won will be explained.

[0271] <Processing for mode transition notification> Notification of winning the mode transition lottery is given during the mode transition notification process (step S206) in the normal process (Figure 15). The mode transition notification process is performed when a predetermined betting operation is performed (when the number of bets in step S205 is determined to be the specified number). The mode transition notification process will be explained below with reference to the flowchart in Figure 36.

[0272] Step S1101 determines whether the number of pre-announcement games is 0 or not. The number of pre-announcement games is counted in the prize result processing described later, and the number of pre-announcement games is decreased by 1 each time a game is played. If the number of pre-announcement games is not 0, the mode transition notification processing ends immediately.

[0273] If the number of pre-announcement games is 0, step S1102 determines whether or not the bonus winning flag is set. That is, it determines whether or not the current pre-announcement mode was a pre-announcement mode triggered by a bonus win. If the bonus winning flag is set, step S1103 sets the bonus winning notification command as an output target to the display control device 81, and then terminates the mode transition notification process. The display control device 81, upon receiving the bonus winning notification command, notifies that a bonus has been won by, for example, displaying "Bonus Confirmed!!" on the auxiliary display unit 65. The type of bonus won (either the 1st BB or the 2nd BB) may also be notified.

[0274] Incidentally, in this embodiment, if a bonus and Attack Mode or Challenge Mode are won simultaneously, the system is configured to notify the winners of Attack Mode, etc., at the end of the bonus notified in step S1103. The processing related to such win notifications will be explained in detail later, but when notifying the winners of Attack Mode, etc., in conjunction with the bonus win notification, it is preferable to configure the system to set the win notification command for Attack Mode, etc., in accordance with the bonus win notification command set in step S1103.

[0275] If a negative result is obtained in step S1102, the process proceeds to step S1104. In step S1104, it is determined whether or not the Challenge Mode win flag is set. That is, it is determined whether or not the current premonition mode was a premonition mode triggered by winning the Challenge Mode. If the Challenge Mode win flag is set, the Challenge Mode win flag is cleared in step S1105. Then, in step S1106, the Challenge Mode flag is set in the various flag storage area 106d of RAM 106. The Challenge Mode flag is a flag that allows the CPU 102 to recognize that the current display mode is Challenge Mode. In step S1107, the Challenge Mode Start command is set as an output target to the display control device 81. Upon receiving the Challenge Mode Start command, the display control device 81 notifies that Challenge Mode is starting using the auxiliary display unit 65, etc. Such notification will be explained in detail later.

[0276] Subsequently, in step S1108, the counting of the number of Challenge Mode continuations begins. Specifically, the Challenge Mode continuation counter provided in the various counter areas 106e of RAM 106 is set to an initial value (for example, 10) for the number of games in Challenge Mode. After the processing in step S1108 is completed, the processing for notifying the transition to this mode ends.

[0277] If it is determined in step S1104 that the Challenge Mode winning flag is not set, then in step S1109 it is determined whether or not the Attack Mode winning flag is set. That is, it is determined whether or not the current premonition mode was a premonition mode triggered by winning Attack Mode. If the Attack Mode winning flag is set, in step S1110 the Attack Mode winning flag is cleared. Then, in step S1111 the Attack notification flag is set in the various flag storage area 106d of RAM 106. The Attack notification flag is a flag that transitions the game state to the second RT state when the Attack Mode transition lottery is won. After that, in step S1112 the Attack Mode winning notification command is set as an output target to the display control device 81. The display control device 81 that receives the Attack Mode winning notification command notifies that the Attack Mode transition lottery has been won using the auxiliary display unit 65, etc. Such notification will be explained in detail later. After executing the process in step S1112, the process for notifying the transition to this mode is terminated.

[0278] Incidentally, in this embodiment, the manner of notification of winning in Super Attack Mode is different from the manner of notification of winning in Attack Mode. Therefore, in step S1112, it is preferable to configure the Attack Mode winning notification command to include information on whether or not it is Super Attack Mode. The manner of notification of winning in Attack Mode and the manner of notification of winning in Super Attack Mode only need to be different to a degree that the player can distinguish, and more preferably, the manner of notification of winning in Super Attack Mode, which has a higher advantage, should be more flashy than the manner of notification of winning in Attack Mode.

[0279] Furthermore, the notification methods for winning in Attack Mode and Super Attack Mode may be standardized. By doing so, it becomes possible to make it appear as if the winning content has been upgraded from Attack Mode to Super Attack Mode between the Attack Mode winning notification game and the start notification game, thereby eliminating the delay caused by the Attack Mode winning notification game and the start notification game being different.

[0280] If it is determined in step S1109 that the Attack Mode winning flag is not set, then in step S1113 it is determined whether or not the VB Mode winning flag is set. In other words, it is determined whether or not the current premonition mode was a premonition mode triggered by a VB Mode win. If the Attack Mode winning flag is set, in step S1114 the VB Mode winning flag is cleared. Then, in step S1115, the VB notification flag is set in the various flag storage area 106d of RAM 106. The VB notification flag is a flag that transitions the game state to the 3rd RT state when the VB Mode transition lottery is won. After that, in step S1116 the VB Mode winning notification command is set as an output target to the display control device 81. Upon receiving the VB Mode winning notification command, the display control device 81 notifies that the VB Mode transition lottery has been won using the auxiliary display unit 65, etc. Such notification will be explained in detail later. After executing the process in step S1116, the mode transition notification process is terminated. Also, if it is determined in step S1113 that the VB mode winning flag is not set, the mode transition notification process is terminated immediately.

[0281] In other words, of the Challenge Mode, Attack Mode, and VB Mode, which are transitioned to via the Pre-announcement Mode, the Challenge Mode is initiated based on the betting operation when the number of pre-announcement games in the Pre-announcement Mode reaches 0. On the other hand, for Attack Mode and VB Mode, based on the betting operation when the number of pre-announcement games in the Pre-announcement Mode reaches 0, only notification of winning the Attack Mode transition lottery or VB Mode transition lottery is given, and Attack Mode or VB Mode is not initiated even if the number of pre-announcement games reaches 0. This is due to the difference that Challenge Mode, as a display mode, does not involve a transition in the game state, while Attack Mode and VB Mode do involve a transition in the game state, specifically that Attack Mode is initiated by transitioning to the 2nd RT state, and VB Mode is initiated by transitioning to the 3rd RT state.

[0282] As already explained, the player transitions to the 2nd RT state when they win the 1st promotion replay 1-4 and the 3rd re-spin win is achieved, and the player transitions to the 3rd RT state when they win the 2nd promotion replay 1 or 2 and the 4th or 5th re-spin win is achieved. The cases where the player wins the 1st promotion replay 1-4 and the 3rd re-spin win, or wins the 2nd promotion replay 1 or 2 and the 4th or 5th re-spin win, are when the operation order of stop switches 42-44 at the time of winning these promotion replays corresponds to the 3rd re-spin win, etc. Therefore, when the player wins the lottery to transition to Attack Mode or VB Mode, the system is configured to notify the operation order of stop switches 42-44 in the game in which the player wins a role that will transition to one of these game states, thereby enabling the transition to the game state. Furthermore, from the time you are notified that you have won the lottery to transition to Attack Mode or VB Mode until Attack Mode or VB Mode is started (until the game state changes), a notification indicating a preparation state (for example, a notification saying "Preparing") will be displayed.

[0283] <Explanation regarding display mode transitions> The notification process for transitioning the game state is performed in the order-of-press action processing (step S711) within the lottery result processing (Figure 31). Before explaining the order-of-press action processing, we will now explain the overview of the case where the operation order of stop switches 42 to 44 is notified, referring to Figure 37.

[0284] <Overview of the button press order notification effect> The notification of the order of operations when a winning combination is achieved (order notification, order notification effect, sequence notification) is mainly performed by the auxiliary display unit 65 and the instruction monitor 68. Here, the order notification effect on the auxiliary display unit 65 will be explained using the case where a winning combination is achieved when the order of operations to be notified is middle → right → left as an example. The order notification on the instruction monitor 68 will be explained in detail later.

[0285] As shown in Figure 37(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.

[0286] When a player operates the middle stop switch 43, as shown in Figure 37(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 more 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.

[0287] When the player operates the right stop switch 44, as shown in Figure 37(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 prominently. 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.

[0288] To explain the timing of the button press order notification, the notification is set to be executed during the period when stop switches 42-44 are inactive, from the start of rotation of each reel 32L, 32M, and 32R through the acceleration period until they reach constant speed rotation. By configuring the notification to be executed before the operation of stop switches 42-44 becomes effective, it is possible to recognize the order in which to operate stop switches 42-44 and then proceed with operating them, allowing for a smoother and more engaging gameplay experience.

[0289] <Processing of button press order> Next, the button-press sequence processing performed in step S711 of the lottery result processing (Figure 31) will be explained with reference to the flowchart in Figure 38.

[0290] Step S1201 determines whether the result of this draw is one of the first promotion replays 1-4. A positive determination in step S1201 is made if, according to the operation order of this game, the first replay or the third replay is awarded. In this case, the process proceeds to step S1202, where it is determined whether the attack notification flag is set in the various flag storage area 106d of RAM 106. As already explained, the attack notification flag is a flag that is set in the mode transition notification process (Figure 36) when the number of pre-announcement games in the pre-announcement mode becomes 0 after winning the draw for transition to attack mode.

[0291] If the attack notification flag is set, step S1203 executes the process for notifying the button press order for the third re-spin. Specifically, it notifies the operation sequence corresponding to the third re-spin win among the first and third re-spins (see Figure 23(a)). Then, in step S1204, the process of setting the button press order notification command as an output target to the display control device 81, which is the sub-control device, is performed, and then the button press order role process ends. The button press order notification command contains information on the current display mode and information on the lottery result. The processing on the display control device 81 side based on the receipt of the button press order notification command will be explained in detail later.

[0292] Furthermore, in step S1203, notification of the operation sequence corresponding to the third re-play win is basically assumed to occur after winning the lottery for transition to attack mode, and after the premonition mode has been followed by notification of winning to attack mode, but before the transition to attack mode. In other words, the lottery tables in the second RT state and the third RT state do not allow for the winning of the first promotion replay 1-4, and the first promotion replay 1-4 can only be won in the first RT state. However, even in attack mode, the game state may drop from the second RT state to the first RT state due to incorrect operation, etc., and even in such cases, it is possible to return to the second RT state quickly by winning the first promotion replay 1-4.

[0293] If a negative result is determined in step S1201, step S1205 determines whether the result of this draw is one of the fall replays 1 to 3. If a positive result is determined in step S1205, it means that either the first replay or the second replay will be awarded based on the operation order of this game. In this case, step S1206 determines whether the attack notification flag mentioned above is set. If the attack notification flag is set, step S1207 executes the process for notifying the button press order for the first replay. Specifically, the operation order corresponding to the first replay award is notified (see Figure 23(b)). After that, step S1208 is used to set the button press order notification command, and then this button press order award process is terminated.

[0294] Thus, when the player has won the lottery to transition to Attack Mode and has won the 1st Promotion Replay 1-4, the player is notified of the operation sequence corresponding to the 3rd Replay win, making it possible to transition the game state to the 2nd RT state. On the other hand, if a negative result is determined in step S1202, the button press sequence processing ends without performing any processing for button press sequence notification. Therefore, for example, in the 1st RT state, even if the player wins the 1st Promotion Replay 1-4 without winning Attack Mode, there are cases where the 1st Replay win is achieved and cases where the 3rd Replay win is achieved.

[0295] Furthermore, if the attack notification flag is set and a fall-out replay 1-3 is won, notification of the operation sequence corresponding to the first re-play entry is given, making it possible to prevent the game state from transitioning to the first RT state. On the other hand, if a negative determination is made in step S1206, the push-order role processing ends without performing any processing for push-order notification. Therefore, for example, when the attack mode ends, the attack notification flag is cleared, and the display mode transitions to normal mode, a fall-out replay 1-3 may be won, resulting in a second re-play entry, and the RT state will transition from the second RT state to the first RT state.

[0296] Furthermore, for example, in the first RT state, even if you win the first promotion replay 1-4 without winning the attack mode, and the operation sequence happens to correspond to the third re-spin entry, resulting in the third re-spin entry (even if you transition to the second RT state), the second re-spin entry can still be achieved by winning the fall-down replay 1-3. Therefore, as described above, even if you transition to the second RT state by chance without winning the attack mode, you will then quickly transition to the first RT state.

[0297] If a negative result is determined in step S1205, step S1209 determines whether the result of this draw is either the 2nd promotion replay 1 or 2. A positive result in step S1209 is when, depending on the operation order of this game, the 1st replay, 4th replay, or 5th replay is awarded. In this case, step S1210 determines whether the attack notification flag mentioned above is set. If the attack notification flag is set, step S1211 determines whether the VB notification flag is set in the various flag storage area 106d of RAM 106. As already explained, the VB notification flag is a flag that is set in the mode transition notification process (Figure 36) when the number of pre-announcement games in the pre-announcement mode becomes 0 after winning the lottery for transition to VB mode.

[0298] If the VB notification flag is set, step S1212 executes the process for notifying the button press order for the 4th or 5th replay. Specifically, it notifies the operation sequence corresponding to the 4th replay win or the 5th replay win among the 1st, 4th, and 5th replays (see Figure 23(b)). Then, in step S1213, the process of setting the button press order notification command is performed, and then this button press order process ends.

[0299] If a negative result is obtained in step S1210, the button-press order notification process is terminated without performing any processing for button-press order notification. On the other hand, if a negative result is obtained in step S1211, the processing for button-press order notification for the first re-spin is executed in step S1207, and the button-press order notification command is set in step S1208 before the button-press order notification process is terminated. Therefore, if the player wins the second promotion replay 1 or 2 without winning VB mode, a button-press order notification animation corresponding to the first re-spin win will be performed if the player is in attack mode, but no button-press order notification animation will be performed if the player is not in attack mode.

[0300] If a negative result is determined in step S1209, step S1214 determines whether the result of this draw is either BAR Replay 1 or 2. A positive result in step S1214 is when, depending on the operation order of this game, one of the 1st Replay, 3rd Replay, or 6th Replay to 8th Replay will be awarded. In this case, step S1215 determines whether the attack notification flag is set. If the attack notification flag is set, step S1216 determines whether the VB notification flag is set. If both the attack notification flag and the VB notification flag are set, step S1217 executes the process for notifying the button press order for the 6th to 8th Replay. Specifically, the operation order corresponding to the 6th Replay to 8th Replay award among the 1st Replay, 3rd Replay, and 6th to 8th Replay is notified (see Figure 23(c)). Subsequently, in step S1218, the process of setting the button press order notification command is performed, and then the button press order process is terminated.

[0301] If a negative result is obtained in step S1215, the button-press order notification process is terminated without performing any processing for button-press order notification. On the other hand, if a negative result is obtained in step S1216, the processing for button-press order notification for the first re-spin is executed in step S1207, and the button-press order notification command is set in step S1208 before the button-press order notification process is terminated. Therefore, if a BAR replay 1 or 2 is won without winning VB mode, a button-press order notification animation corresponding to the first re-spin win will be performed if Attack Mode is active, but no button-press order notification animation will be performed if Attack Mode is not active.

[0302] If a negative result is obtained in step S1214, step S1219 determines whether the result of this lottery is a push-order bell win. If a push-order bell win is obtained, step S1220 determines whether the current display mode is normal mode or challenge mode. If it is not normal mode or challenge mode, step S1221 executes a process for notifying the push-order notification to inform the operation sequence corresponding to the first small win (see Figure 19). After that, step S1222 executes a process to set the push-order notification command and then terminates this push-order win process. If a negative result is obtained in step S1219 or a positive result is obtained in step S1220, this push-order win process terminates without performing the push-order notification process.

[0303] <Processing to switch display modes based on the winning results> <Processing for handling award results> Next, we will explain the process when, as a result of the notification to transition the game state as described above, a winning combination corresponding to the transition of the game state is achieved (3). This process is performed in the winning result response process (step S414) in the reel control process (Figure 18). The winning result response process will be explained below with reference to the flowchart in Figure 39.

[0304] Step S1301 executes the game count management process. As will be explained in detail later, this game count management process counts the number of pre-announcement games in the pre-announcement mode, as well as the number of continuous games in Challenge Mode, Attack Mode, VB Mode, and Special Zone.

[0305] In the following step S1302, it is determined whether the current stop result indicates that a third re-play win has been achieved. As described above, if a third re-play win has been achieved, the RT state processing (Figure 21) performs processing to transition the game state to the second RT state. In this case, in step S1303, it is determined whether the attack notification flag is set. If the attack notification flag is not set, it means that a third re-play win has been achieved without the conditions for transitioning to attack mode being met. In this case, the process for handling the win result ends without performing any processing to start attack mode. If the attack notification flag is set, in step S1304, it is determined whether the current display mode is in attack mode. Specifically, it is determined whether the attack mode flag is set in the various flag storage area 106d. The attack mode flag is a flag used by the CPU 102 to identify that the display mode is attack mode. Incidentally, in addition to the Attack Mode flag, there are also Challenge Mode flags, VB Mode flags, Special Zone flags, and BB Mode flags used to identify the display mode. In this embodiment, if the display mode is a mode corresponding to a higher RT state than Attack Mode (VB Mode, Special Zone), the Attack Mode flag is configured to coexist with the flag corresponding to that mode (VB Mode flag, Special Zone flag). Therefore, for example, in step S1304, when it is determined that the Attack Mode flag is set, it includes not only the case of being in Attack Mode, but also the case of being in VB Mode or Special Zone.

[0306] In step S1304, if the attack mode flag is set, the display mode is already attack mode, and the process for handling the winning result is terminated. On the other hand, if the attack mode flag is not set, the process for starting attack mode is performed in steps S1305 to S1307.

[0307] In other words, in step S1305, the attack mode flag is set. In the following step S1306, the attack mode start command is set as the output target for the display control device 81. Upon receiving the attack mode start command, the display control device 81 notifies that attack mode will start from the next game using the auxiliary display unit 65, etc. Such notification will be explained in detail later. After that, in step S1307, the counting of the number of attack mode continuations begins. Specifically, an initial value (for example, 50) for the number of games in attack mode is set in the attack mode continuation counter provided in the various counter areas 106e of RAM 106.

[0308] After processing in step S1307, step S1308 determines whether the special zone flag is set. If the result in step S1308 is positive, it means that the attack mode won this time is the super attack mode. In this case, step S1309 clears the special zone winning flag and then proceeds to the processing for starting the bonus special zone (steps S1318 to S1320). The processing for starting the bonus special zone will be explained later. If the result in step S1308 is negative, the process for handling the winning result ends there.

[0309] If it is determined in step S1302 that the third re-play win has not occurred, the process proceeds to step S1310. In step S1310, it is determined whether or not the fourth and fifth re-play wins have occurred as a result of this stop. As described above, if the fourth and fifth re-play wins have occurred, the RT state processing (Figure 21) performs the processing to transition the game state to the third RT state. In this case, in step S1311, it is determined whether or not the VB notification flag is set. If the VB notification flag is not set, it means that the fourth and fifth re-play wins occurred without winning the VB mode transition lottery, and in this case, the process for responding to the win result ends without performing the VB mode start processing. If the VB notification flag is set, it is determined in step S1312 whether or not the VB mode flag is set. If the VB mode flag is set, the display mode is already VB mode, so the process for responding to the win result ends. On the other hand, if the VB mode flag is not set, steps S1313 to S1315 are used to initiate VB mode.

[0310] In other words, step S1313 performs the process of setting the VB mode flag. In this case, the attack mode flag and the VB mode flag will coexist in the various flag storage area 106d. This is because VB mode is a mode to which the system transitions via attack mode, and after VB mode ends, the system always transitions to attack mode.

[0311] Subsequently, in step S1314, the VB mode start command is set as an output target to the display control device 81. Upon receiving the VB mode start command, the display control device 81 notifies that VB mode will start from the next game using the auxiliary display unit 65, etc. This notification will be explained in detail later. Then, in step S1315, the counting of the number of VB mode continuations begins. Specifically, the initial value of the number of games in VB mode (for example, 60) is set in the VB mode continuation counter provided in the various counter areas 106e of RAM 106. After the processing in step S1315, the main prize result processing is terminated.

[0312] If it is determined in step S1310 that the 4th and 5th re-spin wins have not occurred, the process proceeds to step S1316. In step S1316, it is determined whether or not the 7th re-spin win has occurred as a result of the current stop. In this embodiment, if the 7th re-spin win has occurred, that is, if the "Black BAR" symbol stops in the middle of the left reel 32L, the "Black BAR" symbol stops in the middle of the middle reel 32M, and the "Black BAR" symbol stops in the middle of the right reel 32R, and the "Black BAR" symbol stops on the middle combination line, the process proceeds to the bonus zone. In the bonus zone, the number of continuous games in attack mode is increased not only for specific roles but for all roles that can be won (ordered roles, specific roles and bonuses). In addition, a 7th replay win is achieved when a BAR replay 1 is won, and stop switches 42-44 are operated in the order corresponding to a 7th replay win (Figure 23(c)), and furthermore, the lottery for winning the 7th replay out of the 1st, 6th, and 7th replays is won. For example, when a BAR replay 1 is won, there is a 1 in 20 chance of winning the lottery for a 7th replay.

[0313] If a 7th re-play win is achieved, step S1317 determines whether the VB notification flag is set. If the VB notification flag is set, steps S1318 to S1320 are used to start the special zone. As previously explained, if a positive result is obtained in step S1308 and the process in step S1309 is performed at the start of Super Attack Mode, steps S1318 to S1320 are also performed.

[0314] Specifically, in step S1318, a special zone flag is set in the various flag storage area 106d of RAM 106. The special zone flag is a flag that allows the CPU 102 to recognize that it is the above-mentioned bonus special zone, and when this special zone flag is set, the count of the number of continuous games in VB mode is stopped. In this case, the various flag storage area 106d will contain the attack mode flag, the VB mode flag, and the special zone flag all at the same time.

[0315] Subsequently, in step S1319, the special zone start command is set as an output target to the display control device 81. Upon receiving the special zone start command, the display control device 81 notifies the player that the special zone will start from the next game using the auxiliary display unit 65, etc. This notification will be explained in detail later. Then, in step S1320, the counting of the number of special zone continuations begins. Specifically, the initial value (for example, 5) of the number of games the special zone will continue is set in the special zone continuation counter provided in the various counter areas 106e of RAM 106. After the processing in step S1320, the main prize result processing ends. Also, if a negative determination is made in step S1316 or step S1317, the prize result processing ends there.

[0316] As described above, based on the winning combination (3rd to 5th replay) that corresponds to transitioning the game state, a process to transition the display mode is performed separately from the RT state processing (Figure 21). This is to prevent the attack mode, etc., from starting based on the winning combination that corresponds to transitioning the game state, even though the lottery for transitioning the display mode has not been won.

[0317] Furthermore, when transitioning display modes, if the transition involves a change in the game state, such as a transition to a higher mode (e.g., from normal mode or challenge mode to attack mode, from attack mode to VB mode, or from VB mode to a special zone), the transition is based on the result of winning the corresponding role. Therefore, the transition of the display mode and the transition of the game state occur together in the same game. On the other hand, when transitioning to a lower mode, for example, when the game state changes due to a second re-play win as a fall-out replay or the stopping of a transition outcome, the display mode does not change. When transitioning to a lower mode, the game state is managed by the winning result (processing for RT state), while the display mode is managed by the number of games played. Therefore, when transitioning to a lower mode, the transition of the game state and the transition of the display mode may occur in separate games.

[0318] <Game count management process> The game count management process, which is executed in step S1301 of the above-mentioned prize result processing, will be explained with reference to the flowchart in Figure 40. In the game count management process, the number of pre-announcement games in the pre-announcement mode is counted, as well as the number of continuous games in the challenge mode, attack mode, VB mode, and special zone. Based on the number of continuous games in these display modes becoming 0, processing is performed to terminate the corresponding display mode.

[0319] In the game count management process, first, in step S1401, it is determined whether the number of bets is a specific number. As already explained, in this embodiment, each game can be played with a number of bets from 1 to 3, and in step S1401, it is determined whether the specific number is 3 bets. If it is not 3 bets, the game count management process ends there. In other words, in games with 1 bet or 2 bets, the number of games in the pre-battle mode or the number of continuous games in challenge mode, etc., are not counted.

[0320] If the game ending is a 3-bet game, the process proceeds to step S1402. In step S1402, it is determined whether the bonus winning flag is set or whether the game is in a bonus state. If the determination in step S1402 is positive, in step S1403, the display mode flags for Challenge Mode, Attack Mode, VB Mode, and Special Zone are cleared, and then the game count management process ends. In other words, the game count for Attack Mode, etc., is not counted when the bonus winning flag is set or during a bonus. If none of the flags are set in step S1403, that state is maintained.

[0321] Incidentally, in step S1403, the attack mode flag and VB mode flag are cleared, but the attack notification flag and VB notification flag are not. Therefore, after the bonus ends, after going through a preparation state such as attack mode, these flags provide push order notifications to transition the game state, making it possible to return to the game state before the bonus. On the other hand, if a bonus is won during challenge mode or a special zone, the challenge mode or special zone ends upon winning the bonus.

[0322] If a negative result is obtained in step S1402, step S1404 determines whether the number of pre-announcement games is 0 or not. If it is not 0, step S1405 is performed to subtract 1 from the number of pre-announcement games. If the number of pre-announcement games is 0 in step S1404 (i.e., it is not pre-announcement mode), or after the process in step S1405 is executed, steps S1406 to S1428 are performed to count the number of continuing games for each mode.

[0323] Specifically, in step S1406, it is determined whether the current display mode is Challenge Mode. If it is Challenge Mode, the process proceeds to step S1407, where the Challenge Mode continuation counter is decremented by 1, thereby decreasing the number of games in Challenge Mode. Then, in step S1408, it is determined whether the Challenge Mode continuation counter is 0. If it is not 0, the game count management process ends. If it is 0, the Challenge Mode flag is cleared in step S1409, and the Challenge Mode termination command is set as an output target to the display control device 81 in step S1410. Upon receiving the Challenge Mode termination command, the display control device 81 notifies the user that Challenge Mode will end in this game using the auxiliary display unit 65, etc. After performing the process in step S1410, the game count management process ends.

[0324] If it is determined in step S1406 that it is not in Challenge Mode, the process proceeds to step S1411. In step S1411, it is determined whether the current display mode is Attack Mode or not. If it is Attack Mode, the process proceeds to step S1412 to determine whether it is a Special Zone within Attack Mode. That is, if it transitions to a Special Zone at the start of Attack Mode, such as in Super Attack Mode, the result in step S1412 will be a positive determination. If it is in a Special Zone, the game count management process for the Special Zone is performed in steps S1425 to S1428. These processes will be explained later.

[0325] If it is determined in step S1412 that it is not a special zone, the number of games in attack mode is reduced in step S1413 by deducting 1 from the attack mode continuation counter. Then, in step S1414, it is determined whether the attack mode continuation counter is 0 or not. If it is not 0, the game count management process ends. If it is 0, the attack mode flag is cleared in step S1415, and the attack notification flag is cleared in step S1416. After that, in step S1417, the attack mode termination command is set as the output target to the display control device 81. Upon receiving the attack mode termination command, the display control device 81 notifies that attack mode will end in the current game using the auxiliary display unit 65, etc. Such notification will be explained in detail later. After the process in step S1417 is completed, the game count management process ends.

[0326] If it is determined in step S1411 that it is not attack mode, the process proceeds to step S1418. In step S1418, it is determined whether the current display mode is VB mode or not. If it is VB mode, the process proceeds to step S1419 to determine whether it is a special bonus zone or not. If it is not a special bonus zone, the VB mode continuation counter is decremented by 1 in step S1420, thereby decreasing the number of games in VB mode. Then, in step S1421, it is determined whether the VB mode continuation counter is 0 or not. If it is not 0, the game count management process ends. If it is 0, the VB mode flag is cleared in step S1422, and the VB notification flag is cleared in step S1423. After that, in step S1424, the VB mode termination command is set as an output target to the display control device 81. Upon receiving the VB mode termination command, the display control device 81 notifies that VB mode will end in this game using the auxiliary display unit 65, etc. Such notification will be explained in detail later. After the process in step S1424 is completed, the game count management process is terminated.

[0327] If it is determined in step S1419 that it is a special bonus zone, the process proceeds to step S1425. As already explained, if it is determined in step S1412 that it is a special bonus zone during attack mode, the process also proceeds to step S1425. In step S1425, the number of games in the special bonus zone is reduced by subtracting 1 from the special bonus zone continuation counter. Then, in step S1426, it is determined whether the special bonus zone continuation counter is 0 or not. If it is 0, the special bonus zone flag is cleared in step S1427, and the special bonus zone end command is set as an output target to the display control device 81 in step S1428. Upon receiving the special bonus zone end command, the display control device 81 notifies the player that the special bonus zone will end in this game using the auxiliary display unit 65, etc. Such notification may include, for example, the total number of games in which bonuses were successfully added in this special bonus zone. After the process in step S1428 is completed, the game count management process is terminated. If a negative result is obtained in step S1418 or step S1426, the game count management process ends immediately.

[0328] <Termination Determination Process> Next, we will explain the termination determination process as part of the processing at the end of the bonus, referring to the flowchart in Figure 41. As already explained, the termination determination process is performed in step S615 of the bonus state processing (Figure 26). In the termination determination process, the success or failure of the bonus termination conditions is determined, and if the bonus is terminated, processing is performed to notify the winner of an attack mode or other mode that has been won in conjunction with the bonus, and processing is performed to add the number of games in an attack mode or other mode that has been won in conjunction with the bonus.

[0329] In other words, step S1501 determines whether or not a minor role has been won. As already explained, the first minor role (BB minor role 1) is won with high probability during the bonus (Figure 28). Also, if the BB minor role 2 (IV=30) is won, stop switches 42 to 44 are operated in the order corresponding to the 39th minor role win (Figure 27(b)), and if the lottery for the 39th minor role out of the first minor role and the 39th minor role is won, the 39th minor role win is achieved. In this embodiment, for example, if the BB minor role 2 is won, there is a 1 in 100 chance of winning the lottery for the 39th minor role. If a win occurs with BB minor role 3 (IV=31), stop switches 42-44 are operated in the order corresponding to the winning of the 40th minor role (Figure 27(b)). Furthermore, if the lottery for winning the 40th minor role out of the 1st minor role and the 40th minor role is won, the winning of the 40th minor role is achieved. In this embodiment, for example, if a win occurs with the BAR alignment role during BB, there is a 1 in 200 chance of winning the lottery for winning the 40th minor role. Alternatively, the probability of winning the 39th minor role or the 40th minor role can be adjusted by adjusting the winning probabilities of BB minor role 2 and BB minor role 3. More specifically, the point value PV is allocated so that BB minor role 2 is won with a probability of approximately 1 in 100 of the above configuration, and the point value PV is allocated so that BB minor role 3 is won with a probability of approximately 1 in 200 of the above configuration. Furthermore, the system may be configured such that when a BB (Big Bonus) minor role 2 or BB minor role 3 is won, the player aims for the corresponding minor role (39th minor role, 40th minor role) and stops the reels accordingly, thereby achieving the corresponding minor role win.

[0330] If it is determined in step S1501 that a minor win has occurred, then in step S1502, the payout for the current game is subtracted from the remaining payout. If the determination in step S1501 is negative, or after the processing in step S1502 is executed, in step S1503, it is determined whether the remaining payout has become 0. If it is not 0, the termination determination process is terminated. If it is 0, in step S1504, the bonus termination command is set as the output target to the display control device 81, and then in steps S1505 to S1518, processing for notification of winning an attack mode, etc., and processing for increasing the number of continuing games in an attack mode, etc. are performed.

[0331] In other words, step S1505 determines whether or not the attack mode winning flag is set. If the attack mode winning flag is set, step S1506 is used to draw the number of pre-announcement games, step S1507 is used to set the number of pre-announcement games, and step S1508 is used to set the pre-announcement command. Incidentally, in this embodiment, the pre-announcement game count draw in step S1506 is performed with a 100% probability to result in a pre-announcement game count of 0. In other words, step S1507 will always set the number of pre-announcement games to 0, and the winning notification for attack mode, etc., will be given in the game following the game in which the bonus ends. After executing the process in step S1508, the termination determination process is terminated.

[0332] If the Attack Mode winning flag is not set in step S1505, it is determined in step S1509 whether or not the Challenge Mode winning flag is set. If the Challenge Mode winning flag is set, the pre-battle mode processing from steps S1506 to S1508 is performed before the termination determination process ends. If the Challenge Mode winning flag is not set in step S1509, it is determined in step S1510 whether or not the VB Mode winning flag is set. If the VB Mode winning flag is set, the pre-battle mode processing from steps S1506 to S1508 is performed before the termination determination process ends. In other words, if the bonus ends while Challenge Mode or VB Mode has also been won, after the bonus ends, a pre-battle game will be played, followed by notification of the win in Challenge Mode or VB Mode.

[0333] Furthermore, when the Attack Mode winning flag or Challenge Mode winning flag is set, the bonus ends if Attack Mode or Challenge Mode and the bonus are won simultaneously, or if the bonus is won during the pre-announcement mode for Attack Mode or Challenge Mode. On the other hand, when the VB Mode winning flag is set, the bonus ends if VB Mode and the bonus are won simultaneously while in Attack Mode, or if the bonus is won during the pre-announcement mode for VB Mode (in this case, the pre-announcement mode of 0 games is selected, so the bonus is won in the game after VB Mode is won).

[0334] If the VB mode winning flag is not set in step S1510, the process proceeds to step S1511. In step S1511, it is determined whether or not the Attack Mode bonus flag is set. If the Attack Mode bonus flag is set, the Attack Mode bonus game count lottery process is performed in step S1512, the Attack Mode game count bonus process is performed in step S1513, and the bonus command is set in step S1514. These processes from steps S1512 to S1514 are the same as the processes from steps S917 to S919. After the process in step S1514 is executed, the termination determination process is terminated.

[0335] If the Attack Mode bonus flag is not set in step S1511, step S1515 determines whether the Challenge Mode bonus flag is set. If the Challenge Mode bonus flag is set, step S1516 performs a lottery for the number of bonus games in Challenge Mode, step S1517 performs the game count bonus in Challenge Mode, and step S1518 sets the bonus command. These steps S1516 to S1518 are the same as the steps S822 to S824. If a negative result is obtained in step S1515, or after the execution of step S1518, the termination determination process is terminated.

[0336] <Processing for specialized zones> Next, we will explain the processing for the special zone, referring to the flowchart in Figure 42. The processing for the special zone is the process executed in step S713 of the lottery result response processing (Figure 31). As already explained, the special zone is entered during VB mode, and during the special zone, the number of continuous games in attack mode is increased with each game.

[0337] In other words, in the special zone processing, first, in step S1601, the result of the current lottery is determined. In the following step S1602, the lottery processing for the number of additional games in attack mode is performed. In the following step S1603, the processing for adding games in attack mode is performed. Then, in step S1604, the addition command is set and the special zone processing is terminated. The processing in steps S1602 to S1604 is the same as the processing in steps S917 to S919. However, the number of additional games selected in the lottery processing in step S1602 is greater than that selected in the lottery processing in step S917.

[0338] <Processing related to notification effects on the sub-system> Next, (4) Regarding the processing related to the notification effects on the sub-side, various notification processes performed by the sub-side display control device 81 will be explained. As part of the various notification processes, there is a performance setting process that is executed at a predetermined period (1.49 msec period). Therefore, the performance setting process will be explained with reference to the flowchart in Figure 43.

[0339] In the performance setting process, first, in step S1701, 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 S1702, 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.

[0340] If a negative determination is made in step S1701, or after the processing in step S1702 is executed, in step S1703 it is determined 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. In addition to the bet command set in step S207 of the normal processing, there are also the challenge mode start command in the mode transition notification processing (Figure 36), the attack mode winning notification command, the VB mode winning notification command, the bonus winning notification command, etc. If it is one of these bet commands, the bet performance setting processing is executed in step S1704.

[0341] If a negative determination is made in step S1703, or after the processing in step S1704 is executed, in step S1705 it is determined 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 S313 of the lottery processing, as well as premonition commands and bonus commands set in the 1st to 3rd specific role processing (Figures 32 to 34), and push order notification commands set in the push order role processing (Figure 38). If it is one of these start commands, the start performance setting process is executed in step S1706.

[0342] If a negative determination is made in step S1705, or after the processing in step S1706 is executed, in step S1707 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 device 101 based on the fact that each reel 32L, 32M, and 32R has been stopped, and is a stop command set in step S405 of the reel control processing (Figure 18). If it is a stop command as such a command for each stop operation, the process for setting the effects for each stop operation is executed in step S1708.

[0343] If a negative determination is made in step S1707, or after the processing in step S1708 is executed, in step S1709 it is determined 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 device 101 based on the fact that all reels 32L, 32M, and 32R have stopped. This includes the winning result command set in step S411 of the reel control processing (Figure 18), as well as the attack mode start command, VB mode start command, special zone start command, challenge mode end command, attack mode end command, VB mode end command, special zone end command, etc., which are set in the winning result corresponding processing (Figure 39). If it is one of these commands for when all reels have stopped, the command for setting the effects for when all reels have stopped is executed in step S1710.

[0344] If a negative result is determined in step S1709, or after the processing in step S1710 is executed, other processing is performed in step S1711 before the performance setting process is terminated. In step S1711, settings are made for performances based on commands from the main control device 101 other than when betting, starting, or stopping (for example, performances based on the operation of the settlement switch 59), as well as settings for performances based on signals from sensors connected without going through the main control device 101 (for example, performance switch detection sensors), and settings for error notification.

[0345] The following describes the betting animation setting process, the start animation setting process, the animation setting process for each stop operation, and the animation setting process for all stops. The explanation of each animation setting process will refer to the overview diagrams of the display animations in Figures 55 to 60.

[0346] <Bet-time animation setting process> The process for setting the betting animation will be explained with reference to the flowchart in Figure 44.

[0347] In step S1801, it is determined whether the betting command received this time includes a challenge mode start command. If a challenge mode start command is included, in step S1802, the process of setting the challenge mode start animation is performed. In the challenge mode start animation, for example, as shown in Figure 55(a), the auxiliary display unit 65 displays the text "Challenge Mode Start" and also displays an indication (for example, a predetermined character) that the transitioning display mode is a chance mode in which it is easier to win the attack mode transition lottery. In addition, in the challenge mode start animation, the speaker 64 is controlled to emit a corresponding sound effect (for example, a deep male voice saying "Grab attack mode!").

[0348] If the Challenge Mode Start command is not included in step S1801, step S1803 determines whether the Attack Mode Win Notification command is included in the betting command received this time. If the Attack Mode Win Notification command is included, step S1804 is performed to set the Attack Mode Win Notification animation. In the Attack Mode Win Notification animation, for example, as shown in Figure 56(a), the auxiliary display unit 65 displays the text "Attack Mode Confirmed". In addition, the Attack Mode Win Notification animation is controlled so that a corresponding sound effect (for example, a high-pitched female voice saying "Attack Number One!") is emitted from the speaker 64.

[0349] If the attack mode winning notification command is not included in step S1803, step S1805 determines whether the VB mode winning notification command is included in the bet command received this time. If the VB mode winning notification command is included, step S1806 is performed to set the VB mode winning notification animation. In the VB mode winning notification animation, for example, as shown in Figure 56(b), the auxiliary display unit 65 displays the text "VICTORY BONUS confirmed". In addition, the VB mode winning notification animation is controlled so that a corresponding sound effect (for example, a male and female voice saying "Victory!") is emitted from the speaker 64.

[0350] If the VB mode winning notification command is not included in step S1805, step S1807 determines whether the bet command received this time includes a bonus winning notification command. If a bonus winning notification command is included, step S1808 performs the process of setting the bonus winning notification animation. In the bonus winning notification animation, for example, the auxiliary display unit 65 displays the text "Yay! Bonus confirmed." In addition, the bonus winning notification animation controls the speaker 64 to emit a corresponding sound effect (for example, a male and female voice saying "Yay!").

[0351] After executing any of the processes in steps S1802, S1804, S1806, and S1808, or if a negative result is obtained in step S1807, the process of setting other betting effects is performed in step S1809, and then the process of setting this effect is terminated. The process in step S1809 may include, for example, in response to the receipt of a bet command, turning off the lamps around (or inside) the credit insertion switches 56-58 corresponding to the number of bets to indicate that the operation has been accepted, or returning from demo mode which is triggered by the condition that no game has been played for a predetermined time, or turning on the lamps around the start lever 41 to indicate that the operation has become valid.

[0352] <Starting animation setting process> Next, we will explain the startup animation setting process, referring to the flowchart in Figure 45.

[0353] In step S1901, a display mode setting process is performed. In this process, it is determined whether the display mode currently set on the main control unit 101 is normal mode, challenge mode, attack mode, VB mode, or special zone, and the auxiliary display unit 65 is set to perform the display effects in the corresponding display mode. Specifically, in the various flag storage area 183a of the RAM 183 on the display control unit 81, there is an area to set the challenge mode flag, attack mode flag, VB mode flag, and special zone flag as flags for determining the display mode, and the corresponding flag is set when each mode starts and cleared when it ends. For example, in the challenge mode start effect setting process in step S1802 above, the challenge mode flag is set. In step S1901, by knowing these various mode corresponding flags, the current display mode is identified, and the auxiliary display unit 65, speaker 64, upper lamp 63, etc. are controlled so that the corresponding effects are performed.

[0354] In the following step S1902, based on the received lottery result command, it is determined whether the lottery result for the game to be started is a winning combination of button presses. If it is a winning combination of button presses, the button press notification process is performed in step S1903. The button press notification process will now be explained with reference to the flowchart in Figure 46.

[0355] In step S2001, it is determined whether the received start command includes a button press order notification command. If the button press order notification command is not included, this button press order notification process is terminated. If the button press order notification command is included, the process proceeds to step S2002.

[0356] In step S2002, it is determined whether the result of the current lottery is a first-level promotion replay 1-4. If it is a first-level promotion replay 1-4, in step S2003, the auxiliary display unit 65 etc. is controlled to notify the button press order that a third re-play win has been achieved, and then the button press order notification process is terminated.

[0357] If step S2002 determines that the first promotion replay 1-4 is not won, step S2004 determines whether the result of this draw is a fall-down replay 1-3. If it is a fall-down replay 1-3, the process proceeds to step S2005, where the auxiliary display unit 65 etc. is controlled to provide a push-order notification that the first re-play win has been achieved, and then the push-order notification process ends.

[0358] If it is determined in step S2004 that the result is not a fall replay 1-3, then in step S2006, it is determined whether the result of this draw is a second promotion replay 1 or 2. If it is a second promotion replay 1 or 2, then in step S2007, it is determined whether the VB mode winning notification animation has already been performed. For example, when setting the VB mode winning notification animation in step S1806, a notified flag indicating that the VB win notification has been given is set in the various flag storage area 183a of RAM 183. This notified flag is cleared based on the transition to VB mode. Then, in step S2007, it is possible to determine whether or not this notified flag exists. If the VB mode win notification has already been given, in step S2008, the auxiliary display unit 65 etc. is controlled to give a push order notification that the 4th and 5th re-play wins are achieved, and then the push order notification process is terminated. If a win notification for VB mode has not been issued, the process proceeds to step S2005, where the button press order notification for the first re-play win is issued, and then the button press order notification process ends.

[0359] If step S2006 determines that it is not a second promotion replay 1 or 2, step S2009 determines whether the result of this draw is a BAR replay 1 or 2. If it is a BAR replay 1 or 2, step S2010 checks the mode correspondence flag and determines whether the current display mode is VB mode. If it is in VB mode, step S2011 controls the auxiliary display unit 65 etc. to provide push order notification for the 6th to 8th replay win, and then terminates the push order notification process. If it is not in VB mode, proceed to step S2005 above, provide push order notification for the 1st replay win, and then terminate the push order notification process.

[0360] If step S2009 determines that it is not a BAR replay 1 or 2, step S2012 determines whether the result of this draw is a bell. If it is a bell win, step S2013 controls the auxiliary display unit 65 etc. to notify the button press order that a bell has been awarded as the first small win, and then the button press order notification process ends. If step S2012 determines that it is not a bell, the button press order notification process ends as is.

[0361] Returning to the explanation of the initial presentation setting process (Figure 45), if it is determined in step S1902 that the button sequence is not a winning combination, then in step S1904, it is determined whether or not a specific combination has been won. If a specific combination has been won, the process for notifying the specific combination is performed in step S1905. The process for notifying the specific combination will be explained in detail later.

[0362] If a negative result is obtained in step S1904, or after the processing in step S1903 or step S1905 is executed, the process proceeds to step S1906. In step S1906, it is determined whether or not an additional game command has been received as the starting command for this round. If an additional game command has been received, in step S1907, the process of setting up an additional game animation in advance is performed so that the additional game animation corresponding to the additional game command is executed when the machine stops. As an additional game animation, for example, as shown in Figure 59(b), the auxiliary display unit 65 displays the number corresponding to the additional game as "+10". In addition, the speaker 64 is controlled to emit a corresponding sound effect (for example, an electronic sound like "kyu kyu kyu kyu kyuiin!").

[0363] The details of the setting process for the bonus effect in step S1907 will be explained with reference to the flowchart in Figure 47.

[0364] In step S2101, the system determines the number of bonus games based on the bonus command received. In the following step S2102, the system executes a notification timing lottery. The notification timing lottery assumes that a bonus event will be held in the current game and determines at what point in the game the bonus event will be held.

[0365] The timing of the bonus features is set to differ depending on the number of bonus games. Specifically, as shown in the lottery table in Figure 48, the timing of the bonus features in this game is set to occur when the first reel is stopped, when the second reel is stopped, and when the third reel is stopped, in the order of stopping the reels 32L, 32M, and 32R, respectively. Furthermore, the timing of the stop ON operation, which is when the stop switches 42-44 are pressed, and the timing of the stop OFF operation, which is when the pressing operation is ended, are set for each reel.

[0366] Here, we will provide a supplementary explanation regarding the operation of stop switches 42 to 44. Stop switches 42 to 44 can be displaced from their initial position, which is located towards the front, to their operating position, which is located towards the back. When they are in their initial position, the detection signals from stop detection sensors 42a to 44a are in a LOW state. When they are operated from the initial position to the operating position, the detection signals from stop detection sensors 42a to 44a switch from a LOW signal to a HI signal. The main control device 101 then recognizes that a stop ON operation has been performed, which is equivalent to pressing the stop switches 42 to 44, based on the change in the detection signal from a LOW signal to a HI signal.

[0367] Furthermore, the stop switches 42-44 are biased toward their initial position by springs or the like. Therefore, when you release your hand from the stop switches 42-44 and stop applying the operating force (pressing force) to push them toward the operating position, the stop switches 42-44 will return to their initial position due to the biasing force of the springs or the like. In this case, the detection signals from the stop detection sensors 42a-44a will switch from a HI signal to a LOW signal. The main control device 101 then recognizes that the pressing operation of the stop switches 42-44 has ended and that a stop OFF operation has been performed, based on the fact that the detection signal has switched from a HI signal to a LOW signal.

[0368] The bonus payout animation is set to occur regardless of whether the stop switches 42-44 are pressed or pressed in the ON or OFF positions. In other words, in games where the bonus payout animation occurs, it can occur not only when the stop switches 42-44 are pressed, but also when the pressing operation is stopped.

[0369] In the timing table for executing bonus rounds, when a relatively small number of bonus rounds occur, for example, 5 to 10 rounds, the timing of stopping the first reel ON has a 5% chance of being selected, stopping the first reel OFF has a 10% chance, stopping the second reel ON has a 15% chance, stopping the second reel OFF has a 20% chance, stopping the third reel ON has a 20% chance, and stopping the third reel OFF (when all reels are stopped) has a 30% chance. In this case, stopping each reel OFF is more likely to be selected than stopping each reel ON, and later operations are more likely to be selected.

[0370] On the other hand, when the number of added games is relatively large, for example, when an additional 100 games or more are added, the timing of the first reel being stopped ON is selected 5% of the time, the timing of the first reel being stopped OFF is selected 10% of the time, the second reel being stopped ON is selected 5% of the time, the second reel being stopped OFF is selected 30% of the time, the third reel being stopped ON is selected 5% of the time, and the third reel being stopped OFF (when all reels are stopped) is selected 45% of the time. In this case as well, the timing of each reel being stopped OFF is more likely to be selected than the timing of being stopped ON, and the later operations are relatively more likely to be selected.

[0371] In other words, in this embodiment, the bonus feature is more likely to occur when the reels are stopped OFF than when they are stopped ON. Furthermore, comparing the first to third reels, the third reel is most likely to be stopped (ON operation, OFF operation), followed by the second reel, and finally the first reel.

[0372] Returning to the explanation of the setting process for the bonus effect, in step S2102, after the notification timing lottery process is performed, in step S2103, it is determined whether the lottery result in step S2102 occurred when any of the reels were stopped ON. If it was when the reels were stopped ON, in step S2104, the target reel for generating the bonus effect is set, and the bonus effect is set to occur when the target reel is stopped ON. Specifically, the process of setting one of the flags from the 1st reel stop ON operation flag to the 3rd reel stop ON operation flag is performed in the various flag storage area 183a. These flags are used by the CPU 181 to understand the timing of the bonus effect occurrence. In step S2104, the effect data for the bonus effect corresponding to the number of bonus games to be generated at the time of the stop ON operation is read from the effect data storage area 182b, and the effect data is temporarily stored in a predetermined effect data setting area. When CPU 181 detects that an additional bonus animation will occur at the timing corresponding to the stop ON operation flag, it reads the animation data temporarily stored in the animation data setting area and performs the additional bonus animation.

[0373] If a negative result is obtained in step S2103, step S2105 determines whether the first or second reel was stopped in the OFF position. If it was the case that these reels were stopped in the OFF position, step S2106 sets the target reel for which the bonus animation will occur, and sets it so that the bonus animation occurs when the target reel is stopped in the OFF position. Specifically, the process of setting either the first reel stop OFF operation flag or the second reel stop OFF operation flag in the various flag storage area 183a is performed. These flags are also flags that allow the CPU 181 to understand the timing of the bonus animation. In addition, in step S2106, the animation data for the bonus animation corresponding to the number of bonus games is read from the animation data storage area 182b, and the data is temporarily stored in a predetermined animation data setting area.

[0374] If a negative result is obtained in step S2105, step S2107 sets the current bonus animation to occur when all reels are stopped (when the third reel is stopped OFF). Specifically, the process of setting the third reel stop OFF operation flag in the various flag storage area 183a is performed. Also in step S2107, temporary storage processing of the animation data for the bonus animation corresponding to the number of bonus games is performed. After executing the processes in steps S2104, S2106, or S2107, the bonus animation setting process is terminated.

[0375] Returning to the explanation of the initial animation setting process, if no bonus command is received in step S1906, or after the process in step S1907 is executed, the bonus animation setting process is executed in step S1908, the continuous animation setting process is executed in step S1909, and then in step S1910, other initial animations are set before the initial animation setting process ends. The bonus animation setting process and the continuous animation setting process will be explained in detail later. In the process of step S1910, for example, an animation that suggests the lottery result in response to the start of the game is set, or the lamps around the start lever 41 are turned off to indicate that the operation has been accepted.

[0376] <Effect setting process during each stop operation> Next, the process for setting the effects during each stop operation, which is performed in step S1708, will be explained with reference to the flowchart in Figure 49.

[0377] In step S2201, it is determined whether each stop operation command received is a stop ON operation command. A stop ON operation command is a command output from the main control unit 101 when the stop switch 42 to 44 is pressed during the stop operation of each reel.

[0378] If a positive result is obtained in step S2201, the process proceeds to step S2202 to determine whether or not a special effect is set to occur when the reels are stopped ON as part of the game's effects. If it is not set, the setting process ends. If it is set, in step S2203, it is determined whether or not the received stop ON command is for the stop ON operation of the reel that is the target of the set stop ON operation effect. If it is not for the target reel stop ON operation, the setting process ends. If it is for the target reel stop ON operation, in step S2204, the auxiliary display unit 65, etc., is controlled so that the stop ON operation effect is performed, and then the setting process ends.

[0379] For example, if a bonus animation is set as the animation for the stop ON operation, as shown in Figure 50(a), the bonus animation will occur on the auxiliary display unit 65 at the moment the stop switches 42-44 are pressed (ON operation). In this case, a sound effect corresponding to the bonus animation will be emitted from the speaker 64.

[0380] Furthermore, if, for example, this game involves a winning combination based on the push order and a push order notification effect is set, the push order notification effect changes to indicate the next reel to be operated on as the corresponding reel stops based on each stop ON operation. Specifically, if all reels 32L, 32M, and 32R are rotating before the effect at the time of the stop ON operation, the display for the first reel, as shown in Figure 37(a), is shown. Then, when the corresponding reel (the middle reel 32M in the figure) stops due to the stop ON operation corresponding to the first reel, the display changes to indicate the next reel to be operated on (the right reel 32R in the figure), as shown in Figure 37(b). Also, if two reels are rotating before the effect at the time of the stop ON operation, the display for the second reel, as shown in Figure 37(b), is shown, and based on the second reel stopping due to the stop ON operation, the display changes to indicate the third reel to be stopped (Figure 37(c)).

[0381] If a negative result is obtained in step S2201, the process proceeds to step S2205, where it is determined whether each stop operation command received is a stop OFF operation command. A stop OFF operation command is a command output from the main control unit 101 when the pressing operation of the stop switches 42 to 44 is completed during the stop operation of each reel.

[0382] If a positive result is obtained in step S2205, the process proceeds to step S2206 to determine whether or not a special effect is set to occur when the reels are stopped in the OFF position as part of the game's effects. If it is not set, the setting process ends. If it is set, in step S2207, it is determined whether or not the received stop OFF operation command is for a reel that is the target of the set stop OFF operation effect. If it is not for the target reel, the setting process ends. If it is for the target reel, in step S2208, the auxiliary display unit 65, etc., is controlled so that the stop OFF operation effect is performed, and then the setting process ends.

[0383] For example, if a bonus animation is set as the animation for the stop OFF operation, as shown in Figure 50(b), when the operation of pressing the stop switches 42-44 is finished and the hand is released from the stop switches 42-44, the bonus animation will be displayed on the auxiliary display unit 65. In this case, a sound effect corresponding to the bonus animation will be emitted from the speaker 64. If a negative determination is made in step S2205, the animation setting process is terminated.

[0384] <Processing for setting effects when all functions are stopped> Next, we will explain the process for setting the effects when the game is completely stopped, referring to the flowchart in Figure 51.

[0385] First, in step S2301, it is determined whether the currently received stop command includes a challenge mode termination command. If a challenge mode termination command is included, in step S2302, the auxiliary display unit 65, etc., is controlled so that the challenge mode termination animation is performed. In the challenge mode termination animation, for example, as shown in Figure 55(b), the auxiliary display unit 65 displays the text "Challenge Mode Terminated". In addition, in the challenge mode termination animation, a sound effect corresponding to the termination of challenge mode (for example, a deep male voice saying "Work harder!") is emitted from the speaker 64.

[0386] If the Challenge Mode End command is not included in step S2301, step S2303 determines whether the Attack Mode Start command is included in the currently received stop command. If the Attack Mode Start command is included, step S2304 performs the process of setting the Attack Mode Start animation. In the Attack Mode Start animation, for example, as shown in Figure 57(a), the auxiliary display unit 65 displays the text "Attack Mode!! Ver.1". In addition, the Attack Mode Start animation controls the speaker 64 to emit a corresponding sound effect (for example, a high-pitched female voice saying "Attack Mode Start!").

[0387] Incidentally, the "Ver.1" display in the attack mode start animation corresponds to the rank of the attack mode. In other words, it indicates that the attack mode being started is the 1st attack mode. When the rank of the attack mode is promoted to the 2nd attack mode (when the promotion command is received), the auxiliary display unit 65 displays the text "Attack Mode!! Ver.2" as part of the promotion animation. When the rank of the attack mode is promoted to the 3rd attack mode, the text "Attack Mode!! Ver.3" is displayed, and when it is promoted to the 4th attack mode, the text "Attack Mode!! Ver.4" is displayed.

[0388] If the attack mode start command is not included in step S2303, step S2305 determines whether the attack mode end command is included in the stop command received this time. If the attack mode end command is included, step S2306 is performed to set the attack mode end animation. In the attack mode end animation, for example, as shown in Figure 57(b), the auxiliary display unit 65 displays the text "Attack Mode END", the number of continuous games for the current attack mode (including VB mode and special zones) is displayed, and the total number of coins paid out for the current attack mode (including VB mode, special zones and bonuses) is also displayed. In addition, in the attack mode end animation, the speaker 64 is controlled to emit a corresponding sound effect (for example, a high-pitched female voice saying "See you again").

[0389] If the attack mode termination command is not included in step S2305, step S2307 determines whether the VB mode start command is included in the stop command received this time. If the VB mode start command is included, step S2308 performs the process of setting the VB mode start animation. In the VB mode start animation, for example, as shown in Figure 58(a), the auxiliary display unit 65 displays the text "777 VICTORY!!". In addition, the VB mode start animation is controlled so that the speaker 64 emits a corresponding sound effect (for example, a male and female voice saying "Victory Bonus Start").

[0390] If the VB mode start command is not included in step S2307, step S2311 determines whether the VB mode end command is included in the stop command received this time. If the VB mode end command is included, step S2312 performs the process of setting the VB mode end animation. In the VB mode end animation, for example, as shown in Figure 58(b), the auxiliary display unit 65 displays the text "VICTORY BONUS END", the number of continuous games of the attack mode at the end of this VB mode (including VB mode and special zone) is displayed, and the total number of payouts for the attack mode (including VB mode, special zone and bonus) at the end of this VB mode is also displayed. In addition, in the VB mode end animation, the speaker 64 is controlled to emit a corresponding sound effect (for example, a male and female voice saying "It's still going on").

[0391] If the VB mode termination command is not included in step S2311, step S2313 determines whether the special zone start command is included in the stop command received this time. If the special zone start command is included, step S2314 performs the process of setting the special zone start animation. In the special zone start animation, for example, as shown in Figure 59(a), the auxiliary display unit 65 displays the text "Bonus Challenge!!" and also displays a character that suggests that it is a special mode in which bonuses in attack mode are more likely to occur. In addition, in the special zone start animation, the speaker 64 is controlled to emit a corresponding sound effect (for example, a boy's voice saying "Let's go").

[0392] If the special zone start command is not included in step S2313, step S2315 determines whether the special zone end command is included in the stop command received this time. If the special zone end command is included, step S2316 is performed to set the special zone end animation. In the special zone end animation, for example, the auxiliary display unit 65 displays the total number of games added in this special zone. In addition, the special zone end animation is controlled so that a corresponding sound effect (for example, an electronic sound like "kyu kyu kyu kyu kyuiin!") is emitted from the speaker 64. It is advisable to change the display content of the auxiliary display unit 65 and the sound effect emitted from the speaker 64 depending on the total number of games added.

[0393] If the special zone termination command is not included in step S2315, step S2317 determines whether the bonus termination command is included in the stop command received this time. If the bonus termination command is included, step S2318 performs the process of setting the bonus termination animation. In the bonus termination animation, for example, the auxiliary display unit 65 displays the total number of coins paid out during this bonus, and if the bonus was entered during Attack Mode, VB Mode, or a special zone, it displays the total number of coins paid out during Attack Mode (including VB Mode, special zone, and bonus). In addition, the bonus termination animation performs animations with characters etc. that suggest the contents of Attack Mode, Challenge Mode, and the number of added games, depending on whether Attack Mode was successful or not.

[0394] After executing any of the processes in steps S2302, S2304, S2306, S2308, S2312, S2314, S2316, and S2318, or after a negative determination in step S2317, the process proceeds to steps S2309 and S2319. In steps S2309 and S2319, the auxiliary display unit 65, etc., is controlled to execute the bonus effect if it is set. As already explained, the setting of the bonus effect is done in step S1907 of the start effect setting process. Specifically, if the timing of the occurrence of the bonus effect is set to when all reels stop in the bonus effect setting process (Figure 47), the bonus effect will occur on the auxiliary display unit 65 at the timing when all reels 32L, 32M, and 32R have stopped, as shown in Figure 50(c). In this case, a sound effect corresponding to the bonus effect will be emitted from the speaker 64.

[0395] After that, in steps S2310 and S2320, other stop effects are set, and then this effect setting process is terminated. In steps S2310 and S2320, for example, the upper lamp 63 is controlled to light up in a color corresponding to the winning combination, the sound effect corresponding to the payout amount of the winning combination is emitted from the speaker 64, and the sound effect corresponding to the automatic bet during a replay is emitted from the speaker 64.

[0396] As described above, based on various commands from the main control unit 101, the display control unit 81 performs various processes to notify the system of the transition in display mode, and this notification is made by the auxiliary display unit 65, etc. In addition to notifying the system of the transition in display mode, the display control unit 81 also performs various processes for game effects.

[0397] <Processing used for various in-game effects> In this embodiment, continuous effects and bonus effects are provided as various in-game effects. Continuous effects are effects that make the player expect a favorable outcome (such as winning a bonus, attack mode, challenge mode, VB mode, etc.), and can continue over multiple games (four times in this embodiment), with the player being notified in the final game whether or not the favorable outcome occurred. Bonus effects are effects that occur in each game during the bonus state, which is entered based on winning the 1st BB or 2nd BB.

[0398] The overview of the continuous performance will be explained with reference to Figure 60.

[0399] For example, as shown in Figure 60(a), at the start of the first game in which a continuous performance is set, an indication of the number of times the continuous performance will continue is displayed (in the figure, a 4-stage Daruma Otoshi performance is shown corresponding to a 4-game continuous performance). Then, at the end of the first game in which the continuous performance is set, an animation is shown to announce whether or not the continuous performance will continue (in the figure, an animation is shown indicating that the first stage of Daruma Otoshi was successful, indicating that the continuous performance will continue). If the continuous performance is interrupted, at the end of the first game in which the continuous performance is set, an animation is shown to announce that the continuous performance has ended prematurely (for example, an animation showing that the first stage of Daruma Otoshi fails). The animation regarding whether or not the continuous performance will continue is the same for each game in the continuous performance.

[0400] As shown in Figure 60(b), at the start of the second game in which a continuous performance is set, a display indicating the number of remaining continuous performances is shown (in the figure, there are three stages of the Daruma Otoshi performance remaining). Then, at the end of the second game, a performance is shown to indicate whether or not the continuous performance will continue (in the figure, the performance shows that the second stage of the Daruma Otoshi was successful, indicating that the continuous performance will continue).

[0401] As shown in Figure 60(c), at the start of the third game in which a continuous performance is set, a display indicating the number of consecutive performances remaining is shown (in the figure, there are two stages of the Daruma Otoshi performance remaining). Then, at the end of the third game, a performance is shown to indicate whether or not the continuous performance will continue (in the figure, the performance shows that the third stage of the Daruma Otoshi was successful, indicating that the continuous performance will continue).

[0402] As shown in Figure 60(d), at the start of the final game (the 4th game) of the continuous performance, a display is shown indicating that it is the final game of the continuous performance (in the figure, a single-stage Daruma doll stacking game). Then, at the end of the final game, a display is shown indicating whether the result was favorable to the player or not (in the figure, a display indicating that the final stage Daruma doll stacking was successful is shown).

[0403] As described above, in a continuous sequence, the sequence of the next game is set up to carry over from the sequence of the previous game, and the sequences of each game have continuity. In addition, it is possible to clearly recognize how many games have passed since the start of the continuous sequence (how many games remain until the end of the continuous sequence).

[0404] In this sequence of events, the probability of the sequence continuing into the next game is set so that the continuation rate increases as the sequence progresses. In other words, the probability of being notified that the sequence will not continue is highest at the end of the first game of the sequence, and the probability of being notified decreases as the game progresses. Therefore, in a sequence of events, the level of interest of the player varies greatly depending on which game in the sequence the current game is, and interest increases as the sequence progresses from the starting game to the ending game.

[0405] The following will explain the processes related to the above-mentioned continuous performance and bonus performance, specifically the bonus performance setting process (step S1908), the specific role notification process (step S1905), and the continuous performance setting process (step S1909) within the initial performance setting process (Figure 45).

[0406] <Bonus round animation processing> First, let's explain the bonus game's presentation process, referring to the flowchart in Figure 52.

[0407] In the bonus game performance setting process, first, in step S2401, it is determined whether or not a bonus game will start from the current game. The bonus game refers to the games from the game following the first or second BB win until the end of the bonus. A positive determination in step S2401 is made if the first or second BB win occurred in the previous game. In this case, in step S2402, the number of bonus game performances is set in the bonus game performance counter in the various counter area 183b of RAM 183. The bonus game performance counter is a counter for executing a set performance each game in accordance with the progress of the bonus game, and the performance corresponding to this counter is performed by the auxiliary display unit 65, etc.

[0408] As already explained, in this embodiment, in the first BB and second BB bonus games, a win occurs in which 9 medals are dispensed each game, and the bonus ends when 216 medals are dispensed. In other words, the first BB and second BB bonus games end after 24 games. The bonus game's effects are set to run for 24 games, and the bonus game effect counter mentioned above is a counter used to determine which of the 24 games the effect should be performed in. In step S2402, 24 is set in the bonus game effect counter as the number of bonus game effects. After the processing in step S2402, in step S2403, the bonus game effect flag is set in the various flag storage area 183a. The bonus game effect flag is a flag used by the CPU 181 to know that a bonus game effect is currently being executed. If a negative determination is made in step S2401, or after the processing in step S2403, this bonus game effect setting process is terminated.

[0409] <Processing for specific job notification> Next, the process for notifying specific roles, which is performed in step S1905, will be explained with reference to the flowchart in Figure 53.

[0410] First, in step S2501, it is determined whether or not a premonition command is included in the starting command for this round. If a premonition command is not included, in step S2502, it is determined whether or not an additional bonus command is included in the starting command for this round. If an additional bonus command is not included, in step S2503, it is determined whether or not a bonus has been won. If a bonus has not been won, that is, if the lottery result was a specific role win, and the player has not won the lottery for transitioning to Challenge Mode, Attack Mode, or VB Mode, or the lottery for increasing the number of continuing games, and has not won a bonus, then in step S2504, the lottery process for pseudo-premonition mode is executed. Pseudo-premonition mode is visually difficult to distinguish from premonition mode, but while premonition mode notifies the player of a favorable result (such as winning Challenge Mode) based on the end of the premonition game count, pseudo-premonition mode ends without notifying the player of a favorable result based on the end of the pseudo-premonition game count.

[0411] In step S2504, a table for the pseudo-pre-announcement mode lottery is obtained from the various table storage area 182a of ROM 182, and a lottery counter is obtained from the various counter area 183b to determine whether or not to execute the pseudo-pre-announcement mode. In the table for the pseudo-pre-announcement mode lottery, the probability of winning the pseudo-pre-announcement mode lottery differs depending on the type of specific role that has been won. For example, a strong cherry has a higher probability of winning the pseudo-pre-announcement mode lottery than a weak cherry.

[0412] In step S2505, it is determined whether or not the lottery for the pseudo-pre-announcement mode has been won based on the processing result of step S2504. If it has been won, in step S2506, a lottery is performed to determine the number of games in the pseudo-pre-announcement mode. This process corresponds to step S810 on the main control device 101 side, and randomly determines a pseudo-pre-announcement game number of 1 to 32 by lottery. In the following step S2507, the pseudo-pre-announcement game number determined in step S2506 is set in the continuous performance counter provided in the various counter area 183b. The continuous performance counter is a counter for keeping track of the number of games until the result is announced, and it is decremented by 1 for each game. For example, in a configuration that performs a continuous performance for 4 games, the continuous performance starts in the game when the continuous performance counter is 4, and the result is announced in the game when the continuous performance counter is 0. In this embodiment, when set to pre-announcement mode or pseudo-pre-announcement mode, the configuration is such that the pre-announcement mode or pseudo-pre-announcement mode ends after the continuous performance has been completed. Then, in step S2507 above, by inputting the number of pseudo-pre-announcement games into the continuous performance counter, the continuous performance will begin when the remaining number of games in the pseudo-pre-announcement mode corresponds to the start of the continuous performance (4 games remaining).

[0413] In step S2508, a pseudo-flag is set in the various flag storage area 183a to indicate that it is in pseudo-pre-announcement mode. In the following step S2509, a continuous performance flag is set. After that, the process for notifying specific roles ends. If a positive result is obtained in any of steps S2501 to S2503, or if a negative result is obtained in step S2505, the process for notifying specific roles ends immediately.

[0414] <Continuous Performance Setting Process> Next, the continuous animation setting process, which is performed in step S1909 of the initial animation setting process (Figure 45), will be explained with reference to the flowchart in Figure 54.

[0415] In step S2601, it is determined whether the received start command includes a premonition command. If a premonition command is included, in step S2602, the number of premonition games in the premonition mode included in the premonition command is entered into the continuous performance counter. When the remaining number of games in the premonition mode corresponds to the start of the continuous performance (4 games remaining), the continuous performance will begin. If the number of premonition games for 1 to 3 games is entered into the continuous performance counter in step S2602, the continuous performance will start from the middle. For example, if 2 is entered into the continuous performance counter in step S2602, the continuous performance will start from the current game and will proceed from the 3rd game of the continuous performance as shown in Figure 60(c). Also, if 0 is entered into the continuous performance counter, that is, if a winning notification such as an attack mode is given without going through the premonition mode, the continuous performance will not be executed. After the processing in step S2602, the continuous performance flag is set in step S2603.

[0416] If a negative result is obtained in step S2601, or after the processing in step S2603 is executed, the process proceeds to step S2604. In step S2604, it is determined whether or not the continuous performance flag is set. If the continuous performance flag is set, the process of subtracting 1 from the continuous performance counter is performed in step S2605. Then, in step S2606, it is determined whether or not the continuous performance counter is a number corresponding to a continuous performance (0 to 3). If the continuous performance counter is a number corresponding to a continuous performance, it is determined in step S2607 whether or not the pseudo flag is set. If the pseudo flag is not set, the process proceeds to step S2608, and the pre-announcement performance table is obtained from the various table storage area 182a. Then, in step S2609, the performance data for the corresponding continuous performance is identified from the pre-announcement performance table and the continuous performance counter, the corresponding performance data is obtained from the performance data storage area 182b of ROM 182, and the process of setting it as the current continuous performance is performed. The performance data for consecutive performances identified from the pre-announcement performance table indicates that if the consecutive performance counter is between 1 and 3, the performance data will continue until the next game, and if the consecutive performance counter is 0, the performance data will end successfully.

[0417] If it is determined in step S2607 that a pseudo-flag has been set, the process proceeds to step S2610. In step S2610, the pseudo-pre-announcement performance table is obtained from the various table storage area 182a. Then, in step S2611, the performance data for the corresponding continuous performance is identified from the pseudo-pre-announcement performance table and the continuous performance counter, and the corresponding performance data is obtained from the performance data storage area 182b of ROM 182 and set as the continuous performance for the current game. The performance data for the continuous performance identified from the pseudo-pre-announcement performance table is, if the continuous performance counter is 1 to 3, performance data indicating that the continuous performance will continue until the next game or will not continue, and if the continuous performance counter is 0, performance data indicating that the current continuous performance will end in failure.

[0418] Furthermore, when the continuous performance counter is 1 to 3, the performance data identified from the pseudo-pre-announcement performance table also includes performances for which no continuous performance is set. For example, when the continuous performance counter is 3 or 2, no performance data for a continuous performance is set. When the continuous performance counter is 1, the performance data for the first game of the continuous performance, indicating that the continuous performance will continue until the next game as shown in Figure 60(a), is set. When the continuous performance counter is 0, the performance data for the second game of the continuous performance, indicating that the continuous performance will not continue until the next game as shown in Figure 60(b), is set. In this way, it is possible to set a performance in which the continuous performance is interrupted midway through in games where the number of pseudo-pre-announcement games in the pseudo-pre-announcement mode is 0.

[0419] After the processing in step S2609 or step S2611, it is determined in step S2612 whether the continuous performance counter is 0 or not. If the continuous performance counter is 0, the continuous performance flag and pseudo-flag are cleared in step S2613. If the pseudo-flag is not set, that state is maintained. If a negative determination is made in step S2606 or step S2612, or after the processing in step S2613, this continuous performance setting process is terminated.

[0420] If it is determined in step S2604 that the continuous performance flag is not set, the process proceeds to step S2614. In step S2614, it is determined whether or not the bonus performance flag is set. If it is set, the bonus performance counter is decremented in step S2615. Specifically, the bonus performance counter is decremented by 1. In the following step S2616, the bonus performance table is obtained from the various table storage area 182a. Then, in step S2617, the performance data for the corresponding bonus performance is identified from the bonus performance table and the bonus performance counter, the corresponding performance data is obtained from the performance data storage area 182b, and the performance is set as the bonus performance for this time. In step S2618, it is determined whether or not the bonus performance counter is 0. If the bonus performance counter is 0, the bonus performance flag is cleared in step S2619. After that, the continuous performance setting process is terminated.

[0421] As described above, in this slot machine 10, a lottery process is performed on the main control device 101 side based on the insertion of tokens as the game medium and the starting operation of the start lever 41, and each reel 32L, 32M, 32R starts to rotate, and each reel 32L, 32M, 32R stops based on the stopping operation of the stop switches 42 to 44, and if the combination of symbols that stopped on the active line corresponds to the result of the lottery process, the corresponding bonus is awarded. Multiple RT states are provided, each with a different probability of resulting in a replay as a result of the lottery process, and the RT state changes when the corresponding upgrade replay or down replay is awarded. Whether or not the corresponding replay is awarded is determined not only by the result of the win / fail lottery but also by the operation order of the stop switches 42 to 44, and the notification of this operation order is made by winning the lottery for the transition of the display mode, which is performed according to the result of the lottery process. As a result of the lottery process, a push-order bell is provided, and depending on the order in which the stop switches 42 to 44 are operated, it is possible to win the push-order bell and acquire medals. Furthermore, by transitioning to the 2nd RT state or 3rd RT state, which are game states in which the replay probability is increased, and by switching to a display mode in which the operation order is notified, it is possible to win the push-order bell with an increased replay probability in that RT state, making it possible to acquire a large amount of medals.

[0422] The triggers for winning a large number of medals, such as the lottery for switching display modes, the lottery for increasing the number of continuous games in Attack Mode, and winning the bonus lottery, occur when specific roles such as strong cherry, weak cherry, strong watermelon, weak watermelon, Chance A, B, and middle bell are hit. Specifically, the specific roles are set as small roles (single roles) or overlapping roles of IV=13~19 and 32~45, and when these specific roles are hit, the trigger events are the lottery for switching display modes, the lottery for increasing the number of continuous games, or winning the bonus lottery. Specific roles are roles that are hit with a relatively low probability compared to bells and replays, and are also called rare roles. Therefore, players play each game while hoping for the occurrence of these relatively low-probability trigger events.

[0423] Here, we will explain in detail the lottery for transitioning display modes based on specific roles and the lottery for winning or losing bonuses, referring to Figure 61. Figure 61 is a diagram showing the relationship between the lottery table for normal gameplay, the lottery for transitioning display modes, and the setting values.

[0424] As already explained, the specific roles are set as single roles such as strong ch...

Claims

[Claim 1] The game has two states: a normal state and a specific state that is more advantageous to the player than the normal state. A means for determining the remaining number of games in the aforementioned specific state, Termination means for ending the aforementioned specific state, Equipped with, As the termination means, Based on the remaining number grasped by the grasping means, a first termination means terminates the specific state, A second termination means that terminates the specified state regardless of the remaining number when a predetermined forced termination condition is met in the specified state, Equipped with, A gaming machine having multiple setting values ​​that can cause changes in the rate or manner of increase or decrease of gaming media, and a setting means that sets one of the multiple setting values, A means of determining the total number of games played, A suggestion notification execution means that performs suggestion notification that suggests information about the setting value set by the setting means, Equipped with, The suggestion notification execution means includes a specific means capable of executing a predetermined suggestion notification when the specific state is terminated by the termination means, The gaming machine is characterized in that the specified means includes means that can make the execution rate of a predetermined suggestion notification different when the total number of games played is less than or equal to a specified number, and when the total number of games played exceeds that specified number.