Gaming machine

The gaming machine improves gameplay enjoyment through cyclic symbol displays, interactive operation mechanisms, and enhanced notification systems, addressing the need for more engaging gaming experiences.

JP2026110733APending Publication Date: 2026-07-02SANYO BUSSAN KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SANYO BUSSAN KK
Filing Date
2026-04-24
Publication Date
2026-07-02

AI Technical Summary

Technical Problem

Existing gaming machines, such as slot machines, lack enhancements in gameplay enjoyment, particularly in the display and operation of symbols, and there is a need for improved interaction and notification mechanisms to enhance player engagement.

Method used

A gaming machine equipped with cyclic display means, start and stop operation mechanisms, numerical information storage, lottery and prize granting systems, and control mechanisms that include command transmission for enhanced game control and notification, allowing for dynamic game progression and prize opportunities.

Benefits of technology

This configuration enhances gameplay enjoyment by providing dynamic symbol displays, improved interaction, and notification features, leading to a more engaging gaming experience.

✦ 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] When the start lever on the slot machine is operated, a draw for winning combinations is performed internally, and the reels, which can be seen through the display window, begin to rotate. When the stop switches are operated, the reels corresponding to each stop switch stop. In this slot machine, the main control unit manages the normal section and the advantageous section. The advantageous section consists of a chance mode, a premonition mode, and a notification mode, and the chance mode consists of a normal zone and a challenge zone. When the game transitions to the challenge zone, a CZ (Chance Zone) performance is performed, and when the game transitions to the premonition mode, a premonition performance is performed.
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Description

Technical Field

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

Background Art

[0002] As a gaming machine that rotates a plurality of reels and then stops them, for example, there is a slot machine. In a slot machine, a plurality of symbols are provided on the outer peripheral portion of each reel, and a part of the symbols provided on each reel is visible through a display window. Then, when a player inserts a medal, a winning line is set. After that, when the player operates a start lever, a lottery for roles such as a big bonus (hereinafter referred to as "BB"), small roles, and re-games is performed inside the slot machine, and each reel starts to rotate. After each reel starts to rotate, by operating a stop switch, each reel stops sequentially and one game ends. When a combination of symbols corresponding to the role that wins on the winning line stops when all the reels stop rotating, a prize is won, and the player is given a privilege such as medals being paid out or a privilege such that the game state is shifted (see, for example, Patent Document 1).

[0003] In recent years, as a gaming state advantageous to players, in addition to a BB state that shifts when a BB win is established, there is also an assist time (hereinafter referred to as "AT") state that notifies the operation order of a stop switch for establishing a predetermined prize when a predetermined role is won.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] In gaming machines like those exemplified above, there is a need for further improvements in the enjoyment of the game.

[0006] Furthermore, the above problem applies not only to slot machines as exemplified above, but also to other gaming machines that display multiple types of symbols in a cyclical manner and terminate the cyclical display based on subsequent operation of a stopping mechanism.

[0007] This invention has been made in view of the above circumstances, and aims to provide a gaming machine that can improve the enjoyment of gaming. [Means for solving the problem]

[0008] The invention described in claim 1 is a gaming machine comprising: a plurality of cyclic display means for cyclically displaying a plurality of patterns; a start operation means operated to start the cyclic display of the patterns; a numerical information storage means for storing numerical information; a lottery means for drawing a prize with a winning probability corresponding to the numerical information stored in the numerical information storage means; a plurality of stop operation means operated to individually stop the cyclic display of the patterns; and a prize granting means for granting a prize to the player when a winning prize is achieved in the prize drawing; a main control means that controls the progress of the game and includes at least the lottery means and the prize granting means; and a sub-control means that performs subordinate control based on information transmitted from the main control means, wherein the main control means stores numerical information in the numerical information storage means The system comprises: a first command transmitting means that transmits a first command to the sub-control means when the stored numerical information becomes modifiable; a second command transmitting means that transmits a second command to the sub-control means when the numerical information stored in the numerical information storage means changes from a state where it is modifiable to a state where it is not modifiable; and a prescribed command transmitting means that transmits a prescribed command to the sub-control means when a prescribed operation related to the start of a game round is performed, wherein the sub-control means includes a prescribed notification control means that performs control to execute a prescribed notification indicating that the second command has not been received if the prescribed command is received after the first command but without receiving the second command. [Effects of the Invention]

[0009] This will make it possible to improve the enjoyment of gaming. [Brief explanation of the drawing]

[0010] [Figure 1] A front view of a slot machine in one embodiment. [Figure 2] A perspective view of a slot machine showing the front door closed. [Figure 3] A perspective view of a slot machine with the front door open. [Figure 4]Rear view of the front door. [Figure 5] Front view of the housing. [Figure 6] Diagram showing the symbol arrangement of each reel. [Figure 7] Explanatory diagram showing the relationship between the symbol visible from the display window and the combination line. [Figure 8] Explanatory diagram showing the relationship between the winning mode and the awarded privilege. [Figure 9] Block diagram of the slot machine. [Figure 10] Flowchart showing the timer interrupt processing. [Figure 11] Flowchart showing the normal processing. [Figure 12] Flowchart showing the lottery processing. [Figure 13] Diagram showing an example of the lottery table in the three - coin game. [Figure 14] Diagram showing an example of the lottery table in the two - coin game. [Figure 15] Flowchart showing the reel control processing. [Figure 16] Flowchart showing the pseudo - game determination processing. [Figure 17] Flowchart showing the rotation start processing. [Figure 18] Flowchart showing the command transmission processing 1. [Figure 19] Flowchart showing the instruction monitor display processing. [Figure 20] Flowchart showing the command transmission processing 2. [Figure 21] Flowchart showing the stop control processing. [Figure 22] Flowchart showing the stop position determination processing. [Figure 23] Flowchart showing the transition preparation processing. [Figure 24] Explanatory diagram for explaining the transition of the game section. [Figure 25] Flowchart showing the section lottery processing in the normal section. [Figure 26] Flowchart showing the game section processing in the normal section. [Figure 27] A flowchart illustrating the section lottery process in Chance Mode. [Figure 28] A flowchart illustrating the gameplay section processing in Chance Mode. [Figure 29] A flowchart showing the termination determination process. [Figure 30] A flowchart illustrating the section lottery process in notification mode. [Figure 31] A diagram showing an example of rotation and display patterns in a simulated game. [Figure 32] A diagram showing an example of rotation and display patterns in a simulated game. [Figure 33] A diagram showing a sliding table used in simulated games. [Figure 34] A diagram showing a sliding table used in simulated games. [Figure 35] A diagram showing an example of rotation and display patterns in a simulated game. [Figure 36] A flowchart illustrating the processing of game intervals in notification mode. [Figure 37] A flowchart illustrating the reel control process in the second embodiment. [Figure 38] A flowchart illustrating the instruction monitor display process. [Figure 39] A flowchart illustrating the stop control process. [Figure 40] A flowchart illustrating the process for determining the stopping position. [Figure 41] A flowchart illustrating the process for determining the presentation in a display control device. [Figure 42] A flowchart illustrating the process of executing effects in a display control device. [Figure 43] A flowchart illustrating the process of adding a notification in a display control device. [Figure 44] (a) A diagram showing the configuration of the pseudo-game flag storage area in the third embodiment, (b) A diagram showing the configuration of the header. [Figure 45] A flowchart illustrating command transmission process 1. [Figure 46] A flowchart illustrating command transmission process 2. [Figure 47] A flowchart illustrating the process for determining the stopping position. [Figure 48] A flowchart illustrating command transmission process 3. [Figure 49] A perspective view of the slot machine in the fourth embodiment, showing the front door in a closed position. [Figure 50] Block diagram of the display control device. [Figure 51] A flowchart illustrating the reel control process. [Figure 52] A flowchart illustrating the instruction monitor display process. [Figure 53] A flowchart illustrating the stop control process. [Figure 54] A flowchart illustrating the process for determining the stopping position. [Figure 55] A flowchart illustrating the process of completing an operation command. [Figure 56] A flowchart illustrating the process of waiting for the start to begin. [Figure 57] A flowchart illustrating menu processing. [Figure 58] A flowchart illustrating the waiting process. [Figure 59] A flowchart showing the process of waiting for a start command. [Figure 60] A flowchart illustrating the process for determining the direction of the production. [Figure 61] A flowchart illustrating the button press animation process. [Figure 62] A flowchart illustrating the results display process. [Figure 63] A flowchart illustrating the game section processing in the chance mode in the fifth embodiment. [Figure 64] A flowchart illustrating the section lottery process in notification mode. [Figure 65] A flowchart illustrating the processing of game intervals in notification mode. [Figure 66] A flowchart illustrating the processing of section commands in notification mode. [Figure 67] A flowchart illustrating the start command processing in notification mode. [Figure 68] A flowchart illustrating the processing of section commands in normal sections and chance modes. [Figure 69] A flowchart illustrating the processing of the start command during a normal interval. [Figure 70] A flowchart illustrating the command processing of lottery results during the normal section. [Figure 71] A flowchart illustrating the command processing for the completion of stopping all reels during normal operation. [Figure 72] A flowchart illustrating the start command processing in chance mode. [Figure 73] A diagram showing an example of a display mode displayed on the auxiliary display unit. [Figure 74] A diagram showing the arrangement of symbols on each reel in the sixth embodiment. [Figure 75] An explanatory diagram showing the relationship between the patterns visible through the display window and the combination lines. [Figure 76] An explanatory diagram showing the relationship between the type of prize awarded and the benefits provided. [Figure 77] An explanatory diagram showing the relationship between the type of prize awarded and the benefits provided. [Figure 78] An explanatory diagram showing the relationship between the type of prize awarded and the benefits provided. [Figure 79] A diagram showing an example of a lottery table. [Figure 80] A flowchart illustrating the section lottery process in a normal section. [Figure 81] A flowchart illustrating the processing of game sections during normal gameplay. [Figure 82] A flowchart illustrating the section lottery process in Chance Mode. [Figure 83] A flowchart illustrating the gameplay section processing in Chance Mode. [Figure 84] A flowchart illustrating the section lottery process in notification mode. [Figure 85] A diagram illustrating the relationship between winning combinations and navigation rates. [Figure 86]A flowchart illustrating the process for creating information on winning roles. [Figure 87] A flowchart illustrating the operation navigation process. [Figure 88] A flowchart illustrating the promotion determination process. [Figure 89] A flowchart illustrating the processing of game intervals in notification mode. [Figure 90] A diagram showing an example of a lottery table. [Figure 91] A flowchart showing the interval lottery process in the chance mode in the seventh embodiment. [Figure 92] A flowchart illustrating the gameplay section processing in Chance Mode. [Figure 93] A flowchart illustrating the processing of confrontation commands in Chance Mode. [Figure 94] A flowchart illustrating the command processing for lottery results in Chance Mode. [Figure 95] A flowchart illustrating the process for creating a confrontation scene. [Figure 96] A flowchart illustrating the process for determining the performance. [Figure 97] A flowchart illustrating the section lottery process in notification mode. [Figure 98] A flowchart showing the first stage production decision process. [Figure 99] A flowchart showing the process for determining the second stage production. [Figure 100] A flowchart illustrating the process for determining whether a game is being played. [Figure 101] A flowchart illustrating the processing of game intervals in notification mode. [Figure 102] A flowchart illustrating the processing of confrontation commands in notification mode. [Figure 103] A flowchart illustrating the processing of lottery result commands in notification mode. [Figure 104] An explanatory diagram illustrating the transition of game sections in the eighth embodiment. [Figure 105] A flowchart illustrating the gameplay section processing in Chance Mode. [Figure 106] A flowchart illustrating the navigation counter update process. [Figure 107] A flowchart illustrating the section lottery process in notification mode. [Figure 108] A flowchart illustrating the navigation detection process. [Figure 109] A flowchart illustrating the processing of game intervals in notification mode. [Figure 110] A block diagram relating to auxiliary effects in the ninth embodiment. [Figure 111] (a) Diagram showing the channel configuration, (b) Diagram showing the configuration of the CH4 layer. [Figure 112] An explanatory diagram illustrating the relationship between the volume of the background music and the volume of the winning sound. [Figure 113] A flowchart illustrating the process of controlling the performance. [Figure 114] A flowchart illustrating the liquid crystal control process. [Figure 115] A flowchart illustrating the process for instructing the sound of winning an award. [Figure 116] An explanatory diagram illustrating the relationship between the output time of the winning sound and the time it takes for the background music volume to recover. [Figure 117] A flowchart illustrating the background music output process. [Figure 118] A flowchart illustrating the volume value setting process. [Figure 119] An explanatory diagram illustrating the change in volume values ​​in each layer of the CH4 layer. [Figure 120] An explanatory diagram illustrating the ending movie in the tenth embodiment. [Figure 121] A flowchart illustrating the ED (Emergency Determination) judgment process. [Figure 122] A flowchart illustrating the ED process. [Figure 123] A flowchart illustrating the error checking process. [Figure 124] A flowchart showing the restart process. [Figure 125] A flowchart showing the winning probability setting process in the 11th embodiment. [Figure 126] A flowchart illustrating the process of changing settings. [Figure 127] An explanatory diagram illustrating the configuration of the first sensor buffer. [Figure 128] A flowchart illustrating the ON edge confirmation process. [Figure 129] A flowchart illustrating the process of completing the changes. [Figure 130] A flowchart showing the process of waiting for the setting key to be turned OFF. [Figure 131] A flowchart illustrating the front door command process. [Figure 132] A flowchart illustrating the processing of a configuration change command. [Figure 133] A flowchart illustrating the process of completing the change command. [Figure 134] An explanatory diagram illustrating the relationship between the series of steps taken when setting the winning probability, the set value, and the notification sound. [Figure 135] An explanatory diagram illustrating the transition of game sections in the twelfth embodiment. [Figure 136] A flowchart illustrating the gameplay section processing in Chance Mode. [Figure 137] A flowchart illustrating the section lottery process in notification mode A. [Figure 138] A flowchart illustrating the game section processing in notification mode A. [Figure 139] A flowchart illustrating the section lottery process in notification mode B. [Figure 140] A diagram showing the selection rate of the number of additional games in the bonus game count lottery. [Figure 141] A diagram showing the correspondence between the winning roles and the content of the announcement. [Figure 142] A flowchart illustrating the game section processing in notification mode B. [Figure 143] A flowchart illustrating the process of adding the number of transition games. [Figure 144] A flowchart showing the winning probability setting process in the 13th embodiment 1. [Figure 145]A flowchart illustrating the process of changing settings. [Figure 146] An explanatory diagram illustrating the configuration of the first sensor buffer. [Figure 147] A flowchart illustrating the ON edge confirmation process. [Figure 148] A flowchart illustrating the process of completing the changes. [Figure 149] A flowchart showing the process of waiting for the setting key to be turned OFF. [Figure 150] A flowchart illustrating the processing of a configuration change command. [Figure 151] A flowchart illustrating the process of completing the change command. [Figure 152] A flowchart illustrating the processing of bet commands. [Figure 153] A flowchart illustrating the process of the start command. [Figure 154] A flowchart illustrating the command processing for lottery results. [Figure 155] A flowchart illustrating the termination command process. [Figure 156] A flowchart illustrating the configuration change command processing in the 13th embodiment 2. [Figure 157] A flowchart illustrating the confirmation timer subtraction process. [Figure 158] A flowchart illustrating the process of completing the change command. [Figure 159] A flowchart illustrating the completion confirmation process. [Figure 160] A flowchart illustrating the processing of bet commands. [Figure 161] A flowchart illustrating the process of the start command. [Figure 162] A flowchart illustrating the command processing for lottery results. [Figure 163] A flowchart illustrating the termination command process. [Figure 164] A diagram showing the arrangement of symbols on each reel in the 14th embodiment. [Figure 165] An explanatory diagram showing the relationship between the patterns visible through the display window and the combination lines. [Figure 166]An explanatory diagram showing the relationship between the type of prize awarded and the benefits provided. [Figure 167] An explanatory diagram showing the relationship between the type of prize awarded and the benefits provided. [Figure 168] An explanatory diagram showing the relationship between the type of prize awarded and the benefits provided. [Figure 169] A diagram showing an example of a lottery table. [Figure 170] An explanatory diagram to show the transition between game sections. [Figure 171] A flowchart illustrating the section lottery process in a normal section. [Figure 172] A flowchart illustrating the processing of game sections during normal gameplay. [Figure 173] A flowchart illustrating the section lottery process in Chance Mode. [Figure 174] A diagram showing the correspondence between the winning combination and the points awarded. [Figure 175] A flowchart illustrating the gameplay section processing in Chance Mode. [Figure 176] A flowchart illustrating the CZ (Critical Zone) point processing. [Figure 177] A flowchart illustrating the second transition lottery process. [Figure 178] This diagram shows an example of an auxiliary display effect performed on the auxiliary display unit. [Figure 179] A flowchart illustrating the point management process. [Figure 180] A flowchart showing the process for determining the CZ (Chance Zone) performance. [Figure 181] A diagram showing the correspondence between the winning combination and the point value to be announced. [Figure 182] A diagram showing the correspondence between the notification points and the content of the performance. [Figure 183] A flowchart illustrating the processing of a stop command. [Figure 184] A flowchart showing the processing during the CZ (Challenge Zone). [Figure 185] A flowchart illustrating the normal processing steps. [Figure 186] A flowchart illustrating the processing of the game interval during the pre-announcement mode. [Figure 187] A flowchart showing the process for checking for warning signs. [Figure 188] A flowchart illustrating the premonition sequence processing. [Figure 189] A flowchart illustrating the section lottery process in notification mode. [Figure 190] A diagram illustrating the relationship between winning combinations and navigation rates. [Figure 191] A flowchart illustrating the process for creating information on winning roles. [Figure 192] A flowchart illustrating the operation navigation process. [Figure 193] A flowchart illustrating the promotion determination process. [Figure 194] A flowchart illustrating the processing of game intervals in notification mode. [Modes for carrying out the invention]

[0011] (First embodiment)

[0012] 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.

[0013] 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.

[0014] 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.

[0015] 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.

[0016] 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.

[0017] Here, we will briefly explain the configuration of the reel unit 31.

[0018] 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, 480 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.

[0019] Each reel 32L, 32M, and 32R has multiple symbols drawn on its outer surface in the direction of its longer side (circumferential direction) as identification information. More specifically, 20 symbols are drawn at equal intervals. Therefore, switching a symbol at a predetermined position to the next symbol requires the output of 24 excitation pulses (= 480 pulses ÷ 20 symbols). The main control device 101 can also determine which symbols are visible from the display windows 26L, 26M, and 26R, or control the reels to stop a predetermined symbol at a position visible from the display windows 26L, 26M, and 26R, based on the number of excitation pulses output after receiving the detection signal from the reel index sensor.

[0020] Next, we will explain the designs depicted on each reel, 32L, 32M, and 32R.

[0021] Figure 6 shows the symbol arrangements for the left reel 32L, the middle reel 32M, and the right reel 32R. As shown in the figure, each reel 32L, 32M, and 32R has 20 symbols arranged in a single row. In addition, each reel 32L, 32M, and 32R is numbered from 0 to 19, but these numbers are used by the main control device 101 to recognize the symbols that are visible from the display windows 26L, 26M, and 26R, and are not actually assigned to the reels 32L, 32M, and 32R. However, these numbers will be used in the following explanation.

[0022] There are eight types of symbols: "Cherry" (for example, the 19th symbol on the left reel 32L), "Watermelon" (for example, the 18th symbol on the left reel 32L), "Bell" (for example, the 17th symbol on the left reel 32L), "Red 7" (for example, the 16th symbol on the left reel 32L), "Replay" (for example, the 15th symbol on the left reel 32L), "Star" (for example, the 14th symbol on the left reel 32L), "BAR" (for example, the 11th symbol on the left reel 32L), and "White 7" (for example, the 6th symbol on the left reel 32L). As shown in Figure 6, the number and arrangement order of each symbol are completely different on each reel 32L, 32M, and 32R.

[0023] Each display window 26L, 26M, and 26R is shaped so that three of the 20 symbols attached to the corresponding reel are visible in their entirety. Therefore, when all reels 32L, 32M, and 32R are stopped, 3 x 3 = 9 symbols are visible through the display windows 26L, 26M, and 26R.

[0024] In this slot machine 10, five combination lines are set up: three parallel lines horizontally and two diagonally crossed lines, connecting the positions where these nine symbols are visible. More specifically, as shown in Figure 7(a), the horizontal combination lines are set up as follows: upper line L1 connecting the upper symbols of each reel 32L, 32M, and 32R; middle line L2 connecting the middle symbols of each reel 32L, 32M, and 32R; and lower line L3 connecting the lower symbols of each reel 32L, 32M, and 32R. Additionally, two diagonal combination lines are set: L4, a downward-sloping line connecting 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; and L5, an upward-sloping line connecting 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. When symbols stop in a predetermined combination on an activated combination line, that is, an active line, a prize is awarded, and a predetermined number of tokens (the game medium) are paid out, or the game state is changed.

[0025] In this slot machine 10, as shown in Figure 7(b), only the middle line L2 is set as an active line. The four combination lines of the upper line L1, lower line L3, downward-right line L4, and upward-right line L5 are not considered active lines.

[0026] Figure 8 shows the correspondence between the winning combinations of patterns and the prizes awarded to the winners.

[0027] The only types of wins that result in a change of game state are the BB1 ​​win and the BB2 win.

[0028] If the "Red 7" symbols on reels 32L, 32M, and 32R stop on an active payline, a BB1 win is achieved. If the "Red 7" symbols on reel 32L and reel 32M, and the "White 7" symbol on reel 32R stop on an active payline, a BB2 win is achieved. When either of these BB wins is achieved, the game state changes to BB state.

[0029] One type of prize that grants the benefit of being able to play the next game without inserting any more tokens is the "replay prize."

[0030] If the "Replay" symbol on each reel (32L, 32M, 32R) stops on an active payline, a re-play bonus is awarded.

[0031] The small wins that result in medal payouts include winning a watermelon, cherry, bell, and a compensation win.

[0032] If the "Watermelon" symbol on reels 32L, 32M, and 32R stops on an active payline, a Watermelon win will be awarded, and 3 medals will be paid out. If the "Cherry" symbol on the left reel 32L stops on an active payline, a Cherry win will be awarded, and 3 medals will be paid out.

[0033] If the "bell" symbol on each reel (32L, 32M, 32R) stops on any combination line, a bell win is awarded, and 9 medals are paid out. More specifically, in addition to the case where the "bell" symbol on each reel (32L, 32M, 32R) stops on the middle line L2, if a combination of symbols that would cause the "bell" symbol on each reel (32L, 32M, 32R) to stop on the upper line L1 also stops on the middle line L2, a bell win is awarded, and 9 medals are paid out. Examples of symbol combinations that visually result in a bell win include the combination of "red 7", "star", "star", or the combination of "BAR", "cherry", "BAR". Furthermore, although the details of the winning symbol combinations are omitted, if a compensatory win occurs, 1 medal is paid out.

[0034] In the following, the combination of symbols corresponding to each prize will also be referred to as the winning symbol combination. For example, the BB2 symbol combination is the combination of symbols that results in a BB2 win, namely the combination of "Red 7", "Red 7", and "White 7". Also, the symbols on each reel 32L, 32M, and 32R that correspond to each prize will also be referred to as the winning symbols. For example, the BB2 symbol is the "Red 7" on the left reel 32L and the middle reel 32M, and the "White 7" on the right reel 32R.

[0035] 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.

[0036] To the right of the start lever 41 are button-shaped stop switches 42 to 44, which are operated to individually stop each of the rotating reels 32L, 32M, and 32R. Each stop switch 42 to 44 is located directly below the display windows 26L, 26M, and 26R corresponding to the reels 32L, 32M, and 32R that are to be stopped. That is, 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 the reels 32L, 32M, and 32R.

[0037] 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.

[0038] 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.

[0039] 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.

[0040] 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.

[0041] 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 left of the first credit insertion switch 56, there are a second credit insertion switch 57 and a third credit insertion switch 58. The second credit insertion switch 57 is for inserting two virtual tokens at once, and the third credit insertion switch 58 is for inserting one virtual token. 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.

[0042] 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 medium.

[0043] 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 credited, a remaining payout display unit 61, and a payout display unit 62 that displays the number of medals dispensed when a win occurs. In addition, a section indicator 66 indicating the game section is provided in the lower right corner of the payout display unit 62. These display units 60-62 and the section indicator 66 are composed of 7-segment displays, but it is of course possible to replace them with liquid crystal displays or the like.

[0044] 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.

[0045] 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.

[0046] Above the reel unit 31, a main control device 101 that centrally manages the game is mounted on the casing 11.

[0047] Next, the electrical configuration of this slot machine 10 will be explained based on the block diagram in Figure 9.

[0048] 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.

[0049] Various sensors are connected to the input side of the main control device 101, including the reel unit 31 (more specifically, a reel index sensor that individually detects when each reel 32L, 32M, and 32R has completed one rotation), a start detection sensor 41a that detects the operation of the start lever 41, stop detection sensors 42a to 44a that individually detect the operation of each stop switch 42 to 44, a coin insertion detection sensor 45a that detects coins inserted from the coin slot 45, a payout detection sensor 51a that detects coins dispensed from the hopper device 51, credit insertion detection sensors 56a to 58a that individually detect the operation of each credit insertion switch 56 to 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.

[0050] 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.

[0051] 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.

[0052] 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.

[0053] 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 section display unit 66, the display control device 81, and an external centralized terminal board 121 that can transmit information to a hall management device (not shown).

[0054] The display control device 81 is a control device for driving the upper lamp 63, speaker 64, and auxiliary display unit 65, and is equipped with a circuit board that integrates a CPU, ROM, RAM, etc. for driving these components. After receiving signals from the main control device 101, the display control device 81 independently controls the upper lamp 63, speaker 64, and auxiliary display unit 65. Therefore, 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. In addition, the various display units 60 to 62 may also be driven and controlled by the display control device 81.

[0055] 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 figures, 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 the various processes shown in the flowcharts in Figures 10 to 36 are stored in the ROM 105 as part of the control program.

[0056] 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 draw for winning combinations, 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 the game state, a section information storage area 106d for storing the game section, and a backup area.

[0057] 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 10), and the restoration of each value written to the backup area is performed in the main processing when the power is turned on.

[0058] 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.

[0059] 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 the flowcharts in Figures 10 to 36.

[0060] Figure 10 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.

[0061] 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.

[0062] Here, I will briefly explain how to handle power outages.

[0063] 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.

[0064] During the power outage handling process, the value of the CPU 102's stack pointer is saved to the backup area of ​​RAM 106. Then, the output status of the output ports on the I / O port 104 is cleared, and all actuators (not shown) are turned off. Next, a RAM judgment value is calculated and saved to the backup area to determine whether the data in RAM 106 is normal when the power outage is resolved, thereby prohibiting further RAM access. After performing the above processes, an infinite loop is entered in preparation for the possibility that the power will be completely cut off and processing will become impossible. In addition, to account for cases where the power outage flag is incorrectly set due to noise, etc., it is checked whether a power outage signal is being output until the infinite loop is entered. If no power outage signal is output, it means that the power outage has been resolved, so writing to RAM 106 is permitted, the power outage flag is reset, and the timer interrupt processing returns. If the power outage signal continues to be output, the infinite loop is entered. Incidentally, even under infinite loop conditions, it is checked whether a power outage signal is being output, and if the power outage signal is no longer being output, the process returns to the main process.

[0065] 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.

[0066] In other words, step S104 performs a watchdog timer clearing process to initialize the value of the watchdog timer used to monitor for malfunctions. Step S105 performs an interrupt termination declaration process to enable the CPU 102 itself to set the next timer interrupt. Step S106 performs stepping motor control processing to drive the stepping motors that are the respective reel drive motors in order to rotate each reel 32L, 32M, and 32R, and to apply the brakes to the corresponding stepping motors in order to stop the rotating reels 32L, 32M, and 32R. Step S107 performs sensor monitoring processing to read the status of various sensors (see Figure 9) such as stop detection sensors 42a to 44a, inserted medal detection sensor 45a, and payout detection sensor 51a connected to the input / output port 104, and to monitor whether the reading results are normal or not. Step S108 performs timer subtraction processing to subtract the values ​​of each counter and timer. In step S109, a counter process is performed to output the results of counting the number of medals bet and the number of medals paid out to the external centralized terminal board 121.

[0067] In step S110, 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 S111, 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 S112, port output processing is performed to output data corresponding to the I / O device from the input / output port 104. In step S113, 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 S114, interrupt enable processing is performed to enable the next timer interrupt, and this series of timer interrupt processing is completed.

[0068] Next, we will explain the normal processing that performs the main controls related to gameplay, based on the flowchart in Figure 11.

[0069] 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.

[0070] 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.

[0071] In the start-up waiting process, it is determined whether a re-play win was achieved in the previous game. If a re-play win was achieved, 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. In the automatic insertion process, virtual tokens are inserted without reducing the number of virtual tokens displayed on the credit display unit 60. In other words, if a re-play win was achieved in the previous game, the player can play the current game without reducing the number of tokens they possess or inserting any tokens. If a re-play win was not achieved, a sensor abnormality check process is performed to check if there is an abnormality in the sensor reading result made in the sensor monitoring process step S107 of the timer interrupt process. 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. If the settlement switch 59 has been operated, a token return process is performed to pay out the same number of tokens as the credited virtual tokens. 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.

[0072] After the start-waiting process is completed, step S205 determines whether the number of medals bet has reached a predetermined number. In this slot machine 10, the predetermined number is set to "2" and "3". If the number of bets has not reached a predetermined number, the process returns to the start-waiting process in step S204 and performs the processes from the sensor abnormality check onwards. If the number of bets has reached a predetermined number, step S206 determines whether 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 performs the processes from the sensor abnormality check onwards.

[0073] On the other hand, when the start lever 41 is operated, the game can be started when the start lever 41 is operated while a specified number of medals have been bet, so this means that a start command has been issued to start the game. In this case, in step S207, the active line setting process is performed to set the middle line L1 as the active line, and in step S208, the medal passage switching solenoid 46a is switched to a de-energized state to prohibit bet acceptance. After that, the lottery process in step S209, the rotation initialization process in step S210, the 4.1 second elapsed waiting process in step S211, the reel control process in step S212, the medal payout process in step S213, the game section process in step S214, and the BB state process in step S215 are executed in order, and the process returns to step S203.

[0074] Next, the lottery process in step S209 will be explained based on the flowchart in Figure 12.

[0075] 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.

[0076] After obtaining a random number, step S302 selects a lottery table for determining whether a winning combination is achieved. In this slot machine 10, six levels of winning probabilities, from "Setting 1" to "Setting 6," are pre-configured. 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.

[0077] Let's briefly explain the lottery table. Figure 13 shows the lottery table selected for 3-coin play with "Setting 3," and Figure 14 shows the lottery table selected for 2-coin play with "Setting 3." The lottery table has an index value IV, and each index value IV is uniquely associated with a winning combination, and also has a point value PV.

[0078] 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.

[0079] Subsequently, in step S305, the success or failure of the role corresponding to the index value IV is determined. In determining the success or failure of the role, it is determined whether the judgment value DV exceeds 65535. If it exceeds 65535, the process proceeds to step S306, and the winning flag corresponding to the index value IV at that time is set in the winning flag storage area 106a of RAM 106. For example, if IV=5 and the judgment value DV exceeds 65535, in step S306, the middle-right-left bell winning flags, indicating that the bell, compensation role 2, and compensation role 4 have been won, are set in the winning flag storage area 106a.

[0080] Incidentally, if the set winning flag is not the BB1 ​​winning flag indicating a win of BB1, or the BB2 winning flag indicating a win of BB2, 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 in normal processing). On the other hand, if the winning flag is the BB1 ​​winning flag or the BB2 winning flag, these winning flags are reset with the condition that the corresponding prize has been achieved. In other words, the BB1 ​​winning flag and the BB2 winning flag may remain valid for multiple games. Note that in step S306 when the BB1 ​​winning flag or the BB2 winning flag is carried over, if a prize other than BB1 or BB2 is won, the corresponding winning flag is set, and if BB1 or BB2 is won, the corresponding winning flag is not set. Therefore, for example, if BB2 is won in a 2-coin game and the BB2 winning flag is carried over, and a 3-coin game is played, BB1 will not be won.

[0081] 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, in step S307, the index value IV is incremented by 1, and in the following step S308, 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 the 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.

[0082] Incidentally, when determining the outcome of a game using the lottery table shown in Figure 13 in a 3-coin game, the probability of winning a replay is approximately 1 in 7.3, the probability of winning left-center-right bell, left-right-center bell, center-left-right bell, center-right-left bell, right-center-left bell, and right-left-center bell is approximately 1 in 9.0 each, the probability of winning a watermelon or cherry is approximately 1 in 50 each, and the probability of winning BB1 is approximately 1 in 12. In a 3-coin game, the events of winning a single-coin game and winning BB2 do not occur.

[0083] In a two-coin game, when determining the outcome of a winning combination using the lottery table shown in Figure 14, the probability of winning a replay is approximately 1 in 7.3, the probability of winning left-center-right bell, left-right-center bell, center-left-right bell, center-right-left bell, right-center-left bell, and right-left-center bell is approximately 1 in 16,000 each, the probability of winning a watermelon or cherry is approximately 1 in 50 each, the probability of winning a single-coin combination is approximately 1 in 1.9, and the probability of winning BB2 is approximately 1 in 4.0. In a two-coin game, the event of winning BB1 does not occur.

[0084] If a winning flag is set in step S306, or if it is determined in step S308 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 S309, where a section lottery process related to the transition of the game section is performed. In step S310, a lottery result command is sent to the display control device 81. Upon receiving the lottery result command, the display control device 81 grasps the various results performed in this lottery process, specifically the results of the judgment of winning or losing a role and the lottery results in the section lottery process. If a lottery result command is sent, the lottery process is terminated.

[0085] If the lottery process is completed, the rotation initialization process is performed in step S210, as shown in the flowchart of Figure 11. The RAM 106 is provided with a motor control storage area that stores information used for driving control of the stepping motor, and the rotation initialization process initializes the motor control storage area. In step S211, a 4.1-second waiting process is performed. In the 4.1-second waiting process, it is checked whether a predetermined wait time (approximately 4.1 seconds in this embodiment) has elapsed since the reels started rotating in the previous game, and if it has not elapsed, the system waits until the wait time has elapsed. If the wait time has elapsed, the wait time for the next game is reset, and the 4.1-second waiting process is terminated. Because of this 4.1-second waiting process, even if the player bets the prescribed number of medals and operates the start lever 41, the reels 32L, 32M, and 32R may not immediately start rotating.

[0086] Next, the reel control process in step S212 will be explained based on the flowchart in Figure 15. In this slot machine 10, in addition to the game in which a bonus such as a payout of medals is granted when a combination of symbols corresponding to a winning combination stops in one game (hereinafter also referred to as "this game"), a simulated game may be played. To make it easier to understand, the reel control process in the case where no simulated game is played, that is, when only the main game is played, will be explained first.

[0087] In the reel control process, step S401 performs a simulated game determination process to determine whether or not to perform a simulated game. In step S402, a rotation start process is performed to start the rotation of each reel 32L, 32M, and 32R.

[0088] In the rotation start process, as shown in the flowchart of Figure 17, the repeat count counter in RAM 106 is set to 3 in step S601. In step S602, it is determined whether or not the post-simulated game flag, which indicates that a simulated game has been played, is set. If the post-simulated game flag is not set, i.e., no simulated game has been played, the process proceeds to step S607, and the acceleration of the reels is started according to the value of the repeat count counter. More specifically, if the value of the repeat count counter is 3, the rotation start setting table address for the left reel 32L is obtained; if the value of the repeat count counter is 2, the rotation start setting table address for the middle reel 32M is obtained; and if the value of the repeat count counter is 1, the rotation start setting table address for the right reel 32R is obtained. In other words, in the process in step S607, only the rotation start setting table address according to the value of the repeat count counter is obtained, and no drive control of the stepping motor is performed. The drive control of the stepping motor is performed in the stepping motor control process S107 of the timer interrupt process described above, based on the acquired rotation start setting table.

[0089] If the rotation start setting table address corresponding to the value of the repetition count counter is obtained in step S607, the process proceeds to step S608, where 1 is subtracted from the value of the repetition count counter. In step S609, it is determined whether the value of the repetition count counter has become 0. If the value of the repetition count counter has not become 0, the process returns to step S602. If the value of the repetition count counter has become 0, the process proceeds to step S610, where it is determined whether the post-simulated game flag has been set. If the post-simulated game flag has not been set, the process ends.

[0090] As described above, during the rotation start process, acceleration begins in the following order: left reel 32L → middle reel 32M → right reel 32R.

[0091] Returning to the explanation of the reel control process, step S403 determines whether or not stop information for reel stop control in this game has been set. If the above stop information has not been set, the process proceeds to step S404, where stop information setting processing is performed to set the above stop information. In the stop information setting processing, stop information is created according to the result of the win / loss determination of the winning combination, and the creation result is stored in the stop information storage area 106b. Note that in step S404, only stop information for reel stop control in this game (hereinafter simply referred to as "stop information") is set, and even if a simulated game is to be played, stop information for reel stop control in the simulated game (hereinafter referred to as "simulated game stop information") is not set. In step S405, 3 is set in the reel rotation counter provided in RAM 106, and in step S406, command transmission processing 1 is performed.

[0092] In command transmission process 1, as shown in the flowchart of Figure 18, a simulated game spin start command is set in step S701. Here, the simulated game spin start command is a command sent to the display control device 81 to indicate that each reel 32L, 32M, and 32R has started to spin during the simulated game. In step S702, it is determined whether or not the simulated game flag, which indicates that a simulated game will be played, is set. If the simulated game flag is not set, i.e., the simulated game will not be played, the simulated game spin start command is cleared in step S703, and the spin start command is set in step S704. Here, the spin start command is a command sent to the display control device 81 to indicate that each reel 32L, 32M, and 32R has started to spin during the actual game. In step S705, the set spin start command or simulated game spin start command is sent to the display control device 81. After that, this process ends.

[0093] Returning to the explanation of the reel control process, if command transmission process 1 is completed in step S406, the process proceeds to step S407 to determine whether there are any reels accelerating. If there are any reels accelerating, the process waits until the acceleration of all reels 32L, 32M, and 32R is complete. Once the acceleration of all reels 32L, 32M, and 32R is complete and all reels 32L, 32M, and 32R are rotating at a constant speed at a predetermined rotational speed, the process proceeds to step S408 to perform the instruction monitor display process. In the following step S409, command transmission process 2 is performed.

[0094] In command transmission process 2, as shown in the flowchart of Figure 20, it is determined in step S901 whether or not the simulated game flag is set. If the simulated game flag is not set, the process proceeds to step S902, and a stop command is sent to the display control device 81. Upon receiving the stop command, the display control device 81 understands that all reels 32L, 32M, and 32R are rotating at a constant speed in this game. In step S902, the lamps (not shown) of each stop switch 42 to 44 are illuminated to inform the player that it is now possible to issue a stop command in this game. After that, command transmission process 2 is terminated.

[0095] If command transmission process 2 is completed, the process proceeds to step S410, where stop control processing is performed.

[0096] In the stop control process, as shown in the flowchart in Figure 21, it is determined in step S1001 whether or not the simulated game flag is set. If the simulated game flag is not set, the process proceeds to step S1008 to determine whether or not the stop switch corresponding to the rotating reel has been operated, i.e., whether or not a stop command has been issued. If no stop command has been issued, the process returns to step S1001. If a stop command has been issued, the process proceeds to step 1009 to perform a stop position determination process in order to stop the rotating reel.

[0097] In the stop position determination process, as shown in the flowchart of Figure 22, in step S1101, 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 obtained. Specifically, the symbol number of the symbol that has reached the base position is obtained by the number of excitation pulses output from the time the detection signal of the reel index sensor is input. In step S1102, 1 is subtracted from the value of the reel rotation counter. In step S1103, it is determined whether or not the pseudo-game flag is set. If the pseudo-game flag is not set, the process proceeds to step S1106, and a stop command is sent to the display control device 81. Upon receiving the stop command, the display control device 81 determines which stop switch was operated to generate the stop command and which reel will stop. In step S1106, the lamp (not shown) of the stop switch that generated the stop command is turned off to notify the player that it is no longer possible to generate a stop command in this game. In the following step S1107, the number of slips of the reel 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, and 32R when the stop switches 42 to 44 are operated: a stopping pattern in which the reached symbol is stopped as is, a stopping pattern in which the corresponding reel is stopped after sliding one symbol, a stopping pattern in which it is stopped after sliding two symbol positions, a stopping pattern in which it is stopped after sliding three symbol positions, and a stopping pattern in which it is stopped after sliding four symbol positions. In step S1107, a value from 0 to 4 is calculated as the number of slips based on the stop information stored in the stop information storage area 106b. Then, in step S1108, the calculated number of slips is added to the symbol number of the reached symbol to determine the symbol number of the symbol to actually stop at the base position. In step S1109, it is determined whether or not the simulated game flag is set. If the simulated game flag is not set, the stop information modification process is performed in step S1110, and then the stop position determination process is terminated.

[0098] Here, the stop information modification process is the process of modifying the stop information stored in the stop information storage area 106b of RAM 106 after the reels have stopped. In the stop information modification 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, if a win occurs with any of the following combinations (see Figure 13): left-center-right bell, left-right-center bell, center-left-right bell, center-right-left bell, right-center-left bell, or right-left-center bell, the stop information modification process is performed to change the winning combination that is achieved according to the operation order of the stop switches 42-44 that generated the stop command.

[0099] For example, if the left-center-right bell combination is won, the stop information is changed so that a bell win is achieved when the stop switches 42-44 are operated in the order of left stop switch 42 → center stop switch 43 → right stop switch 44, while a compensation prize 1 or compensation prize 4 is achieved when the stop switches 42-44 are operated in any other order. The same applies to left-right-center bells, center-left-right bells, center-right-left bells, right-center-left bells, and right-left-center bells. The stop information is changed so that a bell win is achieved when the stop switches 42-44 are operated in the order corresponding to the name of the winning combination, while a compensation prize corresponding to the winning combination is achieved when the stop switches 42-44 are operated in any other order. In the following, left-center-right bells, left-right-center bells, center-left-right bells, center-right-left bells, right-center-left bells, and right-left-center bells are collectively referred to as "press-order combinations" or "press-order bells".

[0100] Incidentally, in this slot machine 10, due to the stop information setting process and stop information change process, if a replay is won, a replay win will be achieved regardless of the order and timing of operation of stop switches 42-44. If a push-order bell is won, a bell win will be achieved regardless of the timing of operation if stop switches 42-44 are operated in the correct order, and a compensatory win will be achieved regardless of the timing of operation if stop switches 42-44 are operated in the incorrect order. If a single-coin win is won, a compensatory win will be achieved regardless of the order and timing of operation of stop switches 42-44. If a watermelon, cherry, BB1, or BB2 is won, the corresponding win will be achieved if the stop switches 42-44 are operated at the predetermined timing, aiming for the winning symbol.

[0101] Returning to the explanation of the stop control process, once the stop position determination process is complete, the process proceeds to step S1010 to determine whether the reel rotation counter value has become 0. If the reel rotation counter value has not become 0, the process returns to step S1001. In other words, in this slot machine 10, once the stop symbol number of the reel for which a stop command was issued has been determined, regardless of whether the reel for which the stop command was issued has actually stopped, the process determines in step S1008 whether the next stop command has been issued. Therefore, the player can issue stop commands continuously without waiting for the reels to stop. Note that the stopping of the reels is not performed in the stop control process (normal process), but rather in the stepping motor control process S107 of the timer interrupt process mentioned above. In the stepping motor control process, it is determined whether the symbol number of the target symbol of the reel for which the stop command was issued has become equal to the stop symbol number, and if they are equal, the reel for which the stop command was issued is stopped by performing a braking process.

[0102] If the reel rotation counter value is determined to be 0 in step S1010, it means that the stop symbol numbers have been determined for all reels 32L, 32M, and 32R, so the process proceeds to step S1011 to determine whether the symbol numbers of the reached symbols for all reels 32L, 32M, and 32R have become the stop symbol numbers. If the symbol numbers of the reached symbols for all reels 32L, 32M, and 32R have not become the stop symbol numbers, the process waits until the symbol numbers of the reached symbols for all reels 32L, 32M, and 32R have become the stop symbol numbers. If the symbol numbers of the reached symbols for all reels 32L, 32M, and 32R have become the stop symbol numbers, the process proceeds to step S1012 and a command indicating that all reels have stopped is sent to the display control device 81. Upon receiving the command indicating that all reels have stopped, the display control device 81 understands that all reels 32L, 32M, and 32R have reached their stopping positions. In the following step S1013, it is determined whether all stop switches 42-44 are in an idle state. More specifically, it is determined whether all input signals from stop detection sensors 42a-44a are OFF. If any input signal from any of the stop detection sensors 42a-44a is ON, it means that the player is operating the corresponding stop switch, so the process remains on standby. If all stop switches 42-44 are in an idle state, the process proceeds to step S1014, where it is determined whether the instruction monitor, described later, is currently displayed. If the instruction monitor is currently displayed, the instruction monitor is cleared in step S1015. In both the case where the instruction monitor is cleared and the case where the instruction monitor is not currently displayed, the process is terminated after waiting for 100 msec in step S1016. Incidentally, the reason for waiting for 100 msec in step S1016 is to wait for the brake process to be completed in the stepping motor control process and for the reel's oscillation to subside.

[0103] Returning to the explanation of the reel control process, if the stop control process is completed, proceed to step S411 to determine whether the simulated game flag is set or not. If the simulated game flag is not set, this process is terminated.

[0104] Next, we will briefly explain the medal payout process in step S213.

[0105] In the medal payout process, a payout determination process is performed first. The payout determination process is a process that sets the number of medals to be paid out, with one of the conditions being that the winning combination of symbols is lined up on the active line. In the payout determination process, the combination of symbols formed on the active line is derived from the symbol numbers of the symbols that stopped on the lower row of each reel 32L, 32M, and 32R, and it is determined whether or not a win has occurred on the active line. If a win has not occurred, the payout determination process ends as is. If a win has occurred, it is further determined whether the winning condition device corresponds to the winning flag set in the winning flag storage area 106a. If the winning condition device corresponds to the winning flag, the winning condition device and the number of medals to be paid out corresponding to that condition device are set in the payout information storage area provided in RAM 106, and the payout determination process ends. On the other hand, if the winning condition device does not correspond to the winning flag, the slot machine 10 is put into an error state, and an abnormal occurrence process is performed to notify the occurrence of the error. This error state is maintained until the reset switch 72 is operated. When the payout determination process is completed, a winning result command is sent to the display control device 81 to make it aware of the winning condition device for the current game round.

[0106] When a winning result command is sent, it is determined whether the number of payouts set in the payout information storage area is 0 or not. If the number of payouts is 0, it means that the previous payout determination process determined that no small win occurred. In this case, it is determined whether a re-play win occurred based on the condition device set in the payout determination process. If a re-play win has not occurred, the medal payout process ends as is. If a re-play win has occurred, the re-play setting process is performed and the medal payout process ends. Note that in the start waiting process S204 explained earlier, the automatic insertion process is performed when it is determined that the re-play setting process has been performed.

[0107] 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. Also, 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 count display unit 62.

[0108] Next, the game section processing in step S214 will be described later, and the BB state processing in step S215 will be explained.

[0109] In the BB state processing, it is determined whether the current game state is the BB state. If it is not the BB state, it is determined whether the BB1 ​​winning flag or the BB2 winning flag is set. If neither BB winning flag is set, a state command is sent to the display control device 81, and the BB state processing ends. Here, the state command is a command sent to the display control device 81 to determine the game state at the end of the game (i.e., the game state of the next game), and the state command corresponding to the setting flag set in the state information storage area 106c is sent.

[0110] If any BB winning flag is set, the system determines whether the corresponding BB win has occurred based on the condition set in the previous payout determination process. If the corresponding BB win has not occurred, a status command is sent and the BB status processing ends. If the corresponding BB win has occurred, the BB winning flag set in the winning flag storage area 106a of RAM 106 is cleared. At this time, if a BB1 win has occurred, the BB1 ​​setting flag is set in the status information storage area 106c, and the remaining BB game counter in the status information storage area 106c is set to 30. If a BB2 win has occurred, the BB2 setting flag is set in the status information storage area 106c, and the remaining BB game counter in the status information storage area 106c is set to 30. After that, a status command is sent and the BB status processing ends.

[0111] If the current game state is BB state, 1 is subtracted from the remaining BB game counter, and it is determined whether the remaining BB game counter has reached 0. If the remaining BB game counter has not reached 0, the BB state processing is terminated after sending a state command. If the remaining BB game counter has reached 0, it means that the conditions for ending the BB state have been met, so the BB setting flag is cleared. After that, a state command is sent and the BB state processing is terminated.

[0112] As described above, when the BB1 ​​setting flag or the BB2 setting flag is set in the state information storage area 106c, the game state will remain in the BB state until 30 games are played. In the BB state based on the BB1 ​​setting flag, only 3-coin games are possible, and a compensation prize is always awarded, resulting in a 1-coin payout. Therefore, when transitioning to the BB state based on the BB1 ​​setting flag, the player will lose 60 (=(3-1)×30) coins by the time the BB state ends. In the BB state based on the BB2 setting flag, only 2-coin games are possible, and a compensation prize is always awarded, resulting in a 1-coin payout. Therefore, when transitioning to the BB state based on the BB2 setting flag, the player will lose 30 (=(2-1)×30) coins by the time the BB state ends.

[0113] In this slot machine 10, the main control unit 101 manages two types of game states: normal state and BB state, as well as two types of game periods: normal period and advantageous period.

[0114] Figure 24 shows the transition between game sections.

[0115] The normal section is a game section in which a lottery is held to determine whether or not to transition to the advantageous section. In the normal section, the order of operation of stop switches 42-44 is not announced when a push-order bell is won. Therefore, in the normal section, if playing with 2 coins, a decrease of approximately 0.95 coins can be expected per game, and if playing with 3 coins, a decrease of approximately 0.91 coins can be expected per game. If the lottery for transitioning to the advantageous section is won, the game section transitions to the advantageous section.

[0116] The advantageous section is a game section in which the operation order of stop switches 42-44 may be announced when a push-order bell is won. In other words, the advantageous section is a game section that is more advantageous to the player than the normal section in that the operation order may be announced. The advantageous section consists of two game modes: chance mode and announcement mode. If the player wins the lottery to transition to the advantageous section in the normal section, they will transition to the chance mode of the advantageous section. The advantageous section ends when 1500 games have been played in the advantageous section, or when the difference in the number of tokens in the advantageous section reaches 2400, regardless of the game mode at that time. More specifically, when the difference in the number of tokens in the advantageous section reaches 2400 without the increase in the number of tokens owned by the player in that advantageous section becoming 0, or in other words, when the difference in the number of tokens from the point in the advantageous section when the number of tokens owned by the player is at its lowest point reaches 2400.

[0117] Chance Mode is a game mode in which a lottery is held to determine whether or not to transition to Notification Mode. Chance Mode ends when the transition lottery is won, or when a predetermined number of games have been played in Chance Mode. When Chance Mode ends, the game transitions to Notification Mode. In Chance Mode, as in the normal section, the order of operation of stop switches 42-44 is not announced when a push-order bell is won. Therefore, in Chance Mode, if playing with 2 coins, a decrease of approximately 0.95 coins per game can be expected, and if playing with 3 coins, a decrease of approximately 0.91 coins per game can be expected.

[0118] Notification mode is a game mode in which, when playing with 3 coins, the operation sequence of stop switches 42-44 that will result in a bell payout when a push-order bell is won is announced. Therefore, in notification mode, when playing with 2 coins, a decrease of approximately 0.95 coins can be expected per game, while when playing with 3 coins, an increase of approximately 3.5 coins can be expected per game. Notification mode ends when the net increase in coins under this mode reaches a predetermined number. When notification mode ends, the advantageous period also ends and the game returns to the normal period.

[0119] As described above, this slot machine 10 features a gameplay mechanic where players increase their number of tokens by playing with three tokens while in notification mode.

[0120] The following sections will explain the various processes performed by the main control unit 101 when managing the game section, referring to the flowcharts from Figure 25 onwards. For ease of understanding, the various processes performed by the main control unit 101 in each game section will be explained individually.

[0121] First, let's explain the processing in the normal section.

[0122] Figure 25 is a flowchart showing the section lottery process in a normal section. The section lottery process is performed after the determination of whether a role is correct or incorrect in the lottery process (step S309, see Figure 12), and is performed at the start of the game.

[0123] In step S1301, it is determined whether the current game is a 3-coin game. If it is a 3-coin game, the process proceeds to step S1302, where it is determined whether a winning flag is set in the winning flag storage area 106a, that is, whether any winning combination has been achieved. If a winning flag is set, the process proceeds to step S1303, where it is determined whether the winning flag was set during the current game. Specifically, as shown in Figure 13, the event of winning BB2 does not occur in a 3-coin game. Therefore, if the only winning flag set is the BB2 winning flag, it is determined that the winning flag was not set during the current game. If a winning flag other than the BB2 winning flag is set, it is determined that the winning flag was set during the current game. If the winning flag was set during the current game, the transition flag is set in step S1304, and the section indicator 66 is turned ON in step S1305, ending this process. If this game involves two cards, if the winning flag is not set, or if the winning flag is set but not for this particular game, this process will terminate immediately.

[0124] Figure 26 is a flowchart showing the game section processing during the normal section. The game section processing is performed after the medal payout processing is completed (step S214, see Figure 11), and is performed at the end of the game.

[0125] In step S1401, it is determined whether the transition flag is set or not. If the transition flag is set, it means that the transition lottery has been won in this game. In this case, the advantageous section transition process shown in steps S1402 to S1408 is performed.

[0126] In the advantageous section transition process, the transition flag is cleared in step S1402. In step S1403, the game section flag stored in the section information storage area 106d is changed to the advantageous flag, and in step S1404, the section game counter provided in the section information storage area 106d is set to 0. In the following step S1405, the game mode flag stored in the section information storage area 106d is changed to the chance flag. In step S1406, the transition game counter provided in the section information storage area 106d is set to 700. In step S1407, the mode game counter provided in the section information storage area 106d is set to 0, and in step S1408, the difference in tokens counter provided in the section information storage area 106d is set to 0.

[0127] If it is determined in step S1401 that the transition flag is not set, or if the difference counter is set to 0 in step S1408, a section command is sent in step S1409 to terminate this process. Here, a section command is a command sent to the display control device 81 to understand various information about the game section at the end of the game (i.e., the game section and game mode of the next game, and if it is an advantageous section, the number of games played in that advantageous section and the number of games played in the game mode, etc.). In step S1409, a section command corresponding to the game section flag, game mode flag, and various counter values ​​set in the section information storage area 106d is sent.

[0128] As described above, if any winning combination is achieved during a 3-coin game in the normal section, the game transitions to the chance mode in the advantageous section. As shown in Figure 13, for example, in the case of "Setting 3," if the BB1 ​​winning flag and BB2 winning flag are not carried over, the probability of a loss is only about 1 in 13, and if either the BB1 ​​winning flag or the BB2 winning flag is carried over, the probability of a loss is only about 1 in 6.4. Therefore, the normal section will end after a few games if 3 coins are played. Note that if 2 coins are played, the game will not transition to the advantageous section regardless of whether a winning combination is achieved or not.

[0129] Next, we will explain the processing during the chance mode in the advantageous period.

[0130] Figure 27 is a flowchart showing the interval lottery process in chance mode. The interval lottery process is performed after the determination of whether a role is won or lost in the lottery process (step S309, see Figure 12), and is performed at the start of the game.

[0131] Step S1501 determines whether the current game is a 3-coin game. If it is a 3-coin game, the process proceeds to step S1502 to determine whether a rare role has been won. In this slot machine 10, watermelon and cherry are set as rare roles, so in step S1502, it is determined whether the watermelon winning flag or the cherry winning flag has been set. If a rare role has been won, the process proceeds to step S1503 to perform a transition lottery to determine whether to transition to notification mode. In the transition lottery in chance mode, the result is determined based on the set winning flag and the random number obtained when determining whether the role is won or lost. In step S1504, it is determined whether the transition lottery has been won. If the transition lottery is won, the transition flag is set in step S1505 and this process ends; if the transition lottery is not won, this process ends without setting the transition flag. If the game was played with 2 tokens instead of 3, or if no rare role was won, the above transition lottery will not be performed and this process will end immediately.

[0132] Figure 28 is a flowchart showing the game section processing in Chance Mode. Game section processing is a process that takes place after the medal payout process is completed (step S214, see Figure 11), and is performed at the end of the game.

[0133] In step S1601, a termination determination process is performed.

[0134] In the termination determination process, as shown in the flowchart in Figure 29, in step S1701, 1 is added to the value of the interval game counter, and in step S1702, it is determined whether the value of the interval game counter has reached 1500. If the value of the interval game counter has not reached 1500, the process proceeds to step S1706 to determine whether a re-play win has been achieved. If a re-play win has not been achieved, the process proceeds to step S1707 to perform a difference in tokens adjustment process that changes the value of the difference in tokens counter.

[0135] In the coin difference adjustment process, the number of medals bet (3 or 2 in this embodiment) is subtracted from the number of medals paid out in the current game, and the result of this subtraction is added to the coin difference counter. Then, it is determined whether the value of the coin difference counter is 0 or greater. If the value of the coin difference counter is less than 0, the value of the coin difference counter is changed to 0 and the coin difference adjustment process is terminated. If the value of the coin difference counter is 0 or greater, the coin difference adjustment process is terminated as is. Note that the coin difference adjustment process is not performed when a re-play win occurs because the result of subtracting the number of medals bet from the number of medals paid out in the current game is 0, so there is no need to perform the coin difference adjustment process.

[0136] If it is determined in step S1706 that a re-play win has occurred, or if the difference in the number of tokens adjustment process is performed in step S1707, then in step S1708, it is determined whether the value of the difference in the number of tokens counter is greater than 2400. If the value of the difference in the number of tokens counter is 2400 or less, this process is terminated.

[0137] If it is determined in step S1702 that the value of the section game counter is 1500, or if it is determined in step S1708 that the value of the difference counter is greater than 2400, the advantageous section termination process shown in steps S1703 to S1705 is performed, and this process is terminated. In the advantageous section termination process, in step S1703 the game section flag stored in the section information storage area 106d is changed to the normal flag, and in step S1704 the section indicator 66 is turned OFF. In step S1705, initialization processing is performed due to the termination of the advantageous section. In the initialization process, information related to the instruction function (for example, the section game counter value) stored in the section information storage area 106d is initialized.

[0138] Returning to the explanation of the game section processing, step S1602 determines whether the current game section is a favorable section or not. If it is determined that the current game section is a normal section and not a favorable section, it means that the favorable section termination processing has been performed in the termination determination processing in step S1601, and therefore this process is terminated after sending the section command in step S1610.

[0139] If the current game section is an advantageous section, the process proceeds to step S1603 to determine whether the current game is a 3-coin game. If it is a 3-coin game, 1 is added to the value of the mode game counter in step S1604, and it is determined in step S1605 whether the transition flag is set. If the transition flag is set, it means that the lottery for transitioning to notification mode has been won, so the transition flag is cleared in step S1606, and the game mode flag stored in the section information storage area 106d is changed to the notification flag in step S1608. In step S1609, 120 is set to the net increase counter provided in the section information storage area 106d. After that, a section command is sent in step S1610, and this process ends.

[0140] If it is determined in step S1605 that the transition flag is not set, it means that the lottery for transitioning to notification mode was not won. In this case, the process proceeds to step S1607 to determine whether the value of the mode game counter matches the value of the transition game counter. If the value of the mode game counter does not match the value of the transition game counter, the process ends after sending a section command in step S1610. On the other hand, if the value of the mode game counter matches the value of the transition game counter, the game mode flag stored in the section information storage area 106d is changed to the notification flag in step S1608, and the net increase counter is set to 120 in step S1609. After that, the section command is sent in step S1610, and the process ends.

[0141] If step S1603 determines that the current game is a 2-coin game and not a 3-coin game, the section command is sent in step S1610 without updating the mode game counter, and this process is terminated.

[0142] As described above, even if the transition lottery is not won from Chance Mode, the game will transition to Notification Mode if three coins are played corresponding to the value of the transition game counter. The value set in the transition game counter when transitioning from the normal section to the advantageous section is 700. Therefore, the event in which the value of the section game counter becomes 1500 in the game section termination determination process (step S1702, see Figure 21) will not occur if three coins are played. Also, since the expected value of the increase or decrease in medals in Chance Mode is -0.91 medals (three coins played) or -0.95 medals (two coins played), the event in which the value of the difference in medals counter exceeds 2400 in the game section termination determination process (step S1708, see Figure 21) will not occur. In other words, in this slot machine 10, if three coins are played, the event in which the advantageous section ends and the game transitions to the normal section under Chance Mode will not occur.

[0143] Next, we will explain the processing in the notification mode for the advantageous period.

[0144] Figure 30 is a flowchart showing the section lottery process in notification mode. The section lottery process is performed after the determination of whether a role is won or lost in the lottery process (step S309, see Figure 12), and is performed at the start of the game.

[0145] Step S1801 determines whether the current game is a 3-coin game. If it is a 3-coin game, the game proceeds to step S1802 to determine whether a rare role has been won. If a rare role has been won, the game proceeds to step S1803 to perform a bonus lottery to determine whether to increase the value of the net increase counter. In the bonus lottery, the winner is determined based on the set winning flag and the random number obtained when determining whether the role was won or lost. For example, in the bonus lottery, if a watermelon is won, there is approximately a 1 in 5 chance of winning a bonus of 30, 50, 100, or 300 coins, and if a cherry is won, there is approximately a 1 in 3 chance of winning a bonus of 10, 20, 30, or 50 coins. In step S1804, it is determined whether the bonus lottery was won or lost. If the bonus lottery was won, the bonus flag is set in step S1805 and the bonus command is sent in step S1806. Here, the "bonus command" is a command sent to the display control device 81 to inform it that it has won the bonus lottery and the number of bonus coins to be added to the net increase counter. In step S1807, the value corresponding to the result of the bonus lottery is added to the net increase counter. After that, this process ends. If the bonus lottery is not won, this process ends without setting the bonus flag. If this game was a 2-coin game instead of a 3-coin game, or if a rare role is not won, this process ends without performing the bonus lottery described above.

[0146] Here, we will explain the specific processing that takes place in the notification mode during reel control processing.

[0147] As shown in the flowchart in Figure 15, step S401 performs a simulated game determination process.

[0148] In the simulated game determination process, as shown in the flowchart of Figure 16, step S501 determines whether the current game mode is notification mode. If it is not notification mode, the process ends. If the current game mode is notification mode, the process proceeds to step S502 to determine whether the bonus flag is set. If the bonus flag is set, i.e., if the bonus lottery is won, step S503 clears the bonus flag, and step S504 sets the simulated game flag, ending the process. If the bonus flag is not set, i.e., if the bonus lottery is not won, step S505 performs a simulated game lottery to determine whether or not to play a simulated game. In the simulated game lottery, the winner is determined based on the set winning flag and the random number obtained when determining the win or loss of the winning combination. Step S506 determines whether or not the simulated game lottery was won. If the simulated game lottery was not won, the process ends. If the simulated game lottery is successful, the simulated game flag is set in step S504 and this process ends.

[0149] As described above, in notification mode, if the bonus lottery is won, or if the simulated game lottery is won, the simulated game flag is set, and the simulated game is played during that game round.

[0150] Figure 31 shows an example of the rotation patterns of each reel 32L, 32M, and 32R and the display patterns of the auxiliary display unit 65 when a simulated game is being played.

[0151] In notification mode, an image of a young character walking down a road is displayed on the auxiliary display unit 65, and the remaining number of payouts until the end of notification mode is displayed in the upper right corner of the auxiliary display unit 65. In Figure 31(a), a bell win was achieved in the previous game, and the upper right corner of the auxiliary display unit 65 shows that 84 coins remain until the end of notification mode. When a simulated game is played, when each reel 32L, 32M, and 32R starts to rotate, as shown in Figure 31(b), the auxiliary display unit 65 displays a notification prompting the player to operate the stop switches 42-44 to aim for the "red 7" symbol, and a notification that the current game is a simulated game. At this time, the remaining number of payouts until the end of notification mode is not displayed. Then, if the "Red 7" symbols on each reel 32L, 32M, and 32R stop on the middle line L2, the auxiliary display unit 65 will display, as shown in Figure 31(c), that the current game is a simulated game and that an additional 100 coins will be added. When the simulated game ends, the left reel 32L will start spinning again, as shown in Figure 31(d). At this time, the auxiliary display unit 65 will display that the notification that it is a simulated game has ended, along with an image of a young man character walking down the road and that the remaining payout until the end of the notification mode has increased to 184 coins, indicating that the game has transitioned from a simulated game to a real game.

[0152] Figure 32 shows other examples of the rotation patterns of each reel 32L, 32M, and 32R and the display patterns of the auxiliary display unit 65 when a simulated game is being played.

[0153] In Figure 32(a), a bell win was achieved in the previous game, and the upper right of the auxiliary display unit 65 shows that 84 coins remain until the end of the notification mode. When a simulated game is played, when each reel 32L, 32M, and 32R starts to rotate, as shown in Figure 32(b), the auxiliary display unit 65 displays a notification prompting the player to operate the stop switches 42-44 to aim for the "red 7" symbol, and a notification that the current game is a simulated game. At this time, the remaining payout until the end of the notification mode is not displayed. If the "red 7" symbols on each reel 32L, 32M, and 32R do not stop on the middle line L2 in a simulated manner, as shown in Figure 32(c), the auxiliary display unit 65 displays a notification that the current game is a simulated game, as well as a message indicating that no further payouts will be added. When the simulated game ends, as shown in Figure 32(d), the left reel 32L starts rotating first. At this time, if a push-order bell has been won, the auxiliary display unit 65 will end the notification that it is a simulated game, and will also display the operation sequence that will result in a bell win, and that the remaining payout until the end of the notification mode remains at 84 coins, and will notify that the game has transitioned from a simulated game to a real game. If a middle left-right bell has been won, the operation sequence "213" will be displayed on the auxiliary display unit 65, as shown in Figure 32(d).

[0154] As described above, in this slot machine 10, when a simulated game is played, the game proceeds in the order of simulated game → actual game in one game round. Therefore, the following will explain the reel control process in the simulated game first.

[0155] As shown in the flowchart in Figure 15, step S402 performs a rotation start process to initiate the rotation of each reel 32L, 32M, and 32R.

[0156] In the rotation start process, as shown in the flowchart of Figure 17, in step S601, the repetition counter in RAM 106 is set to 3. In step S602, it is determined whether or not the post-simulated game flag, which indicates that a simulated game has been played, is set. If the post-simulated game flag is not set, i.e., no simulated game has been played, the process proceeds to step S607, and the acceleration of the reels begins according to the value of the repetition counter. In step S608, 1 is subtracted from the value of the repetition counter. In step S609, it is determined whether or not the value of the repetition counter has become 0, and if the value of the repetition counter has not become 0, the process returns to step S602. If the value of the repetition counter has become 0, the process proceeds to step S610, and it is determined whether or not the post-simulated game flag has been set. If the post-simulated game flag has not been set, the process ends as is.

[0157] Returning to the explanation of the reel control process, step S403 determines whether or not stop information for reel stop control in this game has been set. In the first step S403, since the above stop information has not been set, the process proceeds to step S404, where the stop information setting process is performed to set the above stop information. In other words, in this slot machine 10, after the rotation start process for the simulated game is performed, that is, while the simulated game is running, the stop information for this game is set. After that, in step S405, the reel rotation counter provided in RAM 106 is set to 3, and in step S406, command transmission process 1 is performed.

[0158] In command transmission process 1, as shown in the flowchart of Figure 18, the simulated game spin start command is set in step S701. In step S702, it is determined whether or not the simulated game flag is set. If the simulated game flag is set, the process proceeds to step S705, and the simulated game spin start command is sent to the display control device 81. After that, this process ends. Upon receiving the simulated game spin start command, the display control device 81 starts the auxiliary effects for the simulated game shown in Figure 31(b), etc.

[0159] Returning to the explanation of the reel control process, if the command transmission process 1 is completed in step S406, the process proceeds to step S407 to determine whether there are any reels accelerating. If there are any reels accelerating, the process waits until the acceleration of all reels 32L, 32M, and 32R is complete. Once the acceleration of all reels 32L, 32M, and 32R is complete and all reels 32L, 32M, and 32R are rotating at a constant speed at a predetermined rotational speed, the process proceeds to step S408 to perform the instruction monitor display process.

[0160] Here, the instruction monitor is a display unit that notifies the operation sequence of stop switches 42 to 44 that can result in a bell win, and is managed by the main control device 101. In this slot machine 10, the payout display unit 62 functions as an instruction monitor, and when a left, middle, and right bell is won, that is, when a bell win can be achieved by operating the left stop switch 42 → middle stop switch 43 → right stop switch 44 in that order, the payout display unit 62 displays "1". When a middle, right, and left bell is won, the payout display unit 62 displays "2", when a right, left, and middle bell is won, the payout display unit 62 displays "3", when a left, right, and middle bell is won, the payout display unit 62 displays "4", when a middle, left, and right bell is won, the payout display unit 62 displays "5", and when a right, middle, and left bell is won, the payout display unit 62 displays "6".

[0161] Now, in the instruction monitor display process, as shown in the flowchart of FIG. 19, it is determined at step S801 whether the current game mode is the notification mode. If the current game mode is the notification mode, the process proceeds to step S802 to determine whether the push order bell has been won. If the push order bell has been won, it is further determined at step S803 whether the pseudo-game flag is set. If the pseudo-game flag is set, this process ends without displaying the instruction monitor. That is, in the pseudo-game, even if the push order bell has been won, the operation sequence that can establish a bell winning is not displayed on the instruction monitor. If the current game mode is not the notification mode or the push order bell has not been won, this process ends as it is.

[0162] Returning to the explanation of the reel control process, at step S409, command transmission process 2 is performed.

[0163] In command transmission process 2, as shown in the flowchart of FIG. 20, it is determined at step S901 whether the pseudo-game flag is set. If the pseudo-game flag is set, the process proceeds to step S903 to transmit a pseudo-stop enable command to the display control device 81. By receiving the pseudo-stop enable command, the display control device 81 grasps that all the reels 32L, 32M, and 32R are rotating at a constant speed in the pseudo-game. Also, at step S903, by lighting the lamps (not shown) of each stop switch 42 to 44, it is notified to the player or the like that it has become possible to generate a pseudo-stop command in the pseudo-game. Then, command transmission process 2 ends.

[0164] When command transmission process 2 ends, the process proceeds to step S410 to perform stop control processing.

[0165] In the stop control process, as shown in the flowchart of FIG. 21, it is determined at step S1001 whether the pseudo-game flag is set. If the pseudo-game flag is set, the process proceeds to step S1002 to determine whether a cancel operation to end the pseudo-game has been performed. More specifically, in this slot machine 10, since the settlement switch 59 has a function as a cancel operation means, it is determined whether the settlement switch 59 has been operated. If no cancel operation has been performed, the process proceeds to step S1008 to determine whether the stop switch corresponding to the reel that is rotating in the pseudo-game has been operated, that is, whether a pseudo-stop command has been generated. If no pseudo-stop command has been generated, the process returns to step S1001. If a pseudo-stop command has been generated, the process proceeds to step 1009 to perform a stop position determination process to pseudo-stop the rotating reel.

[0166] In the stop position determination process, as shown in the flowchart of FIG. 22, at step S1101, the symbol number of the reached symbol is acquired. At step S1102, 1 is subtracted from the value of the reel rotation count counter. At step S1103, it is determined whether the pseudo-game flag is set. If the pseudo-game flag is set, the process proceeds to step S1104 to refer to the pseudo-game stop information. In the ROM 105 of the main control device 101, a subtable (stop table) for pseudo-stop control in a pseudo-game based on a bonus lottery win and a subtable for pseudo-stop control in a pseudo-game based on a pseudo-game lottery win are stored in advance. At step S1104, the subtable corresponding to the trigger for executing the pseudo-game is referred to. Here, the subtable is a table that determines how much the reels 32L, 32M, 32R are slid (rotated) after the stop switches 42 to 44 are operated and then pseudo-stopped. That is, the subtable is a group of stop data capable of deriving the relationship between the reached symbol that reaches the reference position when the stop switches 42 to 44 are pressed and the pseudo-stop symbol that is actually pseudo-stopped at the reference position.

[0167] Figure 33 is a slide table referenced in simulated gameplay based on bonus lottery wins. Symbols with a slide count of 0 are symbols that actually stop in the lower position. For example, if the left stop switch 42 is operated when the "Replay" symbol (number 15) on the left reel 32L has reached the lower position, the left reel 32L will stop in the simulated position without sliding, and the "Red 7" symbol (number 16) will stop in the middle position. Symbols with a slide count of more than 0 mean that the reel will slide the number of symbols indicated. For example, if the left stop switch 42 is operated when the "BAR" symbol (number 11) on the left reel 32L has reached the lower position, the left reel 32L will slide 4 symbols, and the "Replay" symbol (number 15) will stop in the simulated position, while the "Red 7" symbol (number 16) will stop in the simulated position in the middle position. Thus, in the slide table, the number of slides that occur when stop switches 42-44 are operated at the timing when the symbols on each reel 32L, 32M, and 32R reach the bottom row is set for each symbol number. And, in the slide table shown in Figure 33, regardless of the timing of the operation of each stop switch 42-44, the "red 7" symbol number 16 on each reel 32L, 32M, and 32R will pseudo-stop in the middle row.

[0168] Figure 34 shows a reel slide table referenced in a simulated game based on a simulated game lottery win. In this reel slide table, regardless of the timing of operation of each stop switch 42-44, the 16th "Red 7" symbol on the left reel 32L and the middle reel 32M will simulate to stop in the middle, while the 16th "Red 7" symbol on the right reel 32R will simulate to stop in the lower position instead of the middle.

[0169] Returning to the explanation of the stop position determination process, in step S1105, a pseudo-stop command is sent to the display control device 81. Upon receiving the pseudo-stop command, the display control device 81 determines which stop switch was operated to generate the pseudo-stop command and which reel will be pseudo-stopped. In step S1106, the lamp (not shown) of the stop switch that generated the pseudo-stop command is turned off to inform the player that it is no longer possible to generate a pseudo-stop command in the pseudo-game. In step S1107, the number of slips of the reel to be stopped is obtained based on the pseudo-game stop information referenced. Then, in step S1108, the obtained number of slips is added to the symbol number of the reached symbol to determine the symbol number of the stopping symbol that will actually be pseudo-stopped at the base position. In step S1109, it is determined whether or not the pseudo-game flag is set, and if the pseudo-game flag is set, this process is terminated.

[0170] Returning to the explanation of the stop control process, if the stop position determination process is completed, proceed to step S1010 to determine whether the value of the reel rotation counter has become 0. If the value of the reel rotation counter has not become 0, return to step S1001.

[0171] If the reel rotation counter value is determined to be 0 in step S1010, it means that the stop symbol numbers have been determined for all reels 32L, 32M, and 32R, so the process proceeds to step S1011 to determine whether the symbol numbers of the reached symbols for all reels 32L, 32M, and 32R have become the stop symbol numbers. If the symbol numbers of the reached symbols for all reels 32L, 32M, and 32R have not become the stop symbol numbers, the process waits until the symbol numbers of the reached symbols for all reels 32L, 32M, and 32R have become the stop symbol numbers. If the symbol numbers of the reached symbols for all reels 32L, 32M, and 32R have become the stop symbol numbers, the process proceeds to step S1012 and a command indicating that all reels have stopped is sent to the display control device 81. Upon receiving the command indicating that all reels have stopped, the display control device 81 understands that all reels 32L, 32M, and 32R have reached their stopping positions. In the following step S1013, it is determined whether all stop switches 42-44 are in an idle state. If any of the stop switches 42-44 are in operation, the system waits. If all stop switches 42-44 are in an idle state, the system proceeds to step S1014 to determine whether the instruction monitor is being displayed. Since the instruction monitor is not displayed during simulated gameplay, the system waits for 100 msec in step S1016 before terminating.

[0172] Returning to the explanation of the reel control process, if the stop control process is completed, the process proceeds to step S411 to determine whether the pseudo-game flag is set. If the pseudo-game flag is set, the process proceeds to step S412 to perform transition preparation processing to transition to the actual game.

[0173] In the transition preparation process, as shown in the flowchart of Figure 23, the operation waiting timer is set in step S1201 (approximately 3.0 seconds in this embodiment). In step S1202, it is determined whether or not the start lever 41 has been operated. If the start lever 41 has not been operated, it is determined in step S1203 whether or not the value of the operation waiting timer has become 0. The value of the operation waiting timer is subtracted in the timer subtraction process of the timer interrupt process (step S108, see Figure 10). If the value of the operation waiting timer is not 0, the process returns to step S1202. If it is determined in step S1202 that the start lever 41 has been operated, or if it is determined in step S1203 that the value of the operation waiting timer has become 0, the pseudo-game end flag is set in step S1204, and this process ends.

[0174] Returning to the explanation of the reel control process, if the transition preparation process is completed, return to step S402 and perform the rotation start process.

[0175] In the rotation start process, as shown in the flowchart of Figure 17, the repeat count counter in RAM 106 is set to 3 in step S601. In step S602, it is determined whether or not the post-simulated game flag, which indicates that a simulated game has been played, has been set. As described above, if a simulated game has been played, the post-simulated game flag has been set in the transition preparation process, so the process proceeds to step S603 to determine whether or not a push-order bell has been won. If a push-order bell has been won, the process proceeds to step S604, where the operation sequence of stop switches 42-44 that can achieve a bell win is displayed on the instruction monitor. Also in step S604, an operation sequence command indicating the operation sequence to be announced is sent to the display control device 81. Upon receiving the operation sequence command, the display control device 81 displays the operation sequence of stop switches 42-44 that can achieve a bell win on the auxiliary display unit 65. Therefore, the operation sequence is displayed on the auxiliary display unit 65 a little later than when the operation sequence is displayed on the instruction monitor.

[0176] If the instruction monitor is displayed in step S604, or if it is determined in step S603 that the push-order bell has not been won, the process proceeds to step S605 to acquire the delay time. The RAM 106 of the main control device 101 is equipped with a delay timer to determine the start timing of each of the pseudo-stopped reels 32L, 32M, and 32R. In step S605, a random number is acquired, and a value corresponding to the acquisition result (i.e., a value obtained by a predetermined lottery) is set in the delay timer. The value of the delay timer is subtracted in the timer subtraction process of the timer interrupt process (step S108, see Figure 10). In step S606, the process waits until the value of the delay timer becomes 0. If the value of the delay timer becomes 0, the process proceeds to step S607, and the acceleration of the reels according to the value of the repetition counter is started. In step S608, 1 is subtracted from the value of the repetition counter. In step S609, it is determined whether the value of the repetition counter has become 0. If the value of the repetition counter has not become 0, the process returns to step S602. If the value of the repetition counter has become 0, the process proceeds to step S610 to determine whether the post-simulated game flag has been set. If the post-simulated game flag has been set, the simulated game flag is cleared in step S611, and the post-simulated game flag is cleared in step S612, terminating this process.

[0177] Returning to the explanation of the reel control process, in step S403, it is determined whether or not stop information has been set. In step S403 after a simulated game has been played, since the stop information has already been set, a negative determination is made, and the process proceeds to step S405 without performing the stop information setting process. In step S405, the reel rotation counter in RAM 106 is set to 3, and in step S406, command transmission process 1 is performed. In command transmission process 1 after a simulated game has been played, a rotation start command is sent to the display control device 81. Upon receiving the rotation start command, the display control device 81 starts the auxiliary effects for the actual game as shown in Figure 31(d), etc.

[0178] In step S407, it is determined whether or not there is a reel that is accelerating. If there is a reel that is accelerating, the system waits until the acceleration of all reels 32L, 32M, and 32R is complete. Once the acceleration of all reels 32L, 32M, and 32R is complete and all reels 32L, 32M, and 32R are rotating at a predetermined constant speed, the system proceeds to step S408, where the instruction monitor display process is performed.

[0179] In the instruction monitor display process, as shown in the flowchart of Figure 19, step S801 determines whether the current game mode is notification mode. If the current game mode is notification mode, the process proceeds to step S802 to determine whether a push-order bell has been won. If a push-order bell has been won, step S803 further determines whether the pseudo-game flag is set. If the pseudo-game flag is not set, step S804 displays the operation sequence of stop switches 42-44 that can achieve a bell win on the instruction monitor, and the process ends. Also in step S804, an operation sequence command indicating the operation sequence to be notified is sent to the display control device 81. However, after a pseudo-game has been played, the operation sequence has already been displayed on the instruction monitor in the rotation start process (step S604, see Figure 17), so the content displayed on the instruction monitor does not change by performing the process in step S804. In other words, the process in step S804 is for displaying the instruction monitor in game rounds in which a pseudo-game is not played.

[0180] Returning to the explanation of the reel control process, the command transmission process 2 in step S409 and the stop control process in step S410 are as explained in the reel control process for this game, so their explanations will be omitted. When the stop control process is completed, the process proceeds to step S411 to determine whether the pseudo-game flag is set or not. If the pseudo-game flag is not set, this process ends.

[0181] This slot machine 10 is configured to allow the player to cancel the simulated game and transition to the actual game. Therefore, this configuration will be explained in detail below based on the flowchart in Figure 21.

[0182] If it is determined in step S1001 that the simulated game flag is set, the process proceeds to step S1002 to determine whether a cancellation operation to terminate the simulated game has been performed. More specifically, in this slot machine 10, the settlement switch 59 functions as a means of cancellation, so it is determined whether the settlement switch 59 has been operated. If a cancellation operation has been performed, the process proceeds to step S1003 to determine whether the value of the reel rotation counter is 3, that is, whether all reels 32L, 32M, and 32R are rotating. If all reels 32L, 32M, and 32R are rotating, the simulated game flag is cleared in step S1004, and the instruction monitor display processing described above is performed in step S1005. In the following step S1006, a simulated game termination command is sent to the display control device 81. The display control device 81 receives the simulated game termination command and understands that the simulated game has been canceled. After that, the system waits for 30 msec in step S1007 and returns to step S1001. Incidentally, the reason for waiting for 30 msec in step S1007 is to wait for the display control device 81 to switch from the auxiliary effects for the simulated game to the auxiliary effects for the actual game.

[0183] Figure 35 shows an example of the rotation patterns of each reel 32L, 32M, and 32R and the display patterns of the auxiliary display unit 65 when the simulated game is canceled.

[0184] In notification mode, an image of a young character walking down a road is displayed on the auxiliary display unit 65, and the remaining payout until the end of notification mode is displayed in the upper right corner of the auxiliary display unit 65. In Figure 35(a), a bell win was achieved in the previous game, and the upper right corner of the auxiliary display unit 65 shows that 84 coins remain until the end of notification mode. When a simulated game is played, when each reel 32L, 32M, and 32R starts to rotate, as shown in Figure 35(b), a notification prompting the player to operate the stop switches 42-44 to aim for the "red 7" symbol, and a notification that the current game is a simulated game are displayed on the auxiliary display unit 65. At this time, the remaining payout until the end of notification mode is not displayed. If a cancellation operation is performed while all reels 32L, 32M, and 32R are rotating, as shown in Figure 35(c), all reels 32L, 32M, and 32R will proceed to the main game without a simulated stop. At this point, the auxiliary display unit 65 ends the notification that it is a simulated game without reporting the result of the simulated game in more detail, such as whether or not an additional bonus was awarded. It also displays an image of a young man character walking down a road and the remaining number of payouts until the end of the notification mode, indicating that the game has transitioned from a simulated game to a real game. However, if the bonus lottery is won, the remaining number of payouts until the end of the notification mode is updated from 84 to 184, as shown in Figure 35(c).

[0185] Returning to the description of the stop control process, if it is determined in step S1003 that the value of the reel rotation counter is not 3, that is, when a cancel operation is performed under the situation where at least one reel is pseudo-stopped, after setting a cancel operation flag indicating that the cancel operation has been performed, the process proceeds to step 1009, and a stop position determination process is performed to pseudo-stop the rotating reel. Then, in step S1010, it is determined whether the value of the reel rotation counter has become 0. If the value of the reel rotation counter has not become 0, it means that the remaining one reel is rotating, so the process returns to step S1001 and an affirmative determination is made in step S1001, and the process proceeds to step S1002. In step S1002, it is determined that a cancel operation has been performed based on the fact that the cancel operation flag is set. Then, a negative determination is made in step S1003, and a stop position determination process is performed in step S1009. In step S1010, it is determined whether the value of the reel rotation counter has become 0. If the value of the reel rotation counter has become 0, after clearing the cancel operation flag, the processes after step S1011 are performed.

[0186] As described above, when a cancel operation is performed while all the reels 32L, 32M, and 32R are rotating, the game proceeds directly to the current game without pseudo-stopping all the reels 32L, 32M, and 32R. When a cancel operation is performed while at least one reel is pseudo-stopped, the game proceeds after pseudo-stopping all the rotating reels.

[0187] FIG. 36 is a flowchart showing the game section process in the notification mode. The game section process is a process (see step S2, FIG. 11) performed after the end of the medal payout process, and is performed at the end stage of the game.

[0188] In step S1901, the termination determination process described above is performed, and in step S1902, it is determined whether the current game section is a favorable section or not. If it is determined that the current game section is a normal section and not a favorable section, it means that the favorable section termination process has been performed in the termination determination process in step S1901, and therefore, after sending the section command in step S1908, this process is terminated.

[0189] If the current game section is a favorable section, step S1903 performs a net increase update process to update the value of the net increase counter. Specifically, the number of medals paid out in the current game is subtracted from the value of the net increase counter, and the number of medals bet (3 or 2 in this embodiment) is added to the result of the subtraction. In step S1904, it is determined whether the value of the net increase counter has become 0. If the value of the net increase counter has not become 0, step S1908 sends a section command and then terminates this process. If the value of the net increase counter has become 0, the favorable section termination process shown in steps S1905 to S1907 is performed, and in step S1908 a section command is sent and this process terminates. In the favorable section termination process, in step S1905 the game section flag stored in the section information storage area 106d is changed to a normal flag, and in step S1906 the section indicator 66 is turned OFF. In step S1907 initialization processing is performed due to the termination of the favorable section. During the initialization process, the information related to the instruction function (such as the section game count counter value) stored in the section information storage area 106d is initialized.

[0190] Now, let's explain the gameplay of this slot machine 10.

[0191] This slot machine 10 allows for both 2-coin and 3-coin play. However, if 2-coin play is performed during the normal section, the game will not transition to the advantageous section even if a winning combination is achieved. Furthermore, if 2-coin play is performed during the advantageous section, if the game mode at that time is notification mode, the operation order of stop switches 42-44 will not be announced even if a push-order bell is won. If the game mode at that time is chance mode, the transition lottery will not be performed. In addition, during 2-coin play, the mode game counter, which is the trigger for transitioning to notification mode, is not updated, while the section game counter, which is the trigger for transitioning to the normal section, is updated (end judgment process, see Figure 29). Moreover, during 2-coin play, there is approximately a 1 in 4.0 chance of winning BB2, and if BB2 is achieved, it becomes necessary to reduce the number of owned medals by 30 over 30 games. Therefore, when comparing 2-coin play and 3-coin play, 3-coin play is more advantageous for the player.

[0192] In a 3-coin game, there is approximately a 1 in 12 chance of winning BB1. If BB1 is won, the player will need to reduce their number of tokens by 60 over 30 games. However, if a 3-coin game is played with the BB2 winning flag carried over, the event of winning BB1 will not occur, nor will the event of winning BB2 occur. Therefore, playing a 3-coin game with the BB2 winning flag carried over is the most advantageous game for the player. Below, we will explain the gameplay when a 3-coin game is played with the BB2 winning flag carried over.

[0193] In the normal section, if you win any combination with three coins, you win the lottery to transition to the advantageous section. For example, in the case of "Setting 3," there is a probability of winning some combination of approximately 1 in 1.2 and a probability of losing approximately 1 in 6.4. Therefore, the normal section will end in almost one game if you play with three coins.

[0194] When transitioning from the normal section to the advantageous section, the game starts in chance mode, and the transition game count is set to 700 (see Figure 26).

[0195] In Chance Mode, a lottery is held to determine whether to transition to Notification Mode when a rare role is won. If the transition lottery is won, the game transitions from Chance Mode to Notification Mode. Even if the transition lottery is not won, the game transitions to Notification Mode after 700 3-coin games in Chance Mode (see S1603, S1604, S1607, Figure 28). In other words, in this slot machine 10, when transitioning from the normal section to Chance Mode, 700 games functions as the so-called ceiling count. The advantageous section ends after 1500 games have been played, regardless of the game mode at the time, or when the net number of coins reaches 2400. If the game transitions to Notification Mode based on reaching the 700-game ceiling, the remaining number of games in the advantageous section is 800. In Notification Mode, the order of operation is always announced when a push-order bell is won, so it is expected that the number of coins will increase by approximately 3.5 with each game played. Assuming that it is possible to play in notification mode 800 times, an increase of approximately 2700 medals can be expected. Therefore, even if the game transitions to notification mode based on reaching the ceiling, it can be expected that the difference in medals will reach 2400 and the advantageous period will end before 1500 plays.

[0196] When transitioning from Chance Mode to Notification Mode, the net increase counter is set to 120 (see Figure 28). Therefore, when transitioning to Notification Mode, a minimum increase of 120 medals can be expected. In addition, if a rare role is won while in Notification Mode, a lottery is held to determine whether or not to increase the net increase (see Figure 30). In this case, if the lottery based on a watermelon win is won, either 30, 50, 100, or 300 will be added, and if the lottery based on a cherry win is won, either 10, 20, 30, or 50 will be added. When the net increase counter value becomes 0, Notification Mode and the advantageous period end and the game returns to the normal period (see Figure 36).

[0197] If the bonus lottery is won, a simulated game flag is set, and a simulated game is played in that game. In the simulated game based on the bonus lottery win, the "red 7" symbols on each reel 32L, 32M, and 32R stop on the middle line L2, and the number of coins added to the net increase counter is announced. Even if the bonus lottery is not won, if the simulated game lottery is won, a simulated game flag is set, and a simulated game is played in that game. In the simulated game based on the simulated game lottery win, the "red 7" symbols on the left reel 32L and the middle reel 32M stop on the middle line L2, while the "red 7" symbol on the right reel 32R does not stop on the middle line L2, and it is announced that no coins are added to the net increase counter. These simulated games can be canceled by operating the settlement switch 59. If the payout switch 59 is operated while all reels 32L, 32M, and 32R are spinning, the game will proceed to the main game without all reels 32L, 32M, and 32R undergoing a pseudo-stop. If the payout switch 59 is operated while at least one reel is in a pseudo-stop state, the game will proceed to the main game after all reels 32L, 32M, and 32R undergo a pseudo-stop.

[0198] The embodiment described in detail above provides the following excellent effects.

[0199] The system is configured so that if the bonus lottery is won, a simulated game is executed. In the simulated game, each reel 32L, 32M, and 32R starts to rotate, and when the stop switches 42 to 44 are operated, the corresponding reel stops in a simulated manner. When all reels 32L, 32M, and 32R have stopped in a simulated manner, the simulated game ends. By configuring the system to enable such a simulated game, it becomes possible to perform auxiliary effects using the reels, thereby improving the enjoyment of the game.

[0200] On the other hand, it is possible that some players may find it bothersome to operate the stop switches 42-44 during the simulated game. Therefore, this slot machine 10 is configured so that the simulated game can be terminated if the settlement switch 59 is operated while the simulated game is running. By having this configuration, it is possible to prevent players who find it bothersome to operate the stop switches 42-44 during the simulated game from losing their motivation to play when the simulated game starts.

[0201] As a result of the above, it will be possible to improve the enjoyment of gaming.

[0202] If the settlement switch 59 is operated while all reels 32L, 32M, and 32R are rotating, the simulated game ends without simulating stopping each reel 32L, 32M, and 32R. This configuration makes it possible to make it so that the simulated stopping result of the symbols in the simulated game cannot be determined unless the stop switches 42 to 44 are operated during the simulated game, thereby encouraging the player to operate the stop switches 42 to 44 during the simulated game.

[0203] In the case of a simulated game, the system is configured so that the actual game is executed after the simulated game has finished. This configuration makes it possible to avoid the situation where, if the simulated game ends without the reels 32L, 32M, and 32R stopping, the reels 32L, 32M, and 32R are not stopped when the next game is started. Furthermore, in this configuration, if the settlement switch 59 is operated while all reels 32L, 32M, and 32R are rotating, it is possible to proceed to the determination of whether or not a stop command has been issued without simulating stopping or restarting the rotation of each reel 32L, 32M, and 32R. Therefore, it is possible to quickly transition from the simulated game to the actual game.

[0204] The system is configured such that if the payout switch 59 is operated while at least one reel has stopped, all spinning reels will be stopped before the simulated game ends. With this configuration, a player who wishes to end the simulated game without operating the stop switches 42-44 during the game can do so by operating the payout switch 59.

[0205] If the settlement switch 59 is operated during the execution of a simulated game, the subsequent processing changes depending on the value of the reel rotation counter. This configuration makes it possible to change the way the simulated game ends depending on the situation in which the settlement switch 59 is operated, thereby improving the enjoyment of the game. For example, it is also possible to configure the system so that when the settlement switch 59 is operated, all spinning reels are always simulated to stop. However, if such a configuration is adopted, there is a concern that the significance of operating the stop switches 42 to 44 in the simulated game will be lost. This concern is more pronounced in configurations such as this slot machine 10, where the result of stopping the symbols in the simulated game does not depend on the timing of operation of the stop switches 42 to 44. However, by configuring the system so that the subsequent processing changes depending on the value of the reel rotation counter, the above concern can be suitably resolved.

[0206] The system is configured to perform a simulated game when the bonus lottery is won. By using this configuration, the simulated game can be used to notify the player that the net increase in tokens will increase, thereby improving the enjoyment of the game.

[0207] In the simulated game, if a combination of "red 7" symbols stops on the middle line L2, the system notifies the player that the net increase in coins will increase. If the combination of "red 7" symbols does not stop on the middle line L2, the system does not notify the player that the net increase in coins will increase. This configuration allows players who want to be notified of the increase in coins to operate the stop switches 42-44, while players who do not need to be notified can operate the payout switch 59.

[0208] Furthermore, the stopping result of the symbols in the simulated game does not directly contribute to the increase in the net number of tokens. In the actual game, players cannot receive benefits such as token payouts unless a win is achieved, but in the simulated game, the increase in the net number of tokens has already been determined by the bonus lottery, so players do not suffer any disadvantage even if the combination of "red 7" symbols does not stop on the middle line L2 in the simulated game. If the combination of "red 7" symbols does not stop on the middle line L2 in the simulated game, the player is simply not notified that the net number of tokens will increase. In this way, by making the simulated game unrelated to the player's direct benefit, it becomes possible to position the simulated game as one of the features in which players can actively participate, and it becomes possible to avoid players suffering disadvantages by operating the settlement switch 59, thereby improving the enjoyment of the game.

[0209] The system is configured so that if the bonus lottery is won, a simulated game is played in that game. This configuration makes it possible to enhance the enjoyment of the game. Certainly, it is also possible to configure the system so that the simulated game is played in a game different from the game in which the bonus lottery was won. However, in such a configuration, if the player forgets that they won a rare role in a game before the simulated game started, there is a concern that the player may perceive the above simulated game as a so-called false alarm and stop operating stop switches 42-44 to aim for the "red 7" symbol. Also, if a rare role is won in the final game of the notification mode, but the notification mode ends without winning the bonus lottery, there is a concern that the player may suspect that the bonus lottery itself was not played. On the other hand, if the system is configured so that the simulated game is played in the game in which the bonus lottery is won, the flow of the game becomes simulated game → main game, which effectively resolves the above concerns.

[0210] Even if the bonus lottery is not won, the system is configured to allow the player to play a simulated game if they win the simulated game lottery. This configuration makes it possible to provide opportunities in the simulated game where the increase in net payout is announced and opportunities where the increase in net payout is not announced, thereby improving the enjoyment of the game.

[0211] When a simulated game is being played, the auxiliary display unit 65 is configured to notify the player that it is a simulated game. This configuration prevents the player from mistakenly believing that a game has ended when the simulated game is finished. Furthermore, even if the game transitions from the simulated game to the actual game without all reels 32L, 32M, and 32R stopping, it prevents the player from becoming confused about whether they are playing the simulated game or the actual game.

[0212] In games where a push-order bell is won, the system is configured to notify the player of the sequence of operations required to successfully win a bell after the bell has been stopped in the simulated game, after all reels 32L, 32M, and 32R have been stopped in the simulated game. This configuration makes it possible to avoid operating stop switches 42-44 in the above sequence during the simulated game. Furthermore, the system is configured to notify the player of the above sequence of operations after all reels 32L, 32M, and 32R have been stopped in the simulated game, but before the acceleration of the stopped reels begins. This configuration makes it possible to avoid operating stop switches 42-44 in a different sequence than the above sequence during the actual game, which would prevent the player from winning a bell.

[0213] In game rounds where the simulated game is not performed, the system is configured to notify the player of the operation sequence that will result in a bell win after all reels 32L, 32M, and 32R have reached a constant speed. This configuration makes it possible to differentiate the notification timing of the above operation sequence in the main game between game rounds in which the simulated game is performed and game rounds in which the simulated game is not performed. In this way, while ensuring that the above operation sequence is notified before the operation of stop switches 42 to 44 becomes effective, the system is configured to differentiate the notification timing of the above operation sequence in the main game depending on whether the simulated game is performed or not, thereby alerting the player to check the instruction monitor.

[0214] When the simulated game ends, a delay time is set for each reel 32L, 32M, and 32R based on a random number obtained, and the reels begin accelerating after waiting for the specified delay time. This configuration makes it possible to stagger the start times of each reel 32L, 32M, and 32R when transitioning to the main game. Even if the "red 7" symbols on each reel 32L, 32M, and 32R line up on the middle line L2 and stop in the simulated game, it is possible to ensure that the "red 7" symbols are not lined up when each reel 32L, 32M, and 32R starts rotating at a constant speed. As a result, it is possible to avoid the stopping patterns of the simulated game becoming an aid to timing the reels in the subsequent main game.

[0215] When notifying the sequence of operations that will result in a bell win, the notification is made not only on the auxiliary display unit 65 controlled by the display control device 81, but also on the instruction monitor controlled by the main control device 101. Since the main control device 101 determines whether or not the stop switches 42-44 have been operated, this configuration ensures that the event of determining whether or not the stop switches 42-44 have been operated before notifying the above sequence of operations can be reliably avoided.

[0216] The system is configured to determine that a cancellation operation has been performed on the simulated game when the settlement switch 59 is operated. This configuration makes it possible to reduce the chances of a player unintentionally performing a cancellation operation. For example, it is also possible to configure the system to determine that a cancellation operation has been performed when the start lever 41 is operated after the start of the simulated game. However, in this case, if the player repeatedly presses the start lever 41 when issuing the start command, the second and subsequent operations of the start lever 41 may be determined to be cancellation operations, and the simulated game may end even though the player wanted to enjoy the simulated game.

[0217] When running a simulated game, the system is configured to set the stop information for the actual game after each reel 32L, 32M, and 32R has been rotated, i.e., during the execution of the simulated game. This configuration allows for a quicker transition from the simulated game to the actual game compared to a configuration where the stop information for the actual game is set after the simulated game has finished.

[0218] The stop information for simulated gameplay is configured to be set after a simulated stop command is issued. This configuration makes it possible to shorten the time required to determine whether or not a simulated stop command has been issued during the simulated game, even if the stop information is set during the execution of the simulated game.

[0219] On the other hand, if the configuration is such that stop information for simulated gameplay is set after a simulated stop command is issued, there is a possibility that the time between the issuance of the simulated stop command and the simulated stop of the corresponding reel may be prolonged. Therefore, in this slot machine 10, in the case of simulated gameplay based on winning the bonus lottery, regardless of the timing of operation of each stop switch 42 to 44, the 16th "Red 7" symbol on each reel 32L, 32M, and 32R will simulate stop in the middle position. In the case of simulated gameplay based on winning the simulated game lottery, regardless of the timing of operation of each stop switch 42 to 44, the 16th "Red 7" symbol on the left reel 32L and the middle reel 32M will simulate stop in the middle position, while the 16th "Red 7" symbol on the right reel 32R will simulate stop in the lower position instead of the middle position. In this way, by configuring the system so that the stopping result of the symbols in the simulated game does not depend on the timing of operation of the stop switches 42-44, it is possible to suppress the delay between the issuance of the simulated stop command and the actual stopping of the corresponding reels, even when the system is configured to set the stop information for the simulated game after the simulated stop command is issued.

[0220] In the simulated game, the reels are configured to stop after sliding up to 19 symbols from the moment stop switches 42-44 are operated. This configuration makes it possible to secure time for setting stop information for the simulated game after a simulated stop command is issued, and time for determining the stopping position of the reels based on the simulated game stop information. Furthermore, in the actual game, the reels must be stopped within a predetermined time after a stop command is issued, so it is difficult to set stop information after a stop command is issued, and it is necessary to set the stop information before determining whether or not a stop command has been issued. On the other hand, in the simulated game, the above constraints do not apply, so by configuring the reels to stop after sliding up to 19 symbols, it is possible to secure the above-mentioned time.

[0221] (Second embodiment)

[0222] In the first embodiment described above, the number of added coins was announced during the simulated game, but it is also possible to announce the number of added coins during the actual game.Therefore, such a configuration will be described in detail below.Note that the basic configuration is the same as in the first embodiment described above, so only the differences will be described below.

[0223] Figure 37 is a flowchart showing the reel control process.

[0224] In step S2001, the repetition counter in RAM 106 is set to 3. In step S2002, the reel acceleration is started according to the value of the repetition counter. More specifically, if the value of the repetition counter is 3, the rotation start setting table address for the left reel 32L is obtained; if the value of the repetition counter is 2, the rotation start setting table address for the middle reel 32M is obtained; and if the value of the repetition counter is 1, the rotation start setting table address for the right reel 32R is obtained. The stepping motor drive control is performed in the stepping motor control process S107 of the timer interrupt processing based on the obtained rotation start setting table.

[0225] If the rotation start setting table address corresponding to the value of the repetition count counter is obtained in step S2002, the process proceeds to step S2003, and 1 is subtracted from the value of the repetition count counter. In step S2004, it is determined whether the value of the repetition count counter has become 0 or not. If the value of the repetition count counter has not become 0, the process returns to step S2002. If the value of the repetition count counter has become 0, the process proceeds to step S2005, where stop information setting processing is performed to set stop information. In the stop information setting processing, stop information corresponding to the result of the win / loss determination of the role is created, and the creation result is stored in the stop information storage area 106b. In step S2006, 3 is set to the reel rotation counter provided in RAM 106, and in step S2007, a rotation start command is sent to the display control device 81. In step S2008, it is determined whether there are any reels accelerating. If there are any reels accelerating, the process waits until the acceleration of all reels 32L, 32M, and 32R is completed. When acceleration of all reels 32L, 32M, and 32R is complete and all reels 32L, 32M, and 32R are rotating at a constant speed at a predetermined rotational speed, the process proceeds to step S2009, where the instruction monitor display process is performed.

[0226] In the instruction monitor display process, as shown in the flowchart of Figure 38, step S2101 determines whether the current game mode is notification mode. If the current game mode is notification mode, the process proceeds to step S2102 to determine whether a push-order bell has been won. If a push-order bell has been won, step S2103 displays the operation sequence of stop switches 42-44 that can be used to win the bell on the instruction monitor, and the process ends. Also in step S2103, an operation sequence command indicating the operation sequence to be announced is sent to the display control device 81. If the current game mode is not notification mode, or if a push-order bell has not been won, the process ends as is.

[0227] Returning to the explanation of the reel control process, in step S2010, a stop command is sent to the display control device 81. Then, in step S2011, the stop control process is performed, and this process is terminated.

[0228] In the stop control process, as shown in the flowchart of Figure 39, in step S2201, it is determined whether the stop switch corresponding to the rotating reel has been operated, that is, whether a stop command has been issued. If no stop command has been issued, the process waits until a stop command is issued. If a stop command is issued, the process proceeds to step 2202, where a stop position determination process is performed to stop the rotating reel.

[0229] In the stop position determination process, as shown in the flowchart of Figure 40, in step S2301, 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 obtained. Specifically, the symbol number of the symbol that has reached the base position is obtained by the number of excitation pulses output from the time the detection signal of the reel index sensor is input. In step S2302, 1 is subtracted from the value of the reel rotation counter. In step S2303, a stop command is sent to the display control device 81. Also in step S2303, the lamp (not shown) of the stop switch from which the stop command was generated is turned off to inform the player that it is no longer possible to generate a stop command in this game. In the following step S2304, the number of reel slips that should be stopped is calculated based on the stop information stored in the stop information storage area 106b. In this slot machine 10, when the stop switches 42-44 are operated, there are five stopping patterns for each reel 32L, 32M, and 32R: a stopping pattern in which the reel stops as is with the symbol that has reached the base position, a stopping pattern in which the corresponding reel is stopped after sliding one symbol, a stopping pattern in which it is stopped after sliding two symbol positions, a stopping pattern in which it is stopped after sliding three symbol positions, and a stopping pattern in which it is stopped after sliding four symbol positions. In step S2304, a value of 0 to 4 is calculated as the number of slides based on the stop information stored in the stop information storage area 106b. Then, in step S2305, the calculated number of slides is added to the symbol number of the symbol that has reached the base position to determine the symbol number of the symbol that will actually stop at the base position. In step S2306, it is determined whether the value of the reel rotation counter is not 0. If the reel rotation counter value is not 0, that is, if no stop command has been issued for at least one reel, the stop position determination process is terminated after the stop information modification process is performed in step S2307. If the reel rotation counter value is 0, that is, if stop commands have been issued for all reels, the stop position determination process is terminated without performing the stop information modification process.

[0230] Returning to the explanation of the stop control process, once the stop position determination process is complete, the process proceeds to step S2203 to determine whether the reel rotation counter value has become 0. If the reel rotation counter value has not become 0, the process returns to step S2201. In other words, in this slot machine 10, once the stop symbol number of the reel for which a stop command was issued has been determined, the process determines whether the next stop command has been issued in step S2201, regardless of whether the reel for which the stop command was issued has actually stopped. Therefore, the player can issue stop commands continuously without waiting for the reels to stop. Note that the stopping of the reels is not performed in the stop control process (normal process), but in the stepping motor control process S107 of the timer interrupt process. In the stepping motor control process, it is determined whether the symbol number of the target symbol of the reel for which the stop command was issued has become equal to the stop symbol number, and if they are equal, the reel for which the stop command was issued is stopped by performing a braking process.

[0231] If the reel rotation counter value is determined to be 0 in step S2203, it means that the stop symbol numbers have been determined for all reels 32L, 32M, and 32R, so the process proceeds to step S2204 to determine whether the symbol numbers of the reached symbols for all reels 32L, 32M, and 32R have become the stop symbol numbers. If the symbol numbers of the reached symbols for all reels 32L, 32M, and 32R have not become the stop symbol numbers, the process waits until the symbol numbers of the reached symbols for all reels 32L, 32M, and 32R have become the stop symbol numbers. If the symbol numbers of the reached symbols for all reels 32L, 32M, and 32R have become the stop symbol numbers, the process proceeds to step S2205 to send a command indicating that all reels have stopped. Upon receiving the command indicating that all reels have stopped, the display control device 81 understands that all reels 32L, 32M, and 32R have reached their stopping positions. In the following step S2206, it is determined whether all stop switches 42-44 are in an unoperated state. More specifically, it is determined whether all input signals from stop detection sensors 42a-44a are OFF. If any input signal from any of the stop detection sensors 42a-44a is ON, it means that the player is operating the corresponding stop switch, so the system waits. If all stop switches 42-44 are in an unoperated state, the system proceeds to step S2207 and sends an operation completion command to the display control device 81. The display control device 81 receives the operation completion command and understands that all stop switches 42-44 are in an unoperated state. In step S2208, it is determined whether the instruction monitor is currently displayed, and if it is, the instruction monitor is cleared in step S2209. In both cases, the system waits for 100 msec in step S2210 before terminating the process. Incidentally, the reason for waiting 100 msec in step S2210 is to wait for the braking process to be completed in the stepping motor control process and for the reel's oscillation to subside.

[0232] Next, we will explain the various processes that the display control device 81 performs when executing an additional payout notification effect that notifies the number of additional payouts.

[0233] Figure 41 is a flowchart showing the process of determining the presentation at the start of a game round.

[0234] In step S2401, it is determined whether or not a lottery result command has been received. If it has not been received, the process ends. If a lottery result command has been received, the process proceeds to step S2402, where it is determined whether or not the current game mode is notification mode. If the current game mode is not notification mode, the process ends. If the current game mode is notification mode, the process proceeds to step S2403, where it is determined whether or not a rare role has been won. If a rare role has not been won, the process ends. If a rare role has been won, the process proceeds to step S2404, where a performance execution lottery is held. In the performance execution lottery, a win or loss is determined based on the type of rare role won and the random number acquired by the display control device 81. Incidentally, in the performance execution lottery, if a watermelon is won, there is approximately a 1 in 10 chance of winning the performance execution lottery, and if a cherry is won, there is approximately a 1 in 2 chance of winning the performance execution lottery. In step S2405, it is determined whether or not the performance execution lottery has been won. If the performance execution lottery is won, the performance flag is set in step S2406 and this process ends. If the performance execution lottery is not won, the process proceeds to step S2407 to determine whether or not an additional bonus command has been received. An additional bonus command is a command sent from the main control device 101 when the additional bonus lottery is won, and is sent before the lottery result command when the additional bonus lottery is won (see Figures 12 and 30). Therefore, if an additional bonus command has been received, it means that the additional bonus lottery was won in this game round. In this case, the performance flag is set in step S2406 and this process ends. If an additional bonus command has not been received, this process ends as is. When the display control device 81 receives an additional bonus command, it stores the number of additional bonuses indicated by the additional bonus command in the additional bonus counter provided in the RAM of the display control device 81.

[0235] Figure 42 is a flowchart showing the process of executing special effects during the game.

[0236] In step S2501, it is determined whether the performance flag is set. If the performance flag is not set, the process ends. If the performance flag is set, it means that the bonus notification performance will be executed, so the process proceeds to step S2502 to determine whether a stop command has been received. If a stop command has not been received, the process waits until a stop command is received. If a stop command is received, in step S2503, 1 is added to the value of the stop operation counter stored in the RAM of the display control device 81. In step S2504, it is determined whether the value of the stop operation counter has reached 3. If it has not reached 3, in step S2505, a notification sound corresponding to the value of the stop operation counter is output from the speaker 64, and the process returns to step S2502. If the value of the stop operation counter has reached 3, the process ends after the bonus notification process is performed in step S2506.

[0237] In the bonus notification process, as shown in the flowchart of Figure 43, step S2601 determines whether or not a bonus command has been received, that is, whether or not the bonus lottery was won in the current game round. If it is a game round in which the bonus lottery was won, step S2602 waits until a command indicating that all reels have stopped is received. If a command indicating that all reels have stopped is received, the process proceeds to step S2603, and a notification sound corresponding to the value of the stop operation counter (3) is output from speaker 64. After that, step S2604 waits until an operation end command is received. If an operation end command is received, the process proceeds to step S2605, and the number of bonuses won in the bonus lottery is displayed on the auxiliary display unit 65. After that, step S2606 sets the value of the stop operation counter to 0, and step S2607 clears the performance flag, ending this process.

[0238] If it is determined in step S2601 that no bonus command has been received, that is, if the bonus lottery has not been won in this round of play, the process proceeds to step S2608, where a notification sound execution lottery is held to determine whether or not to output a notification sound. In the notification sound execution lottery, the display control device 81 determines whether or not to win based on a random number it has acquired. Incidentally, the probability of winning the notification sound execution lottery is approximately 1 / 3. In step S2609, it is determined whether or not the notification sound execution lottery has been won. If the notification sound execution lottery has been won, the process waits in step S2610 until a command indicating that all reels have stopped is received. If a command indicating that all reels have stopped is received, the process proceeds to step S2611, where a notification sound corresponding to the value of the stop operation counter (3) is output from the speaker 64. After that, in step S2606, the value of the stop operation counter is set to 0, and in step S2607, the performance flag is cleared, and this process ends. If the notification sound execution lottery is unsuccessful, the speaker 64 will not output a notification sound. Instead, the value of the stop operation counter will be set to 0 in step S2606, and the performance flag will be cleared in step S2607, terminating this process.

[0239] Now, let's explain the function of the bonus notification effect.

[0240] The bonus notification animation is performed when you win the bonus lottery and when you win the animation execution lottery.

[0241] If the bonus lottery is won, the display control device 81 outputs a first notification sound (for example, the sound of "Do") when it receives a stop command based on the first stop command, and outputs a second notification sound (for example, the sound of "Re") when it receives a stop command based on the second stop command. Then, when it receives a stop command based on the third stop command, after receiving a command indicating that all reels 32L, 32M, and 32R have stopped, it outputs a third notification sound (for example, the sound of "Mi"), and after receiving a command indicating that all stop switches 42 to 44 have not been operated, it displays the number of bonus coins won in the bonus lottery on the auxiliary display unit 65.

[0242] If the display control device 81 has not won the bonus lottery, when it receives a stop command based on the first stop command, it outputs a first notification sound (for example, the sound of "Do"), and when it receives a stop command based on the second stop command, it outputs a second notification sound (for example, the sound of "Re"). Then, when it receives a stop command based on the third stop command, if it has won the notification sound execution lottery, it outputs a third notification sound (for example, the sound of "Mi") after receiving a command indicating that all reels have stopped, which indicates that all reels 32L, 32M, and 32R have reached their stopping positions. If it has not won the notification sound execution lottery, it does not output a third notification sound (for example, the sound of "Mi") after receiving the command indicating that all reels have stopped.

[0243] As described above, in the bonus notification sequence, if you win the bonus lottery, the sequence is: first notification sound output → second notification sound output → third notification sound output → bonus amount notification. If you do not win the bonus lottery, the sequence is: first notification sound output → second notification sound output → third notification sound output, or first notification sound output → second notification sound output. Here, the probability of winning the bonus lottery is, for example, in setting 3, about 1 in 5 if you win a watermelon, and about 1 in 3 if you win a cherry. The probability of winning the sequence execution lottery is about 1 in 10 if you win a watermelon, and about 1 in 2 if you win a cherry. Therefore, in the case of a watermelon win, the probability of the bonus amount being notified at the stage when the first notification sound is output, i.e., when the bonus notification sequence starts, exceeds 66%. In the case of a cherry win, the probability of the bonus payout being announced exceeds 40% at the stage when the first notification sound is output, i.e., when the bonus payout announcement animation begins. Since the probability of winning the notification sound execution lottery is approximately 1 / 3, if the third notification sound is output, the probability of the bonus payout being announced will be even higher than the percentage mentioned above. The third notification sound is output after all reels 32L, 32M, and 32R have stopped, so the player can continue operating the stop switch that generated the third stop command for as long as they like before ending it.

[0244] The embodiment described in detail above provides the following excellent effects.

[0245] In the stop control process, once the stop symbol number of the reel for which a stop command was issued has been determined, the system is configured to determine in step S2201 whether or not the next stop command has been issued, regardless of whether or not the reel for which the stop command was issued has actually stopped. With this configuration, the player can operate other stop switches without waiting for the reel corresponding to the stop switch they operated to stop. As a result, the operability of stop switches 42 to 44 can be improved, thereby enhancing the enjoyment of the game.

[0246] On the other hand, if the system is configured to determine whether or not the next stop command has been issued without waiting for the reels to stop, new problems may arise, such as the next game being able to start even if the reels have not stopped. Therefore, in this slot machine 10, a waiting process is performed for 100 msec after the stop symbol numbers for all reels 32L, 32M, and 32R have been determined. By adopting this configuration, it is possible to stabilize the oscillation of the reels while the waiting process is being performed, thereby effectively resolving the above concerns.

[0247] As a result of the above, it will be possible to improve the enjoyment of gaming.

[0248] The system is configured to perform a 100 msec waiting process only after it has been determined that the symbol numbers of the symbols reached on all reels 32L, 32M, and 32R have matched the stop symbol numbers. This configuration shortens the waiting time during the waiting process, and even when a waiting process is performed, it prevents delays before the next game round can be started.

[0249] Indeed, if the reel rotation counter value is determined to be 0, it is possible to configure the system to perform a waiting process between steps S2203 and S2204, before determining whether the symbol numbers of the reached symbols on all reels 32L, 32M, and 32R have become the stopping symbol numbers. However, in such a configuration, the waiting time during the waiting process must consider not only the time it takes for the reels to settle down, but also the time required for the symbol numbers of the reached symbols on the reels to become the stopping symbol numbers (i.e., the reel slip time). In this slot machine 10, since the reels can slip up to 4 symbols, it becomes necessary to secure approximately 179 msec (= 1.49 × 24 × 5) as a waiting time in addition to the time it takes for the reels to settle down. Furthermore, if the reels stop with a slip of 3 symbols or less instead of 4 symbols, a waiting time of approximately 36 msec (= 1.49 × 24 × 1) or more becomes wasted time, leading to a drawn-out gameplay experience. On the other hand, if the system is configured to perform a standby process only after it has been determined that the symbol numbers of the symbols reached on all reels 32L, 32M, and 32R have become the stop symbol numbers, then the above-mentioned concerns can be suitably resolved.

[0250] The system is configured to perform a 100 msec standby process after it has been determined that all stop switches 42-44 are in an unoperated state. This configuration makes it possible to equalize the time required to start the next game round, even when a standby process is performed, thereby improving the operability when starting the next game round. For example, it is also possible to omit the process S2206 that determines whether all stop switches 42-44 are in an unoperated state, and instead perform the standby process after it has been determined that the symbol numbers of the symbols reached on all reels 32L, 32M, and 32R have become the stop symbol numbers. However, in this configuration, the time required to start the next game round will vary depending on whether the player has finished operating all stop switches 42-44 after the standby process has finished or during the standby process. Furthermore, if the time required to start the next game round changes, it could lead to situations where, for example, a player attempts to insert a token to start the next game round, but the machine fails to register the operation, thus reducing the ease of starting the next game round.

[0251] The system is configured to perform a 100 msec waiting process before the medal payout process. This configuration prevents situations where medal payouts or other benefits are granted before the reel's oscillation has settled. Furthermore, by performing the waiting process before the payout determination process in the medal payout process, it is possible to increase the versatility of the processing program involved in the waiting process while suppressing the complexity of the processing configuration. For example, if the payout determination process determines that a small win has occurred, it is possible to configure the system to either not perform a waiting process or to perform a waiting process for a time corresponding to the number of medals to be paid out, and if the payout determination process determines that a small win has not occurred, to perform a waiting process for a predetermined time. In such a configuration, the waiting time will vary depending on whether or not medals are paid out, which can suppress delays before the next round of play can be started. However, in such a configuration, the processing configuration becomes more complex, and if the above processing program is applied to other slot machines with different medal payout amounts when a small win occurs, the processing time will need to be changed accordingly, thus reducing its versatility.

[0252] In a configuration where a push-order bell is provided as a lottery mechanism, and the player gains an advantage by operating stop switches 42-44 in the announced sequence, a configuration has been made that allows for the continuous generation of stop commands without waiting for the reels to stop. By adopting such a configuration, it is possible to reduce the chances that the player will unintentionally make a mistake in the order of operating stop switches 42-44. In other words, in a configuration where the player gains an advantage by operating stop switches 42-44 in the announced sequence, the player sometimes unintentionally made a mistake in the order of operating stop switches 42-44. This occurred because, even though the player operated stop switches 42-44 in the announced sequence, for example, they would operate the second stop switch that should have been operated while the reel corresponding to the first stop command was still not stopped, and the operation of the third stop switch that was operated would not be considered valid, and the operation of the third stop switch would be judged as the operation of the second stop command.

[0253] The system is configured to perform a 100 msec standby process after hiding the operation sequence on the instruction monitor if it is currently displayed. This configuration allows for a quick termination of the operation sequence notification via the instruction monitor while simultaneously shortening the standby time. This is because the standby time can be reduced by the time required for steps S2208 and S2209.

[0254] If the system is configured to determine whether the next stop command has been issued without waiting for the reels to stop, new problems may arise, such as all stop switches 42-44 being operated but the reel corresponding to the second stop command not having stopped, or all reels 32L, 32M, and 32R having stopped but at least one stop switch not having been operated. If such problems occur, it will cause problems with the control performed by the display control device 81. Therefore, in this slot machine 10, when the stopping positions of all reels 32L, 32M, and 32R are determined on the main control device 101 side, it is configured to determine whether the symbol numbers of the symbols reached by all reels 32L, 32M, and 32R have become the stopping symbol numbers, and also to determine whether all stop switches 42-44 have become untouched. Furthermore, when the symbol numbers of the symbols reached on all reels 32L, 32M, and 32R match the stop symbol numbers, a command indicating that all reels have stopped is sent to the display control device 81. When all stop switches 42 to 44 are in an unoperated state, an operation completion command is sent to the display control device 81. With this configuration, the display control device 81 can perform control corresponding to the fact that all reels 32L, 32M, and 32R have stopped upon receiving the command indicating that all stop switches 42 to 44 have been operated, and can perform control corresponding to the fact that all stop switches 42 to 44 have been operated upon receiving the operation completion command. As a result, the above concerns can be effectively resolved.

[0255] As a result of the above, it will be possible to improve the enjoyment of gaming.

[0256] The main control unit 101 is configured to send an operation completion command after sending a command indicating that all reels have stopped. With this configuration, the display control unit 81 can perform control in response to all reels 32L, 32M, and 32R having stopped, and then perform control in response to all stop switches 42-44 having been operated. Furthermore, the main control unit 101 can determine that the maximum time required from determining the stopping position of a reel for which a stop command has been issued until the reel actually reaches the stopping position is approximately 179 msec, due to the sliding of up to 4 symbols. On the other hand, the time required until all stop switches 42-44 have not been operated depends on the player's operation and cannot be determined or predicted by the main control unit 101. Therefore, by configuring the system to send an operation completion command after sending a command indicating that all reels have stopped, it is possible to reduce the discrepancy between, for example, the timing when all reels 32L, 32M, and 32R have stopped and the timing when the display control unit 81 performs control based on the receipt of the command indicating that all reels have stopped.

[0257] If it is determined that the symbol numbers of the symbols reached on all reels 32L, 32M, and 32R have matched the stop symbol numbers, the system is configured to send a command indicating that all reels have stopped before determining whether all stop switches 42-44 are in an unoperated state. This configuration makes it possible to reduce the discrepancy between the timing when all reels 32L, 32M, and 32R have stopped and the timing when the display control device 81 performs control based on the receipt of the command indicating that all reels have stopped. Furthermore, if it is determined that all stop switches 42-44 are in an unoperated state, the system is configured to send an operation completion command before determining whether the instruction monitor is currently displayed. This configuration makes it possible to reduce the discrepancy between the timing when all stop switches 42-44 have been operated and the timing when the display control device 81 performs control based on the receipt of the operation completion command.

[0258] The bonus notification animation is configured to proceed when all reels 32L, 32M, and 32R have stopped, and when all stop switches 42-44 have been operated, with the display control device 81 controlling this bonus notification animation. In this configuration, there is a concern that one of the prepared animation contents may not be executed depending on whether all reels 32L, 32M, and 32R stop or all stop switches 42-44 are operated first. To resolve this concern, for example, it is possible to configure the system to output a third notification sound when either all reels 32L, 32M, and 32R stop or all stop switches 42-44 are operated, and to execute the bonus notification when the other occurs. However, in such a configuration, the command type received from the main control device 101 and the processing content to be executed will no longer correspond, which may lead to a new problem where the processing configuration related to the bonus notification animation becomes more complex and the memory capacity increases.

[0259] On the other hand, by configuring the main control device 101 to send a command indicating that all reels 32L, 32M, and 32R have stopped, and to send an operation completion command indicating that all stop switches 42 to 44 have been operated, the display control device 81 can understand that all reels 32L, 32M, and 32R have stopped by receiving the command, and can understand that all stop switches 42 to 44 have been operated by receiving the command. Furthermore, since the main control device 101 sends the operation completion command after sending the command, the display control device 81 only needs to control the output of a third notification sound based on the reception of the command, and then control the execution of an additional notification based on the subsequent reception of the operation completion command. Thus, it is possible to suitably resolve each of the above concerns.

[0260] In the bonus notification feature, a third notification sound is output from speaker 64 based on the reception of the command that all reels have stopped, and the bonus notification is executed on the auxiliary display unit 65 based on the reception of the operation end command. By configuring the device that executes the feature based on the reception of the command that all reels have stopped and the device that executes the feature based on the reception of the operation end command to be different, it is possible to reliably output the third notification sound even when the interval between receiving the command that all reels have stopped and receiving the operation end command is short.

[0261] (Third embodiment)

[0262] In the first embodiment described above, for example, as shown in Figure 20, commands for simulated gameplay and commands for actual gameplay were prepared separately, and a command was sent to the display control device 81 according to the presence or absence of the simulated gameplay flag. However, this configuration will be changed. Note that the basic configuration is the same as in the first embodiment described above, so only the differences will be explained below.

[0263] Figure 44(a) shows the configuration of the pseudo-game flag storage area provided in the RAM 106 of the main control unit 101. The pseudo-game flag storage area consists of 1 byte. Each bit of the pseudo-game flag storage area is blank, with the most significant 7th bit and bits 5 through 0 being blank, and the 6th bit having the function of a pseudo-game flag storage bit. When the main control unit 101 sets the pseudo-game flag (step S504, see Figure 16), it sets the 6th bit of the pseudo-game flag storage area to "1", and when it clears the pseudo-game flag (step S611, see Figure 17 or step S1004, see Figure 21), it sets the 6th bit of the pseudo-game flag storage area to "0". Therefore, if we assume that the bits in the pseudo-game flag storage area are arranged from the most significant bit to the least significant bit and convert the resulting 8-digit binary number to hexadecimal, the result will be 40H (01000000) if the pseudo-game flag is set, and 00H (00000000) if the pseudo-game flag is not set.

[0264] Next, the command transmission process 1 in this embodiment will be described. The command transmission process 1 is a process performed in the reel control process (step S406, see Figure 15), and is a process of sending a rotation start command or a simulated game rotation start command to the display control device 81.

[0265] In command transmission process 1, as shown in the flowchart in Figure 45, rotation start header information is obtained in step S2701.

[0266] Here, we will briefly explain the structure of a command. A command consists of a header indicating the command type, a body indicating the specific content, and a footer indicating that it is the last piece of information in the command. The header consists of 1 byte, as shown in Figure 44(b). The function of each bit in the header is as follows: The most significant bit, the 7th bit, functions as a header identification bit and is always stored as "1". The 6th bit functions as a pseudo-game identification bit, indicating whether or not it is a pseudo-game, the 5th bit is blank, and the 4th to 0th bits function as command type storage bits, indicating the command type. For example, the rotation start header information is 86H, or 10000110, and is pre-stored in the ROM 105 of the main control unit 101.

[0267] If rotation start header information is obtained in step S2701, the process proceeds to step S2702, where pseudo-game determination information is added to the rotation start header information. In this embodiment, the information stored in the pseudo-game flag storage area also functions as pseudo-game determination information. Therefore, in step S2702, 40H or 00H is added to 86H, which is the rotation start header information. As a result, if the pseudo-game flag is set, i.e., a pseudo-game is in progress, the addition result in step S2702 becomes C6H (11000110), and if the pseudo-game flag is not set, i.e., a real game is in progress, the addition result in step S2702 becomes 86H (10000110). In step S2703, the addition result is transmitted to the display control device 81 as a header. In step S2704, it is determined whether or not there is body information. If body information exists, the body information is sent to the display control device 81 in step S2705, and the footer is sent to the display control device 81 in step S2706, and this process ends. If there is no body information, the footer is sent to the display control device 81 in step S2706, and this process ends. In command transmission process 1, since body information is not set for the rotation start command (simulated game rotation start command), a header indicating that it is a rotation start command (simulated game rotation start command), and the footer are sent to the display control device 81.

[0268] Next, the command transmission process 2 in this embodiment will be described. The command transmission process 2 is a process performed in the reel control process (step S409, see Figure 15), and is a process that transmits a stop command or a pseudo-stop command to the display control device 81.

[0269] In command transmission process 2, as shown in the flowchart of Figure 46, stop-enabled header information is obtained in step S2801. The stop-enabled header information is 87H, or 10000111, and is pre-stored in the ROM 105 of the main control unit 101. In step S2802, pseudo-game determination information is added to the stop-enabled header information. That is, in step S2802, 40H or 00H is added to the stop-enabled header information, 87H. As a result, if the pseudo-game flag is set, i.e., a pseudo-game is in progress, the addition result in step S2802 becomes C7H (11000111), and if the pseudo-game flag is not set, i.e., a real game is in progress, the addition result in step S2802 becomes 87H (10000111). In step S2803, the addition result is sent as a header to the display control unit 81. In step S2804, it is determined whether or not there is body information. If body information exists, the body information is sent to the display control device 81 in step S2805, and the footer is sent to the display control device 81 in step S2806, and this process ends. If there is no body information, the footer is sent to the display control device 81 in step S2806, and this process ends. Note that in command transmission process 2, since no body information is set for the stop-enabled command (pseudo-stop-enabled command), a header indicating that it is a stop-enabled command (pseudo-stop-enabled command) and a footer are sent to the display control device 81.

[0270] Figure 47 is a flowchart of the stop position determination process. In the stop position determination process in the first embodiment, it is determined in step S1103 whether or not the pseudo-game flag is set, and a pseudo-stop command or a stop command is sent to the display control device 81 according to the determination result (see Figure 22). In this embodiment, similar to the first embodiment, it is determined in step S2903 whether or not the pseudo-game flag is set, but regardless of the determination result, a command transmission process 3 is performed in step S2905 to send a pseudo-stop command or a stop command.

[0271] In command transmission process 3, as shown in the flowchart of Figure 48, stop header information is obtained in step S3001. The stop header information is 88H, or 10001000, and is pre-stored in the ROM 105 of the main control unit 101. In step S3002, pseudo-game determination information is added to the stop header information. That is, in step S3002, 40H or 00H is added to the stop header information, 88H. As a result, if the pseudo-game flag is set, i.e., a pseudo-game is in progress, the addition result in step S3002 becomes C8H (11001000), and if the pseudo-game flag is not set, i.e., a real game is in progress, the addition result in step S3002 becomes 88H (10001000). In step S3003, the addition result is sent as a header to the display control unit 81. In step S3004, it is determined whether or not there is body information. If body information exists, in step S3005 the body information is sent to the display control device 81, and in step S3006 the footer is sent to the display control device 81, and this process ends. If there is no body information, in step S3006 the footer is sent to the display control device 81, and this process ends. In command transmission process 3, in step S3005 the body information is sent to indicate the reel on which the stop command or pseudo-stop command was generated. More specifically, if the reel is the left reel 32L, 01H is sent as body information; if the reel is the middle reel 32M, 02H is sent as body information; and if the reel is the right reel 32R, 03H is sent as body information. This body information is pre-stored in the ROM 105 of the main control device 101. As a result of the above, in command transmission process 3, a stop command (pseudo-stop command) is transmitted to the display control device 81, consisting of a header indicating that it is a stop command (pseudo-stop command), a body indicating a stop reel (pseudo-stop reel), and a footer.

[0272] The embodiment described in detail above provides the following excellent effects.

[0273] The system is configured to send different commands depending on whether it is a simulated game or an actual game. This configuration makes it possible for the display control device 81 to determine whether it is a simulated game or an actual game.

[0274] As a result of the above, it becomes possible to have the display control device 81 perform control of simulated games and auxiliary effects corresponding to the actual game, thereby improving the enjoyment of the game.

[0275] On the other hand, if the system is configured to pre-store commands in ROM 105 for both simulated gameplay and actual gameplay, there is a concern that the amount of data to be pre-stored will increase. Furthermore, since it becomes necessary to determine whether or not it is simulated gameplay when sending commands, in addition to the increase in data volume due to the addition of the determination process, there is also a concern that the processing configuration will become more complex.

[0276] Therefore, in this embodiment, in the command transmission process 1, a header to be transmitted to the display control device 81 is created by adding header information such as rotation start header information and information stored in the pseudo-game flag storage area. With this configuration, it is not necessary to pre-store the header to be transmitted in the case of a pseudo-game, so it is possible to reduce the amount of data. Furthermore, in this configuration, the created header will include whether or not it is a pseudo-game, so the process of determining whether or not it is a pseudo-game is unnecessary. Thus, it is possible to reduce the amount of data by simplifying the processing configuration.

[0277] The configuration includes information in the header indicating whether or not it is a simulated game. This configuration makes it possible to suppress redundancy in the commands sent from the main control unit 101 to the display control unit 81. In other words, to make the display control unit 81 know whether or not it is a simulated game, it is also possible to send 00H or 40H in the body instead of the header, rather than performing the calculation as in this embodiment. However, in such a configuration, the number of bytes to send increases by one, resulting in command redundancy.

[0278] The header includes a header identification bit, a pseudo-game identification bit, and a command type storage bit, and the header is configured to fit within one byte. This configuration suppresses command redundancy while allowing the display control device 81 to grasp a large amount of information through the header.

[0279] In the header, a pseudo-game identification bit is placed lower than the header identification bit and higher than the command type storage bit. This configuration makes it possible to store information indicating whether or not it is a pseudo-game in a bit that would have been unused in the past, and effectively suppresses redundancy in the commands transmitted from the main control unit 101 to the display control unit 81. Furthermore, by creating the header information by adding the pseudo-game determination information, it is possible to include information indicating whether or not it is a pseudo-game in the header without changing the conventional header configuration. As a result, it is possible to suppress an increase in the development man-hours for the slot machine 10.

[0280] The pseudo-game flag storage area is composed of one byte, the same byte as the header, and all bits except the sixth bit are left blank. This configuration makes it possible to avoid changes in the values ​​of other bits, such as the command type storage bit, when pseudo-game judgment information is added to the header information.

[0281] The system is configured to create a header using information stored in the simulated game flag storage area. This configuration allows the information stored in the simulated game flag storage area to have two functions: one as information used to determine whether or not to execute a simulated game, and another as information used when creating a header. As a result, it becomes unnecessary to provide a storage area in RAM106 for storing simulated game determination information, thus suppressing an increase in storage capacity.

[0282] (Fourth embodiment)

[0283] In the first embodiment described above, a simulated game was performed, but a configuration that only performs the actual game without a simulated game is also possible. Therefore, such a configuration will be described in detail below. Note that the basic configuration is the same as in the first embodiment above, so only the differences will be described below.

[0284] Figure 49 is a perspective view of the slot machine 10 in this embodiment.

[0285] To the right of the first credit insertion switch 56 and to the left of the medal slot 45, there are an effect switch 67 and a selection switch 68. The effect switch 67 is operated when a push effect, described later, is performed, and when the menu screen is called up when no game is being played, and the word "PUSH" is displayed on its top surface. The selection switch 68 consists of four switches: an up switch, a down switch, a left switch, and a right switch, which specify the up, down, left, and right directions, and is operated when selecting desired information from the various information displayed on the menu screen. The effect switch 67 (more specifically, the effect switch detection sensor that detects the operation of the effect switch 67) and the selection switch 68 (more specifically, the selection switch detection sensor that detects the operation of the selection switch 68) are connected to the display control device 81, as shown in Figure 50.

[0286] Figure 51 is a flowchart showing the reel control process.

[0287] In step S3101, the repetition counter in RAM 106 is set to 3. In step S3102, the reel acceleration is started according to the value of the repetition counter. More specifically, if the value of the repetition counter is 3, the rotation start setting table address for the left reel 32L is obtained; if the value of the repetition counter is 2, the rotation start setting table address for the middle reel 32M is obtained; and if the value of the repetition counter is 1, the rotation start setting table address for the right reel 32R is obtained. The drive control of the stepping motor is performed in the stepping motor control process S107 of the timer interrupt processing based on the obtained rotation start setting table.

[0288] If the rotation start setting table address corresponding to the value of the repetition count counter is obtained in step S3102, the process proceeds to step S3103, and 1 is subtracted from the value of the repetition count counter. In step S3104, it is determined whether the value of the repetition count counter has become 0. If the value of the repetition count counter has not become 0, the process returns to step S3102. If the value of the repetition count counter has become 0, the process proceeds to step S3105, and the stop information setting process is performed to set the stop information. In the stop information setting process, stop information corresponding to the result of the win / loss determination of the role is created, and the creation result is stored in the stop information storage area 106b. In step S3106, 3 is set in the reel rotation counter provided in RAM 106, and in step S3107, a rotation start command is sent to the display control device 81. In step S3108, it is determined whether there are any reels accelerating. If there are any reels accelerating, the process waits until the acceleration of all reels 32L, 32M, and 32R is completed. When acceleration of all reels 32L, 32M, and 32R is complete and all reels 32L, 32M, and 32R are rotating at a predetermined constant speed, the process proceeds to step S3109, where the instruction monitor display process is performed.

[0289] In the instruction monitor display process, as shown in the flowchart of Figure 52, step S3201 determines whether the current game mode is notification mode. If the current game mode is notification mode, the process proceeds to step S3202 to determine whether a push-order bell has been won. If a push-order bell has been won, step S3203 displays the operation sequence of stop switches 42-44 that can be used to win the bell on the instruction monitor, and the process ends. Also in step S3203, an operation sequence command indicating the operation sequence to be announced is sent to the display control device 81. If the current game mode is not notification mode, or if a push-order bell has not been won, the process ends as is.

[0290] Returning to the explanation of the reel control process, in step S3110, a stop command is sent to the display control device 81. Then, in step S3111, the stop control process is performed, and this process is terminated.

[0291] In the stop control process, as shown in the flowchart of Figure 53, in step S3301, it is determined whether the stop switch corresponding to the rotating reel has been operated, that is, whether a stop command has been issued. If no stop command has been issued, the process waits until a stop command is issued. If a stop command is issued, the process proceeds to step 3302, where a stop position determination process is performed to stop the rotating reel.

[0292] In the stop position determination process, as shown in the flowchart of Figure 54, in step S3401, 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 obtained. Specifically, the symbol number of the symbol that has reached the base position is obtained by the number of excitation pulses output from the time the detection signal of the reel index sensor is input. In step S3402, 1 is subtracted from the value of the reel rotation counter. In step S3403, a stop command is sent to the display control device 81. Also in step S3403, the lamp (not shown) of the stop switch from which the stop command was issued is turned off to notify the player that it is no longer possible to issue a stop command in this game. In the following step S3404, the number of reel slips that should be stopped is calculated based on the stop information stored in the stop information storage area 106b. In this slot machine 10, when the stop switches 42-44 are operated, there are five stopping patterns for each reel 32L, 32M, and 32R: a stopping pattern in which the reel stops as is with the symbol that has reached the base position; a stopping pattern in which the corresponding reel is stopped after sliding one symbol; a stopping pattern in which the reel is stopped after sliding two symbol positions; a stopping pattern in which the reel is stopped after sliding three symbol positions; and a stopping pattern in which the reel is stopped after sliding four symbol positions. In step S3404, a value of 0 to 4 is calculated as the number of slides based on the stop information stored in the stop information storage area 106b. Then, in step S3405, the calculated number of slides is added to the symbol number of the symbol that has reached the base position to determine the symbol number of the symbol that will actually stop at the base position. In step S3406, it is determined whether the value of the reel rotation counter is not 0. If the reel rotation counter value is not 0, that is, if no stop command has been issued for at least one reel, the stop position determination process is terminated after the stop information modification process is performed in step S3407. If the reel rotation counter value is 0, that is, if stop commands have been issued for all reels, the stop position determination process is terminated without performing the stop information modification process.

[0293] Returning to the explanation of the stop control process, once the stop position determination process is complete, the process proceeds to step S3303 to determine whether the reel rotation counter value has become 0. If the reel rotation counter value has not become 0, the process returns to step S3301. In other words, in this slot machine 10, once the stop symbol number of the reel for which a stop command was issued has been determined, the process determines whether the next stop command has been issued in step S3301, regardless of whether the reel for which the stop command was issued has actually stopped. Therefore, the player can issue stop commands continuously without waiting for the reels to stop. Note that the stopping of the reels is not performed in the stop control process (normal process), but in the stepping motor control process S107 of the timer interrupt process. In the stepping motor control process, it is determined whether the symbol number of the target symbol of the reel for which the stop command was issued has become equal to the stop symbol number, and if they are equal, the reel for which the stop command was issued is stopped by performing a braking process.

[0294] If the reel rotation counter value is determined to be 0 in step S3303, it means that the stop symbol numbers have been determined for all reels 32L, 32M, and 32R, so the process proceeds to step S3304 to determine whether the symbol numbers of the reached symbols for all reels 32L, 32M, and 32R have become the stop symbol numbers. If the symbol numbers of the reached symbols for all reels 32L, 32M, and 32R have not become the stop symbol numbers, the process waits until the symbol numbers of the reached symbols for all reels 32L, 32M, and 32R have become the stop symbol numbers. If the symbol numbers of the reached symbols for all reels 32L, 32M, and 32R have become the stop symbol numbers, the process proceeds to step S3305 and a command indicating that all reels have stopped is sent to the display control device 81. Upon receiving the command indicating that all reels have stopped, the display control device 81 understands that all reels 32L, 32M, and 32R have reached their stopping positions. In the following step S3306, it is determined whether all stop switches 42-44 are in an unoperated state. More specifically, it is determined whether all input signals from stop detection sensors 42a-44a are OFF. If any input signal from any of the stop detection sensors 42a-44a is ON, it means that the player is operating the corresponding stop switch, so the system waits. If all stop switches 42-44 are in an unoperated state, the system proceeds to step S3307 and sends an operation completion command to the display control device 81. The display control device 81 receives the operation completion command and understands that all stop switches 42-44 are in an unoperated state. In step S3308, it is determined whether the instruction monitor is currently displayed, and if it is, the instruction monitor is cleared in step S3309. In both cases, the system waits for 100 msec in step S3310 before terminating the process. Incidentally, the reason for waiting 100 msec in step S3310 is to wait for the braking process to be completed in the stepping motor control process and for the reel's oscillation to subside.

[0295] Next, we will explain the processes related to the present invention among the various processes performed by the display control device 81. Briefly, the processing configuration of the display control device 81 is as follows: Similar to the main control device 101, the display control device 81 performs main processing and timer interrupt processing that is executed periodically. The timer interrupt processing in the display control device 81 is performed approximately every 10 msec. In addition, the display control device 81 grasps the progress of the game by receiving various commands such as lottery result commands transmitted from the main control device 101 and starts the corresponding processing.

[0296] Figure 55 is a flowchart showing the process for completing an operation command.

[0297] In step S3501, it is determined whether or not an operation completion command has been received. If no operation completion command has been received, the process ends. On the other hand, if an operation completion command has been received, it means that all stop switches 42-44 have become untouched, that is, the operation to generate stop commands for all reels 32L, 32M, and 32R has been completed. In this case, the process proceeds to step S3502, where 18000 is set in the standby timer provided in the RAM of the display control device 81. The value of the standby timer is decremented by 1 during timer interrupt processing. Since timer interrupt processing is performed approximately every 10 msec, the value of the standby timer becomes 0 after approximately 180 seconds. In step S3503, it is determined whether or not the performance flag has been set. If the performance flag has not been set, the process ends.

[0298] Figure 56 is a flowchart of the start-waiting process. The start-waiting process is performed in the main process and is executed based on the receipt of the operation completion command.

[0299] In step S3601, it is determined whether the performance flag is set. If the performance flag is not set, the process proceeds to step S3603 to determine whether the performance switch 67 has been operated. If the performance switch 67 has not been operated, the process proceeds to step S3604 to determine whether the value of the waiting timer has become 0. If the value of the waiting timer has not become 0, the process proceeds to step S3605 to determine whether the number of bets is 0. A detailed explanation is omitted, but in the medal insertion process performed when medals are inserted or the credit insertion switches 56-58 are operated, the main control device 101 sends a bet number command indicating the number of bets to the display control device 81. The display control device 81 determines whether the number of bets is 0 based on the number of bets indicated by the received bet number command or whether no bet number command has been received. If the number of bets is 0, the process returns to step S3603.

[0300] If it is determined in step S3603 that the performance switch 67 has been operated, menu processing is performed in step S3606.

[0301] In the menu processing, as shown in the flowchart of Figure 57, the menu screen is displayed on the auxiliary display unit 65 in step S3701. In step S3702, the selected menu execution process is performed. In this slot machine 10, the following are displayed on the menu screen as selectable menus: game history, payout table, volume adjustment, clear game history, and menu exit. In the selected menu execution process, if the selection switch 68 is operated, the selected menu corresponding to the operation of the selection switch 68 is highlighted, and if the performance switch 67 is operated, the highlighted selected menu is executed. In step S3703, it is determined whether the performance switch 67 was operated when menu exit was selected, that is, whether the menu exit operation was performed. If the menu exit operation has not been performed, the process proceeds to step S3704 to determine whether the number of bets is 0. If the number of bets is 0, the process returns to step S3702 and the selected menu execution process continues. On the other hand, if it is determined in step S3703 that the menu exit operation has been performed, the menu exit process is performed in step S3705. In the menu termination process, the menu screen and other information displayed on the auxiliary display unit 65 are hidden, and the normal screen is displayed. In the following step S3706, the waiting timer is set to 18000. After that, the process proceeds to step S3603 of the start waiting process described above. Also, if it is determined in step S3704 that the number of bets is not 0, it means that the player has performed an operation to start the next round of play (betting medals or virtual medals) while the menu screen or other information was being displayed. In this case, the process proceeds to step S3707, where the menu termination process described above is performed. After that, the process proceeds to step S3901 of the start command waiting process described later.

[0302] Returning to the explanation of the start waiting process, if it is determined in step S3604 that the value of the waiting timer has become 0, the waiting process is performed in step S3607.

[0303] In the standby process, as shown in the flowchart of Figure 58, the customer waiting animation is started in step S3801. In the customer waiting animation, a predetermined demo movie (attract animation) is displayed on the auxiliary display unit 65. Alternatively, instead of or in addition to the customer waiting animation, the system may switch to power saving mode and display "Power saving in progress" on the auxiliary display unit 65. Alternatively, the system may switch to power saving mode by reducing the brightness of the auxiliary display unit 65 without performing the customer waiting animation or displaying "Power saving in progress". In step S3802, it is determined whether the animation switch 67 has been operated. If the animation switch 67 has not been operated, it is determined in step S3803 whether the number of bets is 0, and if the number of bets is not 0, the system returns to step S3802. If it is determined in step S3802 that the animation switch 67 has been operated, the customer waiting animation is terminated in step S3804, and the standby timer is set to 18000 in step S3805. After that, the system proceeds to step S3701 of the menu process. If it is determined in step S3803 that the number of bets is not 0, the customer waiting animation is terminated in step S3806, and the waiting timer is set to 18000 in step S3807. After that, the process proceeds to step S3901 of the start command waiting process, which will be described later.

[0304] Returning to the explanation of the start waiting process, if it is determined in step S3605 that the number of bets is not 0, the start command waiting process is performed in step S3608.

[0305] In the start command waiting process, as shown in the flowchart of Figure 59, it is determined in step S3901 whether or not a start command has been received. The start command is a command sent from the main control unit 101 to the display control unit 81, and is sent when it is determined in step S206 of the normal process (see Figure 11) that a start command has been generated. If a start command has not been received, it is determined in step S3902 whether or not the number of bets is 0, and if the number of bets is not 0, the process returns to step S3901. On the other hand, if the number of bets is 0, the waiting timer is set to 18000 in step S3903, and the process proceeds to step S3603 of the start waiting process. A typical example of a situation in step S3902 where the number of bets is 0 is when the player has bet a predetermined number of medals and then operates the settlement switch 59. If it is determined in step S3901 that a start command has been received, it means that the game has started, and the process proceeds to the in-game process in step S3904. A detailed explanation of the in-game processing will be omitted, but in the in-game processing, for example, if a push-order bell is won while in notification mode, the operation sequence that will result in the bell win will be displayed on the auxiliary display unit 65.

[0306] As described above, when the performance switch 67 is operated while no game is being played, the display control device 81 displays the menu screen on the auxiliary display unit 65, and when the value of the standby timer becomes 0, it starts the customer waiting performance.

[0307] In this slot machine 10, if the bonus payout lottery is won in notification mode, after all stop switches 42-44 have been operated, a press animation is performed instructing the player to operate the performance switch 67 to announce the number of bonus payouts. The following describes the process performed by the display control device 81 when such a press animation is executed.

[0308] Figure 60 is a flowchart showing the process of determining the effects performed during the gameplay described above. The effect determination process is performed at the start of the game.

[0309] In step S4001, it is determined whether or not a lottery result command has been received. If it has not been received, this process ends. If a lottery result command has been received, the process proceeds to step S4002, where it is determined whether or not the current game mode is notification mode. If the current game mode is not notification mode, this process ends. If the current game mode is notification mode, step S4003 determines whether or not a rare role has been won. If a rare role has not been won, this process ends. If a rare role has been won, the process proceeds to step S4004, where a performance execution lottery is held. In the performance execution lottery, a win or loss is determined based on the type of rare role won and the random number acquired by the display control device 81. Incidentally, in the performance execution lottery, if a watermelon is won, there is approximately a 1 in 10 chance of winning the performance execution lottery, and if a cherry is won, there is approximately a 1 in 2 chance of winning the performance execution lottery. In step S4005, it is determined whether or not the performance execution lottery has been won. If the performance execution lottery is won, the performance flag is set in step S4006 and this process ends. If the performance execution lottery is not won, the process proceeds to step S4007 to determine whether or not an additional bonus command has been received. An additional bonus command is a command sent from the main control device 101 when the additional bonus lottery is won, and is sent before the lottery result command when the additional bonus lottery is won (see Figures 12 and 30). Therefore, if an additional bonus command has been received, it means that the additional bonus lottery was won in this game round. In this case, the performance flag is set in step S4006 and this process ends. If an additional bonus command has not been received, this process ends as is. When the display control device 81 receives an additional bonus command, it stores the number of additional bonuses indicated by the additional bonus command in the additional bonus counter provided in the RAM of the display control device 81.

[0310] When all stop switches 42-44 have been operated, the main control unit 101 sends an operation completion command to the display control unit 81.

[0311] When the display control device 81 receives an operation completion command, it determines in step S3303 of the operation completion command processing shown in Figure 55 that the performance flag is set, and proceeds to step S3304. In step S3304, it displays the performance switch 67 on the auxiliary display unit 65 and starts a press display prompting the player to operate the performance switch 67. In the following step S3305, it sets the first timer provided in the RAM of the display control device 81 to 1000. The value of the first timer is decremented by 1 in the timer interrupt processing. Since the timer interrupt processing is performed approximately every 10 msec, the value of the first timer becomes 0 after approximately 10 seconds. When the first timer is set to 1000, the operation completion command processing is terminated.

[0312] In the start waiting process, as shown in the flowchart in Figure 56, if the performance flag is set, a positive determination is made in step S3601 and the button press performance is performed in step S3602.

[0313] In the button press animation process, as shown in the flowchart of Figure 61, it is determined in step S4101 whether or not the animation switch 67 has been operated. If the animation switch 67 has not been operated, the system remains in a waiting state. If the animation switch 67 has been operated, the system proceeds to step S4102, where the result flag is set. The result flag is used to initiate the display of the result, which will announce the number of additional coins if the bonus lottery has been won, or announce that no additional coins have been added if the bonus lottery has not been won.

[0314] Figure 62 is a flowchart showing the result display process performed in the timer interrupt processing of the display control device 81.

[0315] In step S4201, it is determined whether the result flag is set or not. If the result flag is set, the result flag is cleared in step S4202 and the display flag is set in step S4203. In step S4204, the display counter in the RAM of the display control device 81 is set to 0, and in step S4205, an image corresponding to the value of the display counter is displayed on the auxiliary display unit 65. The ROM of the display control device 81 has in advance the result display image data to be executed when the bonus lottery is won and the result display image data to be executed when the bonus lottery is not won. The result display image data consists of 201 image data corresponding to values ​​from 0 to 200, and in step S4205, the result display image data corresponding to the lottery result of the bonus lottery is obtained and the image data corresponding to 0 is displayed on the auxiliary display unit 65. If an image corresponding to the value of the display counter is displayed on the auxiliary display unit 65, this process is terminated.

[0316] If it is determined in step S4201 that the result flag is not set, the process proceeds to step S4206 to determine whether the displaying flag is set. If neither the result flag nor the displaying flag is set, it means that the result display is not being performed, and the process ends there. On the other hand, if the displaying flag is set, it means that the result display is in progress, so in step S4207, 1 is added to the value of the display counter, and in step S4208, an image corresponding to the value of the display counter is displayed on the auxiliary display unit 65. In step S4209, it is determined whether the value of the display counter has reached 200, and if the value of the display counter has not reached 200, the process ends there. If the value of the display counter has reached 200, it means that the final image data of the result display image data has been displayed, that is, the result display has been completed, so in step S4210, the displaying flag is cleared, and in step S4211, the completion flag is set. In step S4212, 300 is set in the second timer provided in the RAM of the display control device 81. The value of the second timer is decremented by 1 during timer interrupt processing. Since timer interrupt processing occurs approximately every 10 msec, the value of the second timer will become 0 after approximately 3 seconds. If the second timer is set to 300, the result display process will terminate.

[0317] As described above, when the result flag is set during the button press animation process, the result display process is activated in the timer interrupt process approximately every 10 msec, and the result display is executed for approximately 2 seconds. Furthermore, when the result display is executed to completion, the auxiliary display unit 65 continues to display the final image data of the result display data until it transitions to one of the above-mentioned menu processing, waiting processing, or start command waiting processing (see Figure 56).

[0318] Returning to the explanation of the button press animation process, in step S4103, it is determined whether the value of the first timer has become 0. If the value of the first timer has not become 0, the process waits until the value of the first timer becomes 0. If the value of the first timer becomes 0, it means that approximately 10 seconds have elapsed since the start of the button press display. In this case, the process proceeds to step S4104, where it is determined whether the completion flag has been set. If the completion flag has been set, it means that the result display has been completed to the end, so in step S4105 the completion flag is cleared, and in step S4106 the value of the second timer is set to 0, and the process ends. On the other hand, if it is determined in step S4104 that the completion flag has not been set, it means that the result display is still in progress, so the process proceeds to step S4107, where the process waits until the value of the second timer becomes 0. To explain in more detail, in step S4107, the process waits until the value of the display counter is 20 and the value of the second timer becomes 0. If the value of the second timer becomes 0, the completion flag is cleared in step S4105, and the value of the second timer is set to 0 in step S4106, terminating this process.

[0319] Here, we will explain in detail what happens after the button press is activated.

[0320] When a button press is displayed, the auxiliary display unit 65 continues to display the button press until the performance switch 67 is operated. If the performance switch 67 is operated while the button press is displayed, the result display starts. It takes approximately 2 seconds to complete the result display.

[0321] Here, if the effect switch 67 is operated within approximately 8 seconds after the start of the press display, the result display can be completed within approximately 10 seconds after the start of the press display. In this case, the completion flag is set when the value of the first timer becomes 0, so the press effect process is immediately terminated and the process moves to step S3603 of the start waiting process. At this time, the value of the second timer is not referenced. In other words, if the effect switch 67 is operated within approximately 8 seconds after the start of the press display, the operation of the effect switch 67 to display the menu screen (hereinafter also referred to as the "menu start operation") becomes effective approximately 10 seconds after the start of the press display.

[0322] If the performance switch 67 is operated between approximately 8 and 10 seconds after the start of the press display, the timing will be approximately 10 seconds after the start of the press display while the result display is still in progress. Therefore, in this case, the completion flag will not be set when the value of the first timer becomes 0, and the process will proceed to step S3603 of the start waiting process after the value of the second timer becomes 0. In other words, if the performance switch 67 is operated between approximately 8 and 10 seconds after the start of the press display, the menu start operation will become effective 3 seconds after the result display has been completed, that is, approximately 5 seconds after the performance switch 67 was operated.

[0323] If the performance switch 67 is operated approximately 10 seconds or more after the start of the button press display, the completion flag will not be set when the value of the first timer becomes 0 (the result display will not have started). Therefore, the result display will be executed to completion, and after the value of the second timer becomes 0, the process will proceed to step S3603 of the start waiting process. In other words, if the performance switch 67 is operated approximately 10 seconds or more after the start of the button press display, the menu start operation will become effective 3 seconds after the result display has been executed to completion, that is, approximately 5 seconds after the performance switch 67 was operated.

[0324] The embodiment described in detail above provides the following excellent effects.

[0325] In conventional slot machines, some did not execute menu processing after a game in which an auxiliary effect, such as the press-button effect described above, was performed, meaning that the menu screen would not be displayed even if the effect switch was operated. In such configurations, if a player wanted to display the menu screen, they had to continue playing until a game in which no press-button effect occurred occurred, which was a source of frustration for the player.

[0326] Therefore, in this embodiment, the system is configured to execute menu processing even after a game in which a button press animation has been performed. By adopting this configuration, it becomes possible to increase the opportunities for the menu screen to be displayed at the timing desired by the player, thereby improving the enjoyment of the game.

[0327] When the button press display is initiated, the system is configured such that the menu start operation becomes effective when the value of the first timer becomes 0, or when the value of the second timer (not the first timer) becomes 0. This configuration makes it possible to change the timing at which the menu start operation becomes effective according to the start timing of the result display, i.e., the timing of the operation of the performance switch 67. As a result, it is possible to reduce the opportunities for players to become frustrated when the menu screen does not appear even when they operate the performance switch 67.

[0328] Certainly, a configuration in which the menu start operation becomes effective after a game in which a button press animation is performed can also be configured such that the menu start operation becomes effective after a certain period of time, such as 3 seconds, has elapsed since the result display was completed. However, with such a configuration, there is a possibility that players may become frustrated at having to wait 3 seconds. To alleviate this concern, it is also possible to configure the system so that the menu start operation becomes effective immediately after the result display is completed, but with such a configuration, a new problem arises: there is a chance that the menu screen will be displayed at an unintended time for the player. This is because if the player operates the animation switch 67 again in the expectation of further animation development, such as a so-called reversal animation, after the result display has been completed, the display content of the auxiliary display unit 65 will switch from the button press animation to the menu screen.

[0329] On the other hand, in this slot machine 10, where the menu start operation is enabled based on the value of the first or second timer, unless the performance switch 67 is operated approximately 8 seconds after the start of the press display, a grace period can be provided between the completion of the result display and the activation of the menu start operation. The existence of this grace period reduces the chance of the menu screen being displayed at an unintended time for the player. While this may lead to frustration for the player who has to wait for the grace period, the length of the grace period changes depending on the timing of the operation of the performance switch 67. Therefore, it is possible to encourage the player to operate the performance switch 67 with a sense of curiosity, such as wondering if the menu start operation is already enabled this time. Thus, it is possible to reduce the player's frustration.

[0330] As a result of the above, this slot machine 10 is able to effectively resolve each of the above-mentioned concerns, and it is possible to reduce the opportunities for players to become frustrated when the menu screen does not appear even when they operate the performance switch 67.

[0331] When the value of the first timer becomes 0, and the completion flag indicating that the result display has been completed is set, the menu start operation is enabled. This configuration prevents the menu start operation from being enabled in the middle of the result display.

[0332] The first timer is configured to be set to 1000. When the button press display starts, it is assumed that the time required from when the player recognizes the button press display until they actually operate the performance switch 67 is generally within 5 seconds, even if they operate it hoping that the number of added coins will be announced. Since it takes about 2 seconds to complete the result display, by configuring the first timer to be set to 1000, it is possible to reduce the chances of the menu screen being displayed at an unintended time for the player. Furthermore, in this configuration, if the performance switch 67 is operated before about 8 seconds have passed since the button press display started, the menu start operation will become effective after about 10 seconds have passed, thus encouraging the player to operate the performance switch 67 while reducing the chances of a delay between the button press display and the result display.

[0333] The second timer is configured to be set to 300. If the result display has not been completed after approximately 10 seconds have passed since the start of the button press display, it is possible that the player has not operated the performance switch 67 due to leaving their seat or other reasons. In such cases, by configuring the system so that the menu start operation becomes effective approximately 3 seconds after the result display has been completed, it is possible to reduce the chances of the menu screen being displayed at an unintended time for the player.

[0334] (Fifth embodiment)

[0335] In the first embodiment described above, the notification mode is configured to terminate based on the net increase in tokens, but the notification mode may also be configured to terminate based on the number of games played. Therefore, the following will describe such a configuration in detail. Note that the basic configuration is the same as in the first embodiment described above, so only the differences will be described below.

[0336] First, I will explain the processes performed by the main control unit 101.

[0337] The processing performed by the main control unit 101 during the normal section is the same as in the first embodiment described above. Therefore, during the normal section, if any winning combination is achieved with three coins, the player wins the lottery to transition to the advantageous section. For example, in the case of "setting 3," there is a probability of winning any winning combination of approximately 1 in 1.2 and a probability of losing of approximately 1 in 6.4. Therefore, the normal section ends in almost one game with three coins. When transitioning from the normal section to the advantageous section, the game starts in chance mode, and the number of transition games is set to 700 (see Figure 26).

[0338] In chance mode, the processing performed by the main control device 101 differs from that of the first embodiment in terms of game section processing.

[0339] Figure 63 is a flowchart showing the game section processing in Chance Mode. Game section processing is a process that takes place after the medal payout process is completed (step S214, see Figure 11), and is performed at the end of the game.

[0340] In step S4301, the termination determination process described in the first embodiment above is performed (see Figure 29).

[0341] In step S4302, it is determined whether the current game section is a favorable section or not. If it is determined that the current game section is a normal section and not a favorable section, it means that the favorable section termination process has been performed in the termination determination process in step S4301, and therefore, this process is terminated after sending the section command in step S4311.

[0342] If the current game section is an advantageous section, the process proceeds to step S4303 to determine whether the current game is a 3-coin game. If it is a 3-coin game, 1 is added to the value of the mode game counter in step S4304, and it is determined in step S4305 whether the transition flag is set. If the transition flag is set, it means that the lottery for transitioning to notification mode has been won, so the transition flag is cleared in step S4306, and the game mode flag stored in the section information storage area 106d is changed to the notification flag in step S4308. In the following step S4309, the transition game counter is set to 50, and in step S4310, the mode game counter is set to 0. After that, the section command is sent in step S4311, and this process ends.

[0343] If it is determined in step S4305 that the transition flag is not set, it means that the lottery for transitioning to notification mode was not won. In this case, the process proceeds to step S4307 to determine whether the value of the mode game counter matches the value of the transition game counter. If the value of the mode game counter does not match the value of the transition game counter, the process ends after sending a section command in step S4311. On the other hand, if the value of the mode game counter matches the value of the transition game counter, the game mode flag stored in the section information storage area 106d is changed to the notification flag in step S4308. In the following step S4309, the transition game counter is set to 50, and in step S4310, the mode game counter is set to 0. After that, the section command is sent in step S4311 and the process ends.

[0344] If step S4303 determines that the current game is a 2-coin game and not a 3-coin game, the section command is sent in step S4311 without updating the mode game counter, and this process is terminated.

[0345] Next, we will explain the processing in the notification mode for the advantageous period.

[0346] Figure 64 is a flowchart showing the section lottery process in notification mode. The section lottery process is performed after the determination of whether a role is won or lost in the lottery process (step S309, see Figure 12), and is performed at the start of the game.

[0347] Step S4401 determines whether the current game is a 3-coin game. If it is a 3-coin game, the game proceeds to step S4402 to determine whether a rare role has been won. If a rare role has been won, the game proceeds to step S4403 to perform a bonus lottery to determine whether to increase the value of the transition game counter. In the bonus lottery, the winner is determined based on the set winning flag and the random number obtained when determining whether the role was won or lost. For example, in the bonus lottery, if a watermelon is won, there is approximately a 1 in 5 chance of winning a bonus of 50, 100, or 300 games, and if a cherry is won, there is approximately a 1 in 3 chance of winning a bonus of 50 games. In step S4404, the game determines whether the bonus lottery has been won. If the bonus lottery has been won, the game proceeds to step S4405 to perform a post-notification lottery to determine whether to announce the bonus number in a game after the current game. In the post-notification lottery, the success or failure is determined based on the set winning flag and the random number obtained when determining the success or failure of the role. If the post-notification lottery is not won, the bonus flag is set in step S4407 and the bonus command is sent in step S4408. Here, the bonus command is a command sent to the display control device 81 to let it know that the bonus lottery has been won and the number of bonus games to be added to the value of the transition game counter. In step S4409, the value corresponding to the lottery result of the bonus lottery is added to the value of the transition game counter. After that, this process ends. On the other hand, if the post-notification lottery is won, the bonus flag is not set and the post-notification command is sent in step S4410. Here, the post-notification command is a command sent to the display control device 81 to let it know that the post-notification lottery has been won and the number of bonus games to be added to the value of the transition game counter. In step S4409, the value of the transition game counter is added to the value corresponding to the result of the bonus lottery. After that, this process ends. If the bonus lottery is not won, this process ends as is. Also, if this game was a 2-coin game instead of a 3-coin game, or if a rare role is not won, this process ends as is without performing the bonus lottery described above.

[0348] As described above, if the bonus lottery is won, a bonus command or a post-notification command is sent to the display control device 81. If the bonus flag is set and the bonus command is sent, the number of bonus games is announced in the simulated game as described in the first embodiment above (see Figure 31). If the post-notification command is sent without setting the bonus command, the number of bonus games is announced in the revival sequence described later. If the simulated game lottery is won when the post-notification command is sent (see Figure 16), the number of bonus games is announced in the revival sequence instead of the simulated game.

[0349] Figure 65 is a flowchart showing the game section processing in notification mode. Game section processing is a process performed after the medal payout process is completed (step S214, see Figure 11), and is performed at the end of the game.

[0350] In step S4501, the termination determination process described in the first embodiment is performed, and in step S4502, it is determined whether the current game section is a favorable section or not. If it is determined that the current game section is a normal section and not a favorable section, it means that the favorable section termination process has been performed in the termination determination process of step S4501, and therefore, after sending a section command in step S4508, this process is terminated.

[0351] If the current game section is an advantageous section, in step S4503, 1 is added to the value of the mode game counter, and in step S4504, it is determined whether the value of the mode game counter matches the value of the transition game counter. If the value of the mode game counter matches the value of the transition game counter, the advantageous section termination process shown in steps S4505 to S4507 is performed, and in step S4508, a section command is sent to terminate this process. In the advantageous section termination process, in step S4505, the game section flag stored in the section information storage area 106d is changed to the normal flag, and in step S4506, the section indicator 66 is turned OFF. In step S4507, initialization processing is performed due to the termination of the advantageous section. In the initialization processing, information related to the instruction function (for example, the section game counter value) stored in the section information storage area 106d is initialized.

[0352] If step S4504 determines that the value of the mode game counter does not match the value of the transition game counter, the process proceeds to step S4509 to determine whether the completion flag is set. If the completion flag is not set, step S4510 determines whether the remaining number of games in notification mode is greater than 50. The remaining number of games in notification mode is derived by subtracting the value of the mode game counter from the value of the transition game counter. If the remaining number of games in notification mode is greater than 50, the process proceeds to step S4511 to determine whether the value of the difference counter is greater than 2200. If the remaining number of games in notification mode is greater than 50 and the value of the difference counter is greater than 2200, the completion flag is set in step S4512, and the transition game counter is set to 1500 in step S4513. The advantageous period ends when 1500 games have been played in the advantageous period, or when the difference in tokens in the advantageous period reaches 2400, regardless of the game mode at that time. Therefore, if the value of the net payout counter is greater than 2200 and the transition game counter is set to 1500, the advantageous section and notification mode will end when the net payout in the advantageous section reaches 2400. In step S4514, a completion command is sent to the display control device 81 to indicate that the end has been confirmed by a net payout of 2400. Then, in step S4508, a section command is sent to end this process.

[0353] If it is determined in step S4509 that the completion flag has been set, if it is determined in step S4510 that the remaining number of games in notification mode is 50 or less, or if it is determined in step S4511 that the value of the difference counter is 2200 or less, then the process will be terminated after sending a section command in step S4508.

[0354] This embodiment is characterized by the display effects in the auxiliary display unit 65 when transitioning from the notification mode (advantageous section) to the normal section and then to the chance mode (advantageous section). Therefore, the various processes performed by the display control device 81 will be explained below in accordance with the flow of the game.

[0355] This section describes the process performed by the display control device 81 when transitioning from chance mode to notification mode.

[0356] Figure 66 is a flowchart showing the section command processing in notification mode. Section command processing is a process that is activated when a section command transmitted from the main control unit 101 is received, and is activated after the game ends.

[0357] Step S4601 determines whether the current game was a game that transitioned to notification mode. The RAM of the display control device 81 is provided with a game section memory area that stores information about the game section indicated by the section command. The game section memory area consists of a first area that stores information indicated by the section command received in the current game, and a second area that stores information indicated by the section command received in the previous game. In step S4601, if information indicating chance mode is stored in the second area and information indicating notification mode is stored in the first area, it is determined that the current game was a game that transitioned to notification mode. In step S4602, the start flag is set. In step S4603, the display game counter provided in the RAM of the display control device 81 is set to 50, and in step S4604, the post-notification game counter provided in the RAM of the display control device 81 is set to 0. After that, the transition notification process is performed in step S4605, and this process ends. By performing the transition notification process, the auxiliary display unit 65 displays, as shown in Figure 73(a), that the notification mode will start from the next game and that the number of games that can be played under the notification mode is 50.

[0358] Figure 67 is a flowchart showing the start command processing in notification mode. When the main control unit 101 determines that a start command has been issued (step S206, see Figure 11), it sends a start command to the display control unit 81. The start command processing is a process that is activated when the start command sent from the main control unit 101 is received, and is activated at the start of the game.

[0359] In step S4701, it is determined whether the start flag is set. If the start flag is set, it means that this game is the first game in notification mode, so in step S4702 the start flag is cleared, and in step S4703 the value of the displayed game counter is displayed on the auxiliary display unit 65, and this process ends. By performing this process, the auxiliary display unit 65 displays, as shown in Figure 73(b), a young man character walking down the road and that there are 50 games remaining in notification mode. Although a detailed explanation is omitted, the control that notifies the order of operations when a push-order bell is won is performed in the lottery result command processing which is activated when a lottery result command is received (see step S310, Figure 12).

[0360] Next, we will explain the process that the display control device 81 performs when it has not received a completion command while in notification mode.

[0361] In the interval command processing that is activated after the end of the game, as shown in the flowchart in Figure 66, if it is determined in step S4601 that the current game is not a game that transitions to notification mode, the process proceeds to step S4606 to determine whether or not a completion command has been received. If a completion command has not been received, 1 is subtracted from the value of the displayed game counter in step S4610, and it is determined in step S4611 whether or not the value of the displayed game counter has become 1. If the value of the displayed game counter has not become 1, it is determined in step S4613 whether or not the value of the displayed game counter has become 0, and if the value of the displayed game counter has not become 0, the process ends there.

[0362] If it is determined in step S4611 that the value of the displayed game counter has become 1, it means that the next game will be the final game in notification mode, at least among the remaining games displayed on the auxiliary display unit 65. In this case, the termination flag is set in step S4612 and this process is terminated.

[0363] Furthermore, if it is determined in step S4613 that the value of the displayed game counter has become 0, it means that the post-notification lottery was won in one of the games up to the point where the value of the displayed game counter became 0. This is because, when the final game of the notification mode ends, the main control device 101 sends a section command indicating that it is a normal section rather than a section command indicating that it is in notification mode (see Figure 65). In such a case, the revival flag is set in step S4614, and the value of the post-notification game counter is set in step S4615. The post-notification game counter has the number of additional games indicated by the post-notification command added to it when a post-notification command indicating that the post-notification lottery has been won is received. After that, the post-notification game counter is set to 0 in step S4616, and this process ends.

[0364] In the start command processing, which is activated at the start of the game, as shown in the flowchart in Figure 67, if it is determined in step S4701 that the start flag is not set, it is determined in step S4704 whether or not the end flag is set. If the end flag is not set, the process proceeds to step S4707 to determine whether or not the revival flag is set. If the revival flag is not set, the process proceeds to step S4710 to determine whether or not the ending flag is set. If the ending flag is not set, the process of displaying the value of the displayed game count counter on the auxiliary display unit 65 is performed in step S4712, and this process ends. By performing this process, the auxiliary display unit 65 will display the remaining game count decreasing by 1 each time a game is played.

[0365] If it is determined in step S4704 that the termination flag is set, it means that the current game will be the final game in notification mode, at least in terms of the remaining number of games displayed on the auxiliary display unit 65. In this case, the termination flag is cleared in step S4705, and the termination screen is displayed on the auxiliary display unit 65 in step S4706, thus terminating this process. By performing this process, the auxiliary display unit 65 displays, as shown in Figure 73(c), that the notification mode has ended and the current number of medals acquired (for example, 800 medals), i.e., the difference in medals at the end of the previous game. Note that the lottery result command is received after the start command is received, but if a lottery result command indicating that a push-order bell has been won is received, in addition to displaying the termination screen, the operation sequence that can achieve a bell win is displayed on the auxiliary display unit 65. For example, if a lottery result command indicating that the middle left and right bells have been won is received, the auxiliary display unit 65 will display that the notification mode has ended, the current number of medals acquired, and the operation sequence "213", as shown in Figure 73(d).

[0366] If it is determined in step S4707 that the revival flag is set, it means that the post-notification lottery has been won, that is, there are unannounced additional game rounds. In this case, the revival flag is cleared in step S4708, and the revival animation process is performed in step S4709, ending this process. By performing the revival animation process, the auxiliary display unit 65 displays, as shown in Figure 73(e), that the notification mode will continue without ending, and the number of additional game rounds won in the post-notification lottery (for example, 50 games), followed by the normal screen under notification mode shown in Figure 73(b).

[0367] As described above, if a completion command is not received while in notification mode, the end screen is displayed at the start of the game in which the remaining number of games on the auxiliary display unit 65 becomes 0. If the post-notification lottery is won, a revival animation is performed at the start of the game following the display of the end screen to announce the continuation of notification mode.

[0368] Next, we will explain the process that the display control device 81 performs when it receives a completion command under notification mode.

[0369] In the section command processing that is activated after the end of the game, as shown in the flowchart in Figure 66, if it is determined in step S4601 that the current game is not a game that transitions to notification mode, the process proceeds to step S4606 to determine whether or not a completion command has been received. If a completion command is received, it means that the game has been confirmed to end with a difference of 2400. In this case, the ending flag is set in step S4607, and the displayed game counter is set to 1500 in step S4608. After that, the ending notification process is performed in step S4609, and this process ends. By performing the ending notification process, the auxiliary display unit 65 displays that the ending video will start from the next game.

[0370] In the section command processing for games after receiving the completion command, step S4610 subtracts 1 from the value of the displayed game counter, and step S4611 determines whether the value of the displayed game counter has become 1. As described above, in the section command processing when the completion command is received, the displayed game counter is set to 1500 in step S4608. Therefore, in the section command processing for games after receiving the completion command, step S4611 determines that the value of the displayed game counter has not become 1. For the same reason, in step S4613, which proceeds from step S4611, it is determined that the value of the displayed game counter has not become 0, and this process is terminated.

[0371] In the start command processing, which is activated at the start of the game, as shown in the flowchart in Figure 67, it is determined in step S4710 whether or not the ending flag is set. If the ending flag is set, the process ends after the ending execution process is performed in step S4711. In the ending execution process, a predetermined ending video is displayed on the auxiliary display unit 65.

[0372] As described above, if it is determined that the notification mode will end due to a difference of 2400 tokens, a predetermined ending video will be displayed on the auxiliary display unit 65 from the next game until the notification mode and the advantageous period end.

[0373] This section describes the process performed by the display control device 81 when transitioning from notification mode to normal mode.

[0374] In the section command processing that is activated after the end of the game, as shown in the flowchart in Figure 68, step S4801 determines whether the current game was a game that transitioned to the normal section. More specifically, it determines whether information indicating the notification mode is stored in the second area of ​​the game section memory area and information indicating the normal section is stored in the first area. If the current game was a game that transitioned to the normal section, the process proceeds to step S4802, and the continuous game counter provided in the RAM of the display control device 81 is set to 1. After that, this process ends. If the current game was not a game that transitioned to the normal section, 1 is added to the value of the continuous game counter in step S4803, and this process ends.

[0375] In the start command processing, which is activated at the start of the game, as shown in the flowchart in Figure 69, step S4901 determines whether or not the ending flag is set. If the ending flag is set, it means that a predetermined ending video has been displayed in notification mode. In this case, step S4902 clears the ending flag, and step S4903 displays the end screen on the auxiliary display unit 65. After that, step S4904 sets the continuation flag and terminates this process. By performing the above processing, the auxiliary display unit 65 displays that the notification mode has ended and the number of medals acquired at the time the notification mode ends.

[0376] If it is determined in step S4901 that the ending flag is not set, the process proceeds to step S4905 to determine whether the continuation flag is set or not. If the continuation flag is not set, the process proceeds to step S4906 to set the continuation flag and then to step S4907. If the continuation flag is set, the process proceeds directly to step S4907. In step S4907, the process of continuing to display the ending screen is performed. After that, this process ends. Note that in step S4907, the process of changing and displaying the number of medals acquired is not performed.

[0377] As described above, if the notification mode ends due to a difference of 2400 tokens, the notification mode end screen will be displayed on the auxiliary display unit 65 from the first game of the normal section until the end of the normal section. If the notification mode ends due to the completion of the transition game count, the notification mode end screen will be displayed on the auxiliary display unit 65 from the last game of the notification mode until the end of the normal section.

[0378] Figure 70 is a flowchart showing the lottery result command processing in the normal section. The lottery result command processing is a process that is activated when a lottery result command transmitted from the main control unit 101 is received, and is activated at the start of the game.

[0379] Step S5001 determines whether or not any winning combination has been achieved in the current game. If any winning combination has been achieved in the current game, it means that the player has won the lottery to transition to chance mode, that is, the player will transition to chance mode from the next game, and this process ends there. On the other hand, if no winning combination has been achieved in the current game, that is, if the normal section continues into the next game, the process proceeds to step S5002, where it is determined whether or not the value of the continuation game counter is less than 6. If the value of the continuation game counter is less than 6, a suggestion orb selection lottery is performed in step S5003. In the suggestion orb selection lottery, the selection is made based on the setting state of the slot machine 10 and the random number acquired by the display control device 81. Incidentally, in the suggestion orb selection lottery, if the setting is 1 or 2, a blue orb is selected 40% of the time, a yellow orb is selected 30% of the time, a green orb is selected 20% of the time, and a red orb is selected 10% of the time. In setting 3 or setting 4, there is a 20% chance of selecting a blue orb, a 30% chance of selecting a yellow orb, a 30% chance of selecting a green orb, and a 20% chance of selecting a red orb. In setting 5 or setting 6, there is a 10% chance of selecting a blue orb, a 20% chance of selecting a yellow orb, a 30% chance of selecting a green orb, and a 40% chance of selecting a red orb. Note that the selection rates may differ for each setting from setting 1 to setting 6. In step S5004, the selection result of the suggestive orb selection lottery is displayed on the auxiliary display unit 65. After that, this process ends. If it is determined in step S5002 that the value of the continuation game counter is 6 or more, the process proceeds to step S5005, where the confirmed orb indicating the setting status of this slot machine 10 is displayed on the auxiliary display unit 65. After that, this process ends. For example, when the process of displaying the confirmed orb is performed on slot machine 10 with setting 6, the ending screen and an orb labeled "6" are displayed on the auxiliary display unit 65, as shown in Figure 73(f).

[0380] Figure 71 is a flowchart showing the process for the "all reels stopped" command during a normal section. The "all reels stopped" command process is activated when the "all reels stopped" command is received from the main control unit 101, and is activated at the end of the game.

[0381] In the command processing for the completion of stopping all reels, the suggestion or confirmation orb displayed on the auxiliary display unit 65 is hidden in step S5101, and this process is terminated.

[0382] As described above, in the normal section, if the game does not transition to chance mode, the suggestion orb will be displayed on the auxiliary display unit 65 until all reels 32L, 32M, and 32R stop during the first 1 to 5 games, and the confirmation orb will be displayed on the auxiliary display unit 65 until all reels 32L, 32M, and 32R stop during the 6th game and beyond. Here, the probability of not transitioning to chance mode, i.e., the probability of a miss occurring, is approximately 1 in 6.4. Therefore, players who want to infer the settings from the appearance of the suggestion orb, or players who want to understand the setting status from the confirmation orb, need to play in a way that increases the number of games played in the normal section.

[0383] Next, we will explain the process performed by the display control device 81 when transitioning from the normal mode to the chance mode.

[0384] In the section command processing that is activated after the end of the game, as shown in the flowchart in Figure 68, step S4801 determines whether the current game was a game that transitioned to chance mode. More specifically, it determines whether information indicating a normal section is stored in the second area of ​​the game section memory area, and whether information indicating chance mode is stored in the first area. If the current game was a game that transitioned to chance mode, the process proceeds to step S4802, and the continuous game counter provided in the RAM of the display control device 81 is set to 1. After that, this process ends. If the current game was not a game that transitioned to chance mode, 1 is added to the value of the continuous game counter in step S4803, and this process ends.

[0385] In the start command processing, which is activated at the start of the game, as shown in the flowchart of Figure 72, it is determined in step S5201 whether or not the continuation flag is set. If the continuation flag is set, it means that the end screen is being displayed on the auxiliary display unit 65. In this case, the continuation flag is cleared in step S5202, and the end screen displayed on the auxiliary display unit 65 is hidden in step S5203. After that, in step S5204, the value of the continuation game counter is displayed on the auxiliary display unit 65, and this process ends. By performing this process, the auxiliary display unit 65 displays, as shown in Figure 73(g), an image of a young man character walking in the distance on a road, and the number of games in chance mode.

[0386] If it is determined in step S5201 that the continuation flag is not set, the process of displaying the value of the continuation game counter on the auxiliary display unit 65 is performed in step S5205, and this process is terminated. By performing this process, the auxiliary display unit 65 will display the number of games increasing by 1 each time a game is played.

[0387] The embodiment described in detail above provides the following excellent effects.

[0388] If the notification mode ends when the net payout reaches 2400, the ending screen is displayed in the game following the game in which the net payout reached 2400, i.e., in the first game of the normal section. If the notification mode ends when the number of transition games is completed, the ending screen is displayed in the final game of the notification mode. In this way, by making the game in which the ending screen is displayed differ depending on which ending condition is met, it becomes possible to diversify the auxiliary effects, such as executing auxiliary effects according to the ending condition that is met.

[0389] As a result of the above, it will be possible to improve the enjoyment of gaming.

[0390] When the notification mode ends due to a net gain of 2400, the system is configured to display the ending screen in the game following the game in which the net gain reached 2400. This configuration makes it possible to avoid displaying the ending screen for multiple games while the notification mode is still active. It is also possible to configure the system to display the ending screen in the game following the game in which the net gain reaches 2394 or more. However, with this configuration, if the player does not win a push-order bell, or if the player wins a push-order bell but the stop switches 42-44 are not operated in the announced sequence, the system may display the ending screen but the net gain may not reach 2400 and the notification mode will not end. In such cases, the system will continue to display the ending screen until the net gain reaches 2400 and the notification mode ends.

[0391] The system is configured to change the value of the transition game counter so that if the remaining number of games is greater than 50 and the net winnings are greater than 2200, the notification mode ends when the net winnings reach 2400. This configuration makes it possible to improve the enjoyment of the game from various perspectives.

[0392] First, if the advantageous period simply ends when the net number of tokens reaches 2400, some players might lose interest in playing if they actually reach 2400 tokens and the advantageous period (notification mode) ends, thinking that they could have won even more tokens if there wasn't such a limit on the number of tokens. This is because it is rare for the net number of tokens to reach 2400 when the remaining number of games reaches 0. On the other hand, in this slot machine 10, the value of the transition game counter is changed when the remaining number of games is greater than 50 and the net number of tokens is greater than 2200, making it possible to encourage players to play in notification mode with the goal of reaching 2200 tokens. Also, since the expected value of token increase per game in notification mode is approximately 3.5 tokens, if the net number of tokens exceeds 2200 when the remaining number of games is 57 or less, it is equivalent to winning the bonus lottery. This is because the expected number of games required to increase by 200 tokens is 58. As a result of the above, even when a limit is placed on the number of tokens won in the advantageous period, it is possible to reduce the likelihood of players losing interest in playing and to improve the enjoyment of the game.

[0393] Next, when the notification mode is terminated based on the number of winning tokens, the timing of the notification mode's termination will vary depending on the results of the prize draw, as described above. For this reason, in configurations where the termination condition of the notification mode is defined by the number of games, it was difficult to execute the ending sequence over multiple games. On the other hand, in this slot machine 10, which changes the value of the transition game counter when the remaining number of games is greater than 50 and the number of winning tokens is greater than 2200, it is possible to predetermine that the notification mode will end when the number of winning tokens reaches 2400. Therefore, the number of games from the time the transition game counter is changed until the number of winning tokens reaches 2400 can be reserved as the number of games for displaying the ending video. Thus, it becomes possible to execute the ending sequence in a suitable manner. In addition, it becomes possible to inform the player that they can complete the advantageous period through the ending sequence, and it becomes possible to let the player enjoy a sense of superiority while playing until the number of winning tokens actually reaches 2400. As a result, it becomes possible to improve the enjoyment of the game.

[0394] In addition, if the ending sequence is triggered, the ending screen will be displayed during the first game of the normal section. This allows players to enjoy the ending sequence until the next game starts, and to continue playing the next game while still basking in the afterglow. Therefore, it is possible to enhance the enjoyment of the game.

[0395] When the notification mode ends due to the completion of the transition game count, the system is configured to display the ending screen in the final game of the notification mode. When the notification mode ends due to the completion of the transition game count, the final game of the notification mode will not be affected by the results of the draw or other factors. Therefore, it is possible to avoid displaying the ending screen over multiple games even though the notification mode has not ended.

[0396] If the post-notification lottery is won, a revival animation is performed in the next game after the ending screen is displayed, and the number of added games is announced. With this configuration, when the ending screen is displayed, it is possible to operate the start lever 41 to generate the command to start the next game while expecting the notification mode to continue, thereby improving the enjoyment of the game.

[0397] Here, we consider the case where the notification mode ends when the net number of tokens reaches 2400, and the ending screen is displayed in the game immediately following the end of the notification mode. In this configuration, since the game section of the game in which the ending screen is displayed is already in the normal section, even if a rare role is won in that game, no bonus lottery will be held, and it is not possible to cause the notification mode to be revived (see Figures 25 and 26). On the other hand, in this slot machine 10, which displays the ending screen in the final game of the notification mode, since that game is in the notification mode, if a rare role is won, a bonus lottery and a post-notification lottery can be held to perform a revival performance. Therefore, it becomes possible to perform a revival performance in a suitable manner, thereby improving the enjoyment of the game.

[0398] If the notification mode ends after the number of transition games has been played, the system is configured to display the ending screen at the start of the final game of the notification mode. This configuration prevents the prepared ending screen from becoming useless. Furthermore, after the player sees the ending screen in the final game of the notification mode, the system can inform them that the notification mode will continue through a revival animation. Therefore, it is possible to amplify the satisfaction of the notification mode continuing. Certainly, it is also possible to configure the system to display the ending screen and perform a revival animation after all reels 32L, 32M, and 32R have stopped. However, players generally play continuously, and in notification mode, where virtual medals are stored, direct insertion of medals is unnecessary, so the interval between games is generally shorter. For this reason, if the system is configured to display the ending screen after all reels 32L, 32M, and 32R have stopped, there is a possibility that the player will start the next game without checking the ending screen, and may only realize that the previous game was the final game of the notification mode through the revival animation. This not only renders the carefully prepared ending screen useless, but also diminishes the satisfaction of the notification mode continuing. On the other hand, this slot machine 10, which displays the ending screen at the start of the final game, can effectively resolve all of the above concerns.

[0399] In the first game of the normal section, the ending screen is displayed. This configuration allows players to play the first game of the normal section while still basking in the afterglow of the notification mode. Furthermore, in this configuration, if the ending screen is displayed across two games, it is confirmed that the game is not in the advantageous section and that no revival animation will occur. Therefore, it becomes possible to provide new gameplay using the ending screens that have been prepared in the past, thereby improving the enjoyment of the game.

[0400] Furthermore, in configurations like this slot machine 10, where no lottery is held to determine transition to notification mode during the normal section, there was a concern that players would prefer to play in chance mode rather than the normal section, and would avoid playing slot machines that remained in the normal section. Therefore, this slot machine 10 is configured such that if the ending screen is displayed across two games, it is confirmed that the game is not in the advantageous section and that no revival animation will occur. In such a configuration, a player who has played in notification mode will, if the ending screen is displayed in the final game of notification mode, issue a command to start the next game expecting a revival animation to occur. Therefore, if the advantageous section has ended, it is possible to have the player who played in notification mode play the first game of the normal section. Even if the player ends their game at this point, the ending screen is displayed on the auxiliary display unit 65. Therefore, it is possible to have another player, different from the player mentioned above, start the second game of the normal section while expecting a revival animation to occur. Therefore, it becomes possible to prevent players from avoiding playing slot machines 10 that are in the normal zone, thereby preventing a decrease in the utilization rate of slot machines 10.

[0401] The system is configured to continuously display the ending screen from the normal section to the chance mode. This configuration makes it possible to reduce the number of auxiliary effects performed during the normal section, thereby suppressing the increase in memory capacity.

[0402] The game is designed so that when any combination is won during a 3-coin game, it transitions from the normal section to chance mode, where the probability of a loss is approximately 1 in 6.4. By making the probability of transitioning to chance mode higher than the probability of not transitioning, it is possible to reduce the number of games spent in the normal section. As a result, it is possible to reduce the opportunities for the ending screen to be displayed for an extended period, and thus reduce the opportunities for players to end the game while the ending screen is still displayed.

[0403] As mentioned above, even if the configuration is such that the probability of transitioning to Chance Mode is higher than the probability of not transitioning, it is still possible for the game to remain in the normal section without transitioning to Chance Mode. Furthermore, if the ending screen is displayed for an extended period, there is a concern that gameplay in the normal section may become monotonous. Therefore, in this slot machine 10, if the game does not transition from the normal section to Chance Mode, an indication or confirmation orb is displayed. This configuration encourages players to try to guess the settings based on the appearance of the indication orb, or to hope that the normal section continues until a confirmation orb is displayed. As a result, it is possible to not only prevent players from avoiding playing slot machine 10 while it is in the normal section, but also to prevent gameplay in the normal section from becoming monotonous.

[0404] The system is configured to hide the displayed suggestion or confirmation orb when all reels 32L, 32M, and 32R stop. This configuration makes it possible to ensure that the suggestion or confirmation orb cannot be seen without actually playing the game, allowing players who want to guess the settings to play in the normal section. As a result, it is possible to suppress the decrease in the operation of slot machine 10 due to being in the normal section.

[0405] From the 6th game onward in the normal section, a confirmation orb displaying the settings of this slot machine 10 is shown. This configuration reduces the likelihood of players losing interest in playing even if they do not transition from the normal section to chance mode. This is because being able to understand the settings through the confirmation orb provides a significant factor in deciding whether or not to continue playing.

[0406] When the game transitions to Chance Mode, the number of games played in Chance Mode is displayed. This configuration allows players to understand the maximum number of games required to transition to Notification Mode and the remaining number of games playable in the advantageous section, thereby increasing their motivation to play. On the other hand, the number of games played in the normal section is unrelated to the number of games played in the advantageous section and Chance Mode. For example, if the game count is displayed from the end of the advantageous section, it would have to display a game count that will not be updated until the game transitions to Chance Mode, such as "-G". This could lead players to think that playing in the normal section is meaningless, thus reducing their motivation to play. However, in a configuration like this slot machine 10, where the ending screen is continuously displayed for each game in the normal section, it is possible to switch from the ending screen to displaying the number of games played in Chance Mode, thus reducing the visual incongruity. As a result, the above concerns can be effectively resolved.

[0407] When the ending screen is displayed, it shows that the notification mode has ended and the current number of medals won. Furthermore, when the ending screen is displayed continuously, i.e., when the ending screen is displayed during the normal section, the displayed number of medals won is not changed. This configuration makes it possible to accurately notify the number of medals won by the player during the advantageous section, even when the ending screen is displayed during the normal section. In addition, since there is no need to process to update the number of medals won displayed on the ending screen, it is possible to suppress an increase in memory capacity.

[0408] (Sixth Embodiment)

[0409] In the first embodiment described above, the probability of winning a bell in the correct order was set so that the probability of winning a bell is equal when the left stop switch 42 is operated first, when the middle stop switch 43 is operated first, and when the right stop switch 44 is operated first. However, the probability of winning a bell in the correct order may be set so that the probability of winning a bell differs depending on which stop switch 42 to 44 is operated first. Therefore, such a configuration will be described in detail below. Note that the basic configuration is the same as in the first embodiment described above, so only the differences will be described below.

[0410] Figure 74 shows the symbol arrangement for the left reel 32L, the middle reel 32M, and the right reel 32R.

[0411] There are 10 types of symbols: "Bell" symbol (for example, the 19th position on the left reel 32L), "Replay" symbol (for example, the 18th position on the left reel 32L), "BAR" symbol (for example, the 17th position on the left reel 32L), "White Star" symbol (for example, the 16th position on the left reel 32L), "Watermelon" symbol (for example, the 15th position on the left reel 32L), "Blue Star" symbol (for example, the 12th position on the left reel 32L), "Cherry" symbol (for example, the 11th position on the left reel 32L), "White 7" symbol (for example, the 7th position on the left reel 32L), "Red 7" symbol (for example, the 6th position on the left reel 32L), and "Red Star" symbol (for example, the 2nd position on the left reel 32L). As shown in Figure 74, the number and arrangement order of each symbol are completely different on each reel 32L, 32M, and 32R.

[0412] Each display window 26L, 26M, and 26R is shaped so that three of the 20 symbols attached to the corresponding reel are visible in their entirety. Therefore, when all reels 32L, 32M, and 32R are stopped, 3 x 3 = 9 symbols are visible through the display windows 26L, 26M, and 26R.

[0413] In this slot machine 10, five combination lines are set up: three parallel lines horizontally and two diagonally crossed lines, connecting the positions where these nine symbols are visible. More specifically, as shown in Figure 75(a), the horizontal combination lines are set up as follows: upper line L1 connecting the upper symbols of each reel 32L, 32M, and 32R; middle line L2 connecting the middle symbols of each reel 32L, 32M, and 32R; and lower line L3 connecting the lower symbols of each reel 32L, 32M, and 32R. Additionally, two diagonal combination lines are set: L4, a downward-sloping line connecting 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; and L5, an upward-sloping line connecting 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. When symbols stop in a predetermined combination on an activated combination line, that is, an active line, a prize is awarded, and a predetermined number of tokens (the game medium) are paid out, or the game state is changed.

[0414] In this slot machine 10, as shown in Figure 75(b), only the upward-sloping line L5 is set as an active line. The four combination lines of the upper line L1, middle line L2, lower line L3, and downward-sloping line L4 are not considered active lines.

[0415] Figures 76 to 78 show the correspondence between the name of the condition device, the winning combination of symbols, and the prize awarded if a prize is won.

[0416] One of the conditions that grants a bonus for transitioning to a different game state when a prize is won is the Big Bonus (BB).

[0417] If the "white star" symbol on the left reel (32L), the "red star" symbol on the middle reel (32M), and the "white 7" symbol on the right reel (32R) all stop on an active payline, a Big Bonus (BB) is awarded. When a BB is awarded, the game state changes to the BB state.

[0418] The conditions for granting the bonus of a replay when a prize is won include Replay 1 to Replay 11.

[0419] To explain some of the winning patterns, for example, if the "White 7", "BAR", "Red Star", or "Blue Star" symbols on the left reel 32L, the "Replay" symbol on the middle reel 32M, and the "Watermelon" symbol on the right reel 32R all stop on an active payline, a "Replay 1" win is awarded. When a "Replay 1" win is achieved, the "Replay" symbols on each of the 32L, 32M, and 32R reels will stop on the middle payline L2.

[0420] If the "Watermelon" symbol on each reel (32L, 32M, 32R) stops on an active line, a replay 7 is awarded. If the "Replay" symbol on the left reel (32L), the "Watermelon" symbol on the middle reel (32M), and any of the "Red 7", "BAR", "Red Star", or "Blue Star" symbols on the right reel (32R) stop on an active line, a replay 8 is awarded. When a replay 8 is awarded, the "Watermelon" symbols on each reel (32L, 32M, 32R) stop on the downward-sloping line L4. In other words, in this embodiment, if the "Watermelon" symbols on each reel (32L, 32M, 32R) stop on any combination line, a replay bonus is awarded instead of a medal payout bonus.

[0421] If the "White 7", "BAR", "Red Star", or "Blue Star" symbols on the left reel 32L stop on an active payline, along with the "Replay" symbols on the middle reel 32M and right reel 32R, or if the "White 7", "BAR", "Red Star", or "Blue Star" symbols on the left reel 32L stop on an active payline, along with the "Watermelon" symbols on the middle reel 32M and right reel 32R, you will receive a 9-win replay. If the "Replay" symbol on the left reel 32L, the "Watermelon" symbol on the middle reel 32M, and the "White 7" or "Cherry" symbol on the right reel 32R stop on an active payline, you will receive a 10-win replay. If the "Watermelon" symbol on the left reel 32L and the middle reel 32M, and the "Bell" symbol on the right reel 32R stop on an active payline, a re-spin 11 win is awarded. In this embodiment, the stopping combinations when a re-spin 9 win to a re-spin 11 win is achieved are considered chance combinations.

[0422] The conditions for receiving a medal payout when a prize is won include small wins 1 through 32.

[0423] Small win 1 is a conditional device in which, when a win is achieved, the "bell" symbols on each reel 32L, 32M, and 32R stop on the upper line L1. Small win 2 is a conditional device in which, when a win is achieved, the "bell" symbols on each reel 32L, 32M, and 32R stop on the downward-sloping line L4. Small win 3 is a conditional device in which, when a win is achieved, the "bell" symbols on each reel 32L, 32M, and 32R stop on the middle line L2. Small win 4 is a conditional device in which, when a win is achieved, the "bell" symbols on each reel 32L, 32M, and 32R stop on the upward-sloping line L4. Small win 5 is a conditional device in which, when a win is achieved, the "bell" symbols on each reel 32L, 32M, and 32R stop on the lower line L3. The small win 6 is a conditional device in which, when a win is achieved, the "bell" symbols on reels 32L, 32M, and 32R stop in a small mountain shape (bottom, middle, bottom). If small wins 1 through 6 are achieved, 8 medals are paid out.

[0424] In this embodiment, minor roles 7 through 27, 31, and 32 function as compensatory roles, and when a winning combination is achieved, one medal is dispensed.

[0425] In this embodiment, minor roles 28 to 30 function as cherry wins, and when a win is achieved, three medals are dispensed.

[0426] Figure 79 shows the lottery table selected during a non-internal BB (Big Bonus) round when the BB winning flag for "Setting 3" is not carried over. The lottery table has an index value IV, and each index value IV is uniquely associated with a winning role, along with a point value PV. In addition to the correspondence between the winning role, index value IV, and point value PV, Figure 79 also shows the conditional device that constitutes the winning role, the winning role number of the winning flag that is set when the role is won in the lottery, and the group number, which will be described later.

[0427] In this embodiment, the game can only be started with 3-coin play. When the winning or losing combination is determined using the lottery table shown in Figure 79, the winning probabilities for each combination are as follows: The probability of winning the first re-spin is approximately 1 in 9.1, the probability of winning the second re-spin is approximately 1 in 94, the probability of winning the third re-spin is approximately 1 in 6600, the probability of winning the first watermelon is approximately 1 in 160, the probability of winning the second watermelon is approximately 1 in 200, the probability of winning the first chance is approximately 1 in 410, the probability of winning the second chance is approximately 1 in 820, and the probability of winning the third chance is approximately 1 in 820. The probability of winning Left-Center-Right Bell 1, Left-Center-Right Bell 2, Left-Right-Center Bell 1, Left-Right-Center Bell 2, Center-Left-Right Bell 1, Center-Left-Right Bell 2, Center-Right-Left Bell 1, Center-Right-Left Bell...

Claims

[Claim 1] Multiple cyclic display means for displaying multiple types of patterns in a cyclical manner, A start operation means operated to initiate the cyclical display of the aforementioned pattern, Numerical information storage means for storing numerical information, A lottery means that performs a draw for a role with a winning probability corresponding to the numerical information stored in the numerical information storage means, Multiple stop operation means operated to individually stop the cyclic display of the aforementioned patterns, A means of awarding a prize to a player when the winning combination of the aforementioned roles is achieved in the lottery, and Equipped with, In a gaming machine comprising a main control means that controls the progress of the game and includes at least the lottery means and the reward granting means, a sub-control means that performs subordinate control based on information transmitted from the main control means, The main control means is A first command transmission means transmits a first command to the sub-control means when the numerical information stored in the numerical information storage means becomes modifiable, A second command transmission means transmits a second command to the sub-control means when the numerical information stored in the numerical information storage means changes from a state where it can be modified to a state where it cannot be modified. When a prescribed operation related to the start of a game round is performed, a prescribed command transmission means transmits a prescribed command to the sub-control means. Equipped with, The aforementioned sub-control means is A gaming machine characterized by comprising a prescribed notification control means that performs control to execute a prescribed notification indicating that the second command has not been received if the prescribed command is received after the first command has been received but without receiving the second command.