Gaming Machines

The gaming machine enhances player engagement through a state-based game progression system with varied gameplay modes and rewards, addressing the lack of interest in traditional gaming machines.

JP7601071B2Active Publication Date: 2024-12-17SANYO BUSSAN KK
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Patent Information

Application Number
JP2022149379
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-09-20
Publication Date
2024-12-17
Estimated Expiration
2040-03-11

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to enhance player engagement and interest, particularly in games like pachinko and slot machines, where the internal lotteries and bonus awards do not sufficiently captivate players.

Method used

A gaming machine design that includes a game progression system with multiple states, such as a normal and advantageous states, where players can achieve specific conditions to enter enhanced game modes, receive privileges, and experience varied notifications and updates, ensuring a more engaging gameplay experience.

Benefits of technology

The implementation of state transitions and privilege systems significantly enhances player engagement by providing varied gameplay experiences and increased opportunities for rewards, thereby improving overall interest in the game.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine capable of improving the enjoyment of games. [Solution] The slot machine 10 is set to an AT mode in which a push order notification can be generated to notify the operation order of the stop switches 42 to 44. In the AT mode, 18 games constitute one set, and when the continuation condition is met, the set is updated and the next set begins. On the auxiliary display unit 65, etc., a pseudo set presentation is performed in which the number of games in one set is fewer than the number of games in one set of the AT mode, and when a third specific presentation occurs in the pseudo set presentation, the pseudo set presentation for the next set begins regardless of the number of games remaining in the set in the pseudo set presentation.
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Description

[Technical Field]

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

[0002] Known types of gaming machines include pachinko machines and slot machines, which are known to have a configuration in which an internal lottery is held when predetermined lottery conditions are met, and a bonus is awarded to the player depending on the result of the internal lottery.

[0003] Specifically, in a slot machine, when a start lever is operated while medals as gaming media have been bet, an internal lottery is conducted and the reels start to rotate. If a stop switch is operated while the reels are rotating, the reels stop rotating. If the reels stop as a result of the internal lottery, a bonus according to the result is awarded (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2008-295707 Summary of the Invention [Problem to be solved by the invention]

[0005] Here, in the gaming machines exemplified above, it is necessary to improve the entertainment value of the game, and there is still room for improvement in this regard.

[0006] The present invention has been made in consideration of the circumstances exemplified above, and aims to provide a gaming machine that can increase the enjoyment of the game. [Means for solving the problem]

[0007] The present invention provides a game progression means for progressing a game, the game being started based on a predetermined start operation by a player and being ended based on the satisfaction of a predetermined ending condition; a lottery means for holding a lottery to award a bonus to a player in a game progressed by the game progress means; a bonus awarding means for awarding a bonus to a player according to the result of the lottery drawn by the lottery means and the result of the game progressed by the game progress means; A gaming machine comprising: As a gaming state, a normal state and a state that is more advantageous to the player than the normal state are Na A specific state is set, The specific state is a first Set of It is configured to be able to execute a specific number of games or more as , th If the first condition is met, Set of Execution rear, Next 1 Set of However, if the first condition is not met, the first Set of After the execution of the above, the specific state ends, In the specific state, a special number smaller than the specific number game The first second Set of year , th If the two conditions are met, Finish the set of Next 2nd Set of If the second condition is not met, Set of After execution of the following second Set of and possible measures to prevent the initiation of a means for executing a specific notification corresponding to the establishment of the second condition based on a lottery result by the lottery means in the second set; Equipped with When the specific notification is made before the execution of the special number of games in one of the second sets, the second set ends and the next second set starts, The first set is configured to be able to execute the second set of games, means for updating predetermined information in the specific state; means for ending the specific state when the predetermined information is determined to be specific information; Equipped with The predetermined information is updated to include the second set of games, An ending state can be executed in the specific state, When a transition condition to the ending state is satisfied in the second set, the game is transitioned to the ending state, and when a termination condition for the ending state is satisfied, the specific state is terminated. It is characterized by: [Effects of the Invention]

[0008] According to the present invention, it is possible to increase the enjoyment of the game. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a front view of a slot machine according to an embodiment. [Figure 2] 1 is a perspective view of the slot machine with the front door closed. FIG. [Figure 3] 1 is a perspective view of the slot machine with the front door open. FIG. [Figure 4] FIG. [Figure 5] FIG. [Figure 6] FIG. 10 is a diagram showing the arrangement of symbols on each reel. [Figure 7] 10 is an explanatory diagram showing the relationship between the symbols visible through the display window and the pay lines. FIG. [Figure 8] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 9] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 10] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 11] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 12] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 13] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 14] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 15] FIG. 2 is a block diagram showing the electrical configuration of the main control device. [Figure 16] FIG. 2 is a block diagram showing the electrical configuration of the display control device. [Figure 17] 10 is a flowchart showing timer interrupt processing by the main control device. [Figure 18] 10 is a flowchart showing normal processing by the main control device. [Figure 19] 10 is a flowchart showing lottery processing. [Figure 20] FIG. 10 is a diagram showing an example of a lottery table for a normal gaming state when three bets are made. [Figure 21] FIG. 10 is a diagram showing an example of a lottery table for a normal gaming state when two bets are made. [Figure 22] 10 is a flowchart showing a reel control process. [Figure 23] FIG. 10 is an explanatory diagram showing the relationship between the operation sequence of the stop switches and the winning patterns that are achieved. [Figure 24] 10 is a flowchart showing bonus state processing. [Figure 25] FIG. 10 is a diagram showing an example of a lottery table for a bonus state. [Figure 26] FIG. 2 is an explanatory diagram showing the transition relationship between states. [Figure 27] 10 is a flowchart showing lottery result handling processing. [Figure 28] 10 is a flowchart showing the lottery process for transition to a favorable zone. [Figure 29] 10A and 10B are diagrams showing examples of various transition lottery tables. [Figure 30] 10 is a flowchart showing the AT lottery processing. [Figure 31] 10 is a flowchart showing a continuation determination process. [Figure 32] 10 is a flowchart showing the AT top-up processing. [Figure 33] FIG. 2 is a diagram for explaining an overview of an instruction monitor and a section indicator. [Figure 34] An explanatory diagram showing an overview of the push order notification display performed on the auxiliary display unit. [Figure 35] 10 is a flowchart showing a winning result response process. [Figure 36] 10 is a flowchart showing a process for a precursory mode. [Figure 37] A figure showing an example of the selection rate of the continuation rate of the AT mode. [Figure 38] 10 is a flowchart showing a CZ mode process. [Figure 39] 10 is a flowchart showing a process for an AT mode. [Figure 40] 10 is a flowchart showing a first section display process. [Figure 41] 10 is a flowchart showing a second section display process. [Figure 42] 10 is a flowchart showing a performance setting process performed by a sub-side display control device. [Figure 43] 10 is a flowchart showing a start-up effect setting process. [Figure 44] 10 is a flowchart showing a process for setting effects when all the devices are stopped. [Figure 45] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 46] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 47] 10 is a flowchart showing the AT effect setting process. [Figure 48] 10 is a flowchart showing a specific effect setting process. [Figure 49] FIG. 10 is a diagram for explaining an outline of the confrontation performance. [Figure 50] FIG. 10 is a diagram for explaining an outline of the battle performance. [Figure 51] FIG. 10 is a diagram showing an example of a specific effect table. [Figure 52] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 53] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 54] This is a timing chart to explain the relationship between the occurrence of a specific effect and whether or not the AT mode continues. [Figure 55] This is a timing chart to explain the relationship between the continuation rate of the AT mode and the timing of the occurrence of specific effects. [Figure 56] 10 is a flowchart showing the AT effect setting process in Modification Example 1. [Figure 57]10 is a flowchart showing a specific effect setting process. [Figure 58] 10 is a flowchart showing the AT top-up processing in Modification 2. [Figure 59] 10 is a flowchart showing a specific effect setting process. [Figure 60] 10 is a flowchart showing the AT effect setting process in variant example 3. [Figure 61] 10 is a flowchart showing the suggestion effect setting process in variant example 4. [Figure 62] FIG. 10 is a diagram showing an example of a suggestion effect table. [Figure 63] FIG. 13 is a diagram showing an example of a display effect by the auxiliary display unit in Modification 5. [Figure 64] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 65] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 66] 10 is a flowchart showing the AT effect setting process. [Figure 67] 10 is a flowchart showing a second specific performance setting process. [Figure 68] 10 is a flowchart showing a standby effect setting process. [Figure 69] FIG. 10 is a diagram showing an example of a second specific effect table. [Figure 70] A diagram to explain the flow of presentation during AT mode in the second embodiment. [Figure 71] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 72] 10 is a flowchart showing a process for a precursory mode. [Figure 73] 10 is a flowchart showing the AT effect setting process. [Figure 74] 10 is a flowchart showing a third specific effect setting process. [Figure 75] FIG. 10 is a diagram showing an example of a third specific effect table. [Figure 76]10 is a timing chart for explaining the relationship between the set and pseudo set in the AT mode. [Figure 77] 10 is a flowchart showing a third specific effect setting process in the first modified example. [Figure 78] FIG. 10 is a diagram showing an example of a third specific effect table at the time of update. [Figure 79] 10 is a flowchart showing a third specific effect setting process in Modification Example 2. [Figure 80] FIG. 10 is a diagram showing an example of an ending game number table. [Figure 81] FIG. 10 is a diagram showing an example of a third specific effect table in Modification Example 3. [Figure 82] 10 is a timing chart for explaining the relationship between the continuation rate of the AT mode and a pseudo set. [Figure 83] A diagram to explain the flow of presentation during AT mode in the third embodiment. [Figure 84] 10 is a flowchart showing the AT effect setting process. [Figure 85] 10 is a flowchart showing the fourth specific performance setting process. [Figure 86] 10 is a flowchart showing a process for setting the number of games for creating a big win effect. [Figure 87] 10 is a flowchart showing an adjustment process. [Figure 88] 10A and 10B are diagrams showing examples of a jackpot effect game number table and an adjustment game number table. [Figure 89] This is a diagram to explain the flow of the presentation of the final set of AT mode. DETAILED DESCRIPTION OF THE INVENTION

[0010] First Embodiment An embodiment of the present invention, which is applied to a reel-type gaming machine, specifically a slot machine, will be described in detail below with reference to the drawings. Figure 1 is a front view of the slot machine 10, Figure 2 is a perspective view of the slot machine 10 with the front door 12 closed, Figure 3 is a perspective view of the slot machine 10 with the front door 12 open, Figure 4 is a rear view of the front door 12, and Figure 5 is a front view of the cabinet 11.

[0011] As shown in Figures 1 to 5, the slot machine 10 has a housing 11 that forms its outer shell. The housing 11 is formed in a box shape with an open front as a whole, and is attached to so-called island equipment by nailing it when installed in an amusement hall.

[0012] A front door 12 is attached to the front side of the housing 11 in an openable and closable manner. A pair of upper and lower support shafts 13a and 13b are provided on the left side of the housing 11 when viewed from the front. The front door 12 is provided with bearings 14a and 14b at positions corresponding to the support shafts 13a and 13b. When the support shafts 13a and 13b are inserted into the bearings 14a and 14b, the front door 12 is rotatably supported relative to the housing 11 about an opening / closing axis extending in the vertical direction connecting the support shafts 13a and 13b. Rotation of the front door 12 allows the front open side of the housing 11 to be opened or closed. The front door 12 is locked and cannot be opened by a locking device 20 provided on its back surface. A key cylinder 21 integrated with the locking device 20 is provided at the upper right end of the front door 12. The locked state is released by operating a predetermined key on the key cylinder 21.

[0013] A game panel 25 that notifies the player of the game status is provided near the upper center of the front door 12. The game panel 25 has three vertically long display windows 26L, 26M, and 26R formed side by side, and the interior of the slot machine 10 can be seen through each of the display windows 26L, 26M, and 26R. The display windows 26L, 26M, and 26R may be combined into one common display window.

[0014] As shown in FIG. 3, the interior of the housing 11 is divided into two sections, upper and lower, by a partition plate 30, and a reel unit 31 constituting a variable display means is attached to the upper part of the partition plate 30. The reel unit 31 includes a left reel 32L, a center reel 32M, and a right reel 32R, each formed in a cylindrical (annular) shape. Each reel 32L, 32M, and 32R is rotatably supported so that its central axis coincides with the axis of rotation of the reel. The axes of rotation of the reels 32L, 32M, and 32R are arranged on the same axis extending substantially horizontally, and each reel 32L, 32M, and 32R corresponds one-to-one to each display window 26L, 26M, and 26R. Therefore, a portion of the surface of each reel 32L, 32M, and 32R is visible through the corresponding display window 26L, 26M, and 26R. Furthermore, when the reels 32L, 32M, and 32R rotate forward, the surfaces of the reels 32L, 32M, and 32R are projected through the respective display windows 26L, 26M, and 26R as if they were moving from top to bottom.

[0015] Here, the configuration of the reel unit 31 will be briefly described.

[0016] Each of the reels 32L, 32M, and 32R is connected to a stepping motor, and each of the reels 32L, 32M, and 32R can be rotated individually, i.e., independently, by driving each stepping motor. The stepping motor is set to rotate once by applying a drive signal (hereinafter also referred to as an excitation pulse) of, for example, 500 pulses, and this excitation pulse controls the rotational position of the stepping motor, i.e., the rotational position of the reel. Furthermore, the reel unit 31 is provided with a reel index sensor on each of the reels 32L, 32M, and 32R to detect when the reel has rotated once. Each time the reel index sensor detects that the reel has rotated once, it outputs a detection signal to the main control device 101, which will be described later. Therefore, the main control unit 101 can check and correct the angular position of each reel 32L, 32M, 32R for each rotation based on the detection signal of the reel index sensor and the number of excitation pulses output before the detection signal is input.

[0017] On the outer periphery of each reel 32L, 32M, 32R, a plurality of symbols are drawn along the long side (circumference direction) of the reel, serving as identification information. More specifically, 20 symbols are drawn at equal intervals. Therefore, to switch from one symbol to the next symbol at a predetermined position, 25 excitation pulses (= 500 pulses ÷ 20 symbols) must be output. Furthermore, the main control device 101 can determine which symbols are visible through the display windows 26L, 26M, 26R, and can stop a predetermined symbol at a position visible through the display windows 26L, 26M, 26R, based on the number of excitation pulses output after the reel index sensor detection signal is input.

[0018] Next, the symbols depicted on the reels 32L, 32M, and 32R will be described.

[0019] FIG. 6 shows the arrangement of symbols on the left reel 32L, center reel 32M, and right reel 32R. As shown in FIG. 6, 20 symbols are arranged in a row on each of the reels 32L, 32M, and 32R. Numbers ranging from 0 to 19 are assigned to the reels 32L, 32M, and 32R, respectively. However, these numbers are used by the main control device 101 to identify the symbols visible through the display windows 26L, 26M, and 26R, and are not actually assigned to the reels 32L, 32M, and 32R. However, these numbers will be used in the following explanation.

[0020] There are ten types of symbols: a "bell" symbol (e.g., the first symbol on the left reel 32L), a "replay" symbol (e.g., the zeroth symbol on the left reel 32L), a "red 7" symbol (e.g., the fourteenth symbol on the left reel 32L), a "watermelon" symbol (e.g., the second symbol on the left reel 32L), a "cherry" symbol (e.g., the eighth symbol on the left reel 32L), a "bar" symbol (e.g., the ninth symbol on the left reel 32L), a "white 7" symbol (e.g., the third symbol on the left reel 32L), a "youth" symbol (e.g., the eighteenth symbol on the left reel 32L), a "red shell" symbol (e.g., the fourth symbol on the left reel 32L), and a "white shell" symbol (e.g., the nineteenth symbol on the left reel 32L). As shown in Figure 6, the number and arrangement order of the various symbols are completely different on each of the reels 32L, 32M, and 32R.

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

[0022] In the slot machine 10, the game result of each game is announced using a combination of three symbols, one for each of the reels 32L, 32M, and 32R, among the visible symbols. As described above, 3 × 3 = 9 symbols are visible, and as combinations of these three symbols, for example, as shown in Fig. 7, there are combinations of symbols that stop on an upper line L1 connecting the upper symbols of the reels 32L, 32M, and 32R, combinations of symbols that stop on a middle line L2 connecting the middle symbols of the reels 32L, 32M, and 32R, and combinations of symbols that stop on a lower line L3 connecting the lower symbols of the reels 32L, 32M, and 32R. There are also combinations of symbols that stop on a downward-sloping line L4 connecting the top symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the bottom symbol on the right reel 32R, and combinations of symbols that stop on an upward-sloping line L5 connecting the bottom symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the top symbol on the right reel 32R. There are also combinations of symbols that stop on a curved line L6 connecting the middle symbol on the left reel 32L, the top symbol on the middle reel 32M, and the top symbol on the right reel 32R. The above lines L1 to L5 are straight lines when the symbols are lined up, while the curved line L6 is a line that bends when the symbols are lined up. There are other combinations of symbols that stop on curved lines besides the curved line L6, but we will not explain them here.

[0023] Of these lines L1 to L6, some are activated by betting medals, and some are not, and when symbols stop in a predetermined combination on an activated line, i.e., an activated line, a win is achieved and a bonus is awarded in which a predetermined number of medals, which are game media, are paid out, or a bonus is awarded in which the game state is changed.On the other hand, when symbols stop in a predetermined combination on an inactivated line, a win is not achieved and the bonus is not awarded.

[0024] In the slot machine 10, of the above lines L1 to L6, the bent line L6 is set as the pay line. More specifically, in the slot machine 10, there are cases where a game is started by betting three medals or two medals. When a game is started by betting three or two medals, only the bent line L6 is set as the pay line, and the other lines L1 to L5 are not set as pay lines. In the following description, the bent line L6 may be referred to as the pay line ML. Also, hereinafter, a game that starts by betting three medals is also referred to as a 3-bet game, a game that starts by betting two medals is also referred to as a 2-bet game, and a game that starts by betting one medal is also referred to as a 1-bet game. In this embodiment, a 1-bet game is not set.

[0025] 8 to 10 are diagrams showing the correspondence between winning symbol combinations and the benefits awarded when a winning symbol combination is obtained.

[0026] The small winning combinations that result in medal payouts include the 1st small winning combination to the 32nd small winning combination.

[0027] When the "Replay" symbol on the left reel 32L, the "Replay" symbol on the middle reel 32M, and the "Replay" symbol on the right reel 32R stop on the active line ML, the first small win is achieved. When the first small win is achieved, 13 medals are paid out in a 3-bet game, and 5 medals are paid out in a 2-bet game.

[0028] As shown in Figure 11(a), when the symbol corresponding to the first small win stops on the activated line ML, the "bell" symbol stops in a line sloping downward to the right L4. Therefore, the player can easily understand that the small win corresponding to the bell has been achieved.

[0029] If the "Replay" symbol on the left reel 32L, the "Bell" symbol on the middle reel 32M, and the "Bell" symbol on the right reel 32R stop on the active line ML, the second small win will be awarded. If the second small win is awarded, 13 medals will be paid out in a 3-bet game, and 5 medals will be paid out in a 2-bet game.

[0030] As shown in Figure 11(b), when the symbol corresponding to the second small win stops on the activated line ML, the "bell" symbol stops in line on the upper line L1. Therefore, the player can easily understand that the small win corresponding to the bell has been achieved, and also understand that a small win different from the first small win has been achieved because of the difference in the line on which the "bell" symbol is aligned.

[0031] When the "bell" symbol on the left reel 32L, the "replay" symbol on the middle reel 32M, and the "watermelon" or "ark shell" symbol on the right reel 32R stop on the active line ML, the third small win is achieved. When the third small win is achieved, 13 medals are paid out in a 3-bet game, and 5 medals are paid out in a 2-bet game.

[0032] As shown in Figure 11(c), when the symbol corresponding to the third small win stops on the activated line ML, the "bell" symbol stops in alignment on the middle line L2. Therefore, the player can easily understand that the small win corresponding to the bell has been achieved, and also understand that a small win different from the first and second small wins has been achieved because of the difference in the line on which the "bell" symbol is aligned.

[0033] When the "watermelon" symbol on the left reel 32L, the "replay" symbol on the middle reel 32M, and the "bell" symbol on the right reel 32R stop on the active line ML, the fourth small win is achieved. When the fourth small win is achieved, 13 medals are paid out in a 3-bet game, and 5 medals are paid out in a 2-bet game.

[0034] As shown in Figure 11(d), when the symbol corresponding to the fourth small win stops on the activated line ML, the "bell" symbols stop in alignment on the right-sloping line L5. Therefore, the player can easily understand that the small win corresponding to the bell has been achieved, and also understand that a small win different from the first to third small wins has been achieved because of the difference in the line on which the "bell" symbols are aligned.

[0035] When the "watermelon" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "replay" symbol on the right reel 32R stop on the active line ML, the 5th small win is achieved. When the 5th small win is achieved, 13 medals are paid out in a 3-bet game, and 5 medals are paid out in a 2-bet game.

[0036] As shown in Figure 11(e), when the symbol corresponding to the fifth small win stops on the activated line ML, the "bell" symbol stops in alignment on the lower line L3. Therefore, the player can easily understand that the small win corresponding to the bell has been achieved, and also understand that a small win different from the first to fourth small wins has been achieved because of the difference in the line on which the "bell" symbol is aligned.

[0037] When the "watermelon" symbol on the left reel 32L, the "replay" symbol on the middle reel 32M, and the "replay" symbol on the right reel 32R stop on the active line ML, the 6th small win is achieved. When the 6th small win is achieved, 13 medals are paid out in a 3-bet game, and 5 medals are paid out in a 2-bet game.

[0038] As shown in Figure 11 (f), when the symbol corresponding to the sixth small win stops on the activated line ML, "bell" symbols stop (in a small mountain shape) on the bottom of the left reel 32L, the middle of the middle reel 32M, and the bottom of the right reel 32R. Therefore, the player can easily understand that a small win corresponding to a bell has been achieved, and can also understand that a small win different from the first to fifth small wins has been achieved, based on the difference in the stopping position of the "bell" symbols.

[0039] When the "bell" symbol on the left reel 32L, the "white 7" symbol, the "cherry" symbol, the "red shell" symbol or the "young man" symbol on the middle reel 32M, and the "white 7" symbol, the "white shell" symbol or the "young man" symbol on the right reel 32R stop on the active line ML, it is the 7th small win. When the 7th small win is achieved, 3 medals are paid out in a 3-bet game, and 3 medals are paid out in a 2-bet game.

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

[0041] When the "bell" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "watermelon" symbol on the right reel 32R stop on the active line ML, the 8th small win is achieved. When the 8th small win is achieved, 3 medals are paid out in a 3-bet game, and 3 medals are paid out in a 2-bet game.

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

[0043] The 9th to 32nd small wins are mainly awarded when the 1st to 6th small wins are missed, so-called missed wins. When the 9th to 32nd small wins are awarded, one medal is paid out in a 3-bet game, and one medal is paid out in a 2-bet game. For the 9th to 32nd minor winning combinations, a winning combination is achieved when the following symbols stop on the active line ML: "Replay", "Red 7", "BAR", "Red Shell", "White Shell", "Youth" or "Bell" on the left reel 32L, "White 7", "Cherry", "Red Shell", "Youth", "Red 7", "Watermelon", "Replay", "BAR", "Bell" or "White Shell" on the middle reel 32M, and "Red 7", "White 7", "White Shell", "Youth", "Watermelon", "Red Shell", "BAR" or "Replay" on the right reel 32R. As shown in Figures 8 and 9, the combinations of symbols corresponding to the 9th to 32nd small wins are all set so that the "bell" symbols do not line up and stop on a straight line (L1 to L5), making it easy to understand that the small win corresponding to the bell has not been achieved.

[0044] Incidentally, in the configuration in which medals are paid out based on the above-mentioned 1st small prize winning to 32nd small prize winning, the paid out small prize is a kind of benefit (game value) granted according to the result of the game. In this specification, the paid out medals may also be referred to as "out balls", and the ratio of the number of paid out medals (out balls) to the number of inserted (betted) medals may also be referred to as "out ball rate".

[0045] The winning combinations that can be awarded with a replay privilege (play value) that allows a player to play the next game without inserting a medal include the 1st replay winning combination to the 12th replay winning combination. As shown in Figure 10, winning symbol combinations are set for the 1st replay winning combination to the 12th replay winning combination.

[0046] The first replay wins when the "replay" symbol on the left reel 32L, the "watermelon" symbol on the center reel 32M, and the "red 7," "white 7," "white shell" or "young man" symbol on the right reel 32R stop on the active line ML. As shown in FIG. 12(c), when the symbols corresponding to the first replay win stop on the active line ML, the "replay" symbols stop in line on the center line L2. This allows the player to easily understand that a replay win corresponding to the replay has been achieved.

[0047] In the second replay, a win is achieved when the "white 7" symbol on the left reel 32L, the "white shell" symbol on the center reel 32M, and the "cherry" symbol on the right reel 32R stop on the active line ML. When the symbol corresponding to the second replay win stops on the active line ML, the "white 7" symbols line up and stop on the center line L2, as shown in Figure 13(e).

[0048] The third replay wins when the "white 7" symbol on the left reel 32L, the "white shell" symbol on the middle reel 32M, and the "BAR" symbol on the right reel 32R stop on the activated line ML. When the symbols corresponding to the third replay win stop on the activated line ML, as shown in Figure 13(f), the "white 7" symbol stops in the middle row of the left reel 32L and the middle reel 32M, and the "red 7" symbol stops in the middle row of the right reel 32R.

[0049] The fourth and fifth replays are adjustment replays in the event that multiple replays result in overlapping wins.

[0050] In the sixth replay, a win is achieved when the "bell" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "red 7," "white 7," "bar," "cherry," "white shell," or "young man" symbol on the right reel 32R stop on the activated line ML. As shown in FIG. 12(d), when the symbols corresponding to the sixth replay win stop on the activated line ML, the "watermelon" symbols stop on the upper row of the left reel 32L and the upper row of the middle reel 32M, but the "watermelon" symbol does not stop on the upper row of the right reel 32R (the "watermelon" symbol stops on the lower row of the right reel 32R), resulting in a stop pattern where the upper row watermelon is not in the "tenpai" state. Furthermore, when the symbol corresponding to the sixth replay win stops on the valid line ML, the "watermelon" symbol stops on the top row of the left reel 32L and the bottom row of the right reel 32R, but the "watermelon" symbol does not stop on the middle row of the middle reel 32M (the "watermelon" symbol stops on the top row of the middle reel 32M), resulting in a stopping pattern that is known as a right-downward watermelon tenpai miss.

[0051] In the seventh replay, a win is achieved when the "bell" symbol on the left reel 32L, the "white 7" symbol, the "cherry" symbol, the "red shell" symbol or the "young man" symbol on the middle reel 32M, and the "watermelon" symbol or the "red shell" symbol on the right reel 32R stop on the activated line ML. As shown in FIG. 12(e), when the symbols corresponding to the seventh replay win stop on the activated line ML, the "watermelon" symbols stop on the upper row of the left reel 32L and the upper row of the right reel 32R, but the "watermelon" symbol does not stop on the upper row of the middle reel 32M (the "watermelon" symbol stops on the middle row of the middle reel 32M), resulting in a stop pattern where the upper row watermelon is not in a tenpai state. Furthermore, when the symbol corresponding to the seventh replay win stops on the valid line ML, the "watermelon" symbol stops on the top row of the left reel 32L and the middle row of the middle reel 32M, but the "watermelon" symbol does not stop on the bottom row of the right reel 32R (the "watermelon" symbol stops on the top row of the right reel 32R), resulting in a stopping pattern that is known as a right-downward watermelon tenpai miss.

[0052] The eighth replay wins when the "watermelon" symbol on the left reel 32L, the "white 7" symbol, the "cherry" symbol, the "red shell" symbol or the "young man" symbol on the center reel 32M, and the "replay" symbol on the right reel 32R stop on the activated line ML. As shown in Figure 13(a), when the symbol corresponding to the eighth replay win stops on the activated line ML, the "watermelon" symbols stop in alignment on the center line L2.

[0053] The 9th replay wins when the "replay" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "watermelon" symbol or the "ark shell" symbol on the right reel 32R stop on the activated line ML. As shown in Figure 13(b), when the symbols corresponding to the 9th replay win stop on the activated line ML, the "replay" symbols stop in the middle row of the left reel 32L and the middle row of the middle reel 32M, but the "replay" symbol does not stop in the middle row of the right reel 32R (the "bell" symbol stops in the middle row of the right reel 32R), resulting in a stop pattern where the so-called middle row replay is not ready.

[0054] The 10th replay is won when the "BAR" symbol on the left reel 32L, the "white 7", "BAR", "cherry", "red shell" or "young man" symbol on the center reel 32M, and the "red 7", "white 7", "BAR", "cherry", "white shell" or "young man" symbol on the right reel 32R stop on the active line ML. Also, the 12th replay is won when the "BAR" symbol on the left reel 32L, the "BAR" symbol on the center reel 32M, and the "bell", "watermelon" or "red shell" symbol on the right reel 32R stop on the active line ML. As shown in Figures 13(c) and 13(d), when a symbol corresponding to a 10th or 12th replay win stops on the pay line ML, a "cherry" symbol stops on the bottom row of the left reel 32L. If a 10th or 12th replay win has been won, and a "cherry" symbol is stopped on the right reel 32R, the "cherry" symbol will stop on the top row in the case of a 10th replay win, and the "cherry" symbol will stop on the middle or bottom row in the case of a 12th replay win, making it possible to distinguish between a 10th replay win and a 12th replay win. An 11th replay win is achieved when a 10th or 12th replay win is not possible, i.e., when a miss occurs.

[0055] The state transition winning events that only result in a transition of the gaming state include the first BB winning event and the second BB winning event.

[0056] When the "replay" symbol on the left reel 32L, the "bell" symbol on the center reel 32M, and the "bar" symbol on the right reel 32R stop on the active line ML, a first BB win is achieved. When the first BB win is achieved, the game state transitions to the first BB state. When the symbols corresponding to the first BB win stop on the active line ML, as shown in Figure 14(a), the "bar" symbols may stop in a line sloping to the right L5, or as shown in Figure 14(b), the "red 7" symbol, the "red 7" symbol, and the "bar" symbol may stop on the active line L5 in order from left to right.

[0057] When the "red shell" symbol on the left reel 32L, the "bell" symbol on the center reel 32M, and the "bell" symbol on the right reel 32R stop on the activated line ML, a second BB win is achieved. When a second BB win is achieved, the game state transitions to the second BB state. When the symbols corresponding to the second BB win stop on the activated line ML, as shown in Figure 14(c), the "white 7" symbols may stop in a line on the lower line L3, or as shown in Figure 14(d), the "white 7" symbols, "white 7" symbols, and "red 7" symbols may stop on the lower line L3 in order from left to right.

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

[0059] Button-like stop switches 42-44 that are operated to individually stop the rotating reels 32L, 32M, and 32R are provided on the right side of the start lever 41. Each stop switch 42-44 is located directly below the display window 26L, 26M, and 26R that corresponds to the reel 32L, 32M, and 32R to be stopped.

[0060] Stop switches 42-44 are connected to stop detection sensors 42a-44a (FIG. 15), respectively, and the stop detection sensors 42a-44a are connected to main control device 101, which will be described later. Main control device 101 determines that stop switches 42-44 have been operated based on the detection signals from the stop detection sensors 42a-44a. Specifically, when stop switches 42-44 have not been operated, stop detection signals of LOW signals are output from stop detection sensors 42a-44a, and when stop switches 42-44 are operated, the detection signals switch from LOW to HI. Main control device 101 determines that stop switches 42-44 have been operated by detecting this signal switch. When main control device 101 determines that stop switches 42-44 have been operated, it controls the reel corresponding to the operated switch to stop spinning.

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

[0062] Stop lamps 42b to 44b are built into the stop switches 42 to 44, respectively. Light from the stop lamps 42b to 44b is partially transmitted through the operation surfaces of the stop switches 42 to 44, and the light from the stop lamps 42b to 44b is visible through the stop switches 42 to 44. When the operation of the stop switches 42 to 44 is valid, the stop lamps 42b to 44b are controlled to be turned on, and when the operation of the stop switches 42 to 44 is invalid, the corresponding stop lamps 42b to 44b are controlled to be turned off.

[0063] A medal insertion slot 45 for inserting medals is provided below and to the right of the display windows 26L, 26M, and 26R. The medal insertion slot 45 constitutes input means for inputting game media. In addition, considering that the medal insertion slot 45 involves the action of the player directly inserting medals, it can also be said to constitute direct input means for directly inputting game media.

[0064] Medals inserted through the medal insertion slot 45 are guided to either a storage passage 47 or a discharge passage 48 by a selector 46 serving as a passage switching means provided on the back surface of the front door 12. More specifically, the selector 46 is provided with a medal passage switching solenoid 46a, and when the medal passage switching solenoid 46a is not energized, the medals are guided to the discharge passage 48 side, and when the medal passage switching solenoid 46a is energized, the medals are guided to the storage passage 47 side. Medals guided to the storage passage 47 are guided to a hopper device 51 stored inside the housing 11. Meanwhile, medals guided to the discharge passage 48 are guided from a medal discharge port 49 provided at the bottom front of the front door 12 to a medal tray 50 and are returned to the player.

[0065] The hopper device 51 is composed of a storage tank 52 that stores medals and a payout device 53 that pays out medals to players. The payout device 53 rotates a medal payout rotating plate (not shown) to discharge medals into an opening 48a provided in the discharge passage 48, and then pays out the medals to a medal tray 50 via the discharge passage 48. In addition, a spare tank 54 is provided to the right of the hopper device 51 to prevent more than a predetermined amount of medals from being stored in the storage tank 52. A guide plate 52a is provided inside the storage tank 52 of the hopper device 51 to discharge medals from the storage tank 52 to the spare tank 54. Therefore, if medals are stored above the height at which the guide plate 52a is provided, those medals will be stored in the spare tank 54.

[0066] A button-shaped return switch 55 is provided below the medal insertion slot 45. If the return switch 55 is operated when a medal inserted into the medal insertion slot 45 is stuck in the selector 46, the selector 46 is mechanically linked and operated, and the medal stuck in the selector 46 is returned from the medal discharge slot 49.

[0067] A first credit insertion switch 56 is provided below and to the left of the display windows 26L, 26M, and 26R for inserting a predetermined number of virtual medals, which are credited as gaming media, at one time out of the specified number of medals for the game. The specified number is set depending on the progress of the game. For example, when the specified number of medals for the game is set to three and the specified number is set to three, operating the first credit insertion switch 56 causes three virtual medals to be inserted, provided that there are credits. When the specified number of medals is set to two and the specified number is set to two, operating the first credit insertion switch 56 causes two virtual medals to be inserted, provided that there are credits. When the specified number is set to three or two and the specified number is set to three, operating the first credit insertion switch 56 causes three virtual medals to be inserted, provided that there are credits. When the specified number is set to three or two and the specified number is set to two, operating the first credit insertion switch 56 causes two virtual medals to be inserted, provided that there are credits. Furthermore, a second credit insertion switch 57 is provided to the left of the first credit insertion switch 56. The second credit insertion switch 57 is used to insert two virtual medals. The credit insertion switches 56, 57, together with the medal insertion slot 45, constitute input means for inputting game media. Furthermore, while the medal insertion slot 45 involves the player directly inserting medals, the credit insertion switches 56, 57 merely involve the insertion of virtual medals based on stored memory. Considering this, they can also be said to constitute indirect input means for indirectly inputting game media. Note that the slot machine 10 does not have a credit insertion switch because it inserts one virtual medal.

[0068] The first credit insertion switch 56 is set to have a larger operation surface operated by the player than the second credit insertion switch 57, and the first credit insertion switch 56 is easier to operate than the second credit insertion switch 57. Therefore, it is expected that a player will normally proceed with a game by operating the first credit insertion switch 56. In other words, it is expected that a player will normally insert a set specific number of coins out of the specified number to play a game.

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

[0070] A settlement switch 59 is provided to the left of the start lever 41. That is, the slot machine 10 has a credit function that stores and stores, as virtual medals, any surplus medals inserted up to a predetermined maximum value (equivalent to 50 medals) and medals paid out when a prize is won, and when the settlement switch 59 is operated while virtual medals are stored and stored, the virtual medals are paid out as real medals from the medal outlet 49. In this case, when attention is focused on the function of paying out credited virtual medals as real medals, the settlement switch 59 can also be said to constitute a settlement operation means for actually paying out the stored and stored game media.

[0071] Below the display windows 26L, 26M, and 26R of the game panel 25, there are provided a credit display section 60 that displays the number of credited virtual medals, a remaining payout number display section 61 that displays the number of medals remaining to be paid out until the BB state ends, and a payout number display section 62 that displays the number of medals paid out when a win occurs. These display sections 60 to 62 are configured with 7-segment displays, but they can of course be replaced with liquid crystal displays or the like.

[0072] Below the display windows 26L, 26M, and 26R on the gaming panel 25 and to the right of the payout number display unit 62, there is provided an instruction monitor 68 having a push order indicator that notifies the operation order of the stop switches 42 to 44, and an interval indicator that notifies the operation order and indicates an advantageous interval that is an interval in which the winning rate of minor winning combinations can be changed and the game can proceed in an advantageous situation for the player. The instruction monitor 68 will be described in detail later.

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

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

[0075] A power supply box 70 is provided inside the housing 11 to the left of the hopper device 51. The power supply box 70 houses a power supply device 91 and is equipped with a power switch 71, a reset switch 72, a setting key insertion hole 73, and the like. The power switch 71 is an activation switch for supplying power to the main control device 101 and other components. The reset switch 72 is a switch for resetting an error state of the slot machine 10. The setting key insertion hole 73 is used by a hall manager or the like to adjust the number of medals dispensed. In other words, a hall manager or the like can set the winning probability (setting value) of the slot machine 10 by inserting a setting key into the setting key insertion hole 73 and turning it ON. The reset switch 72 is operated not only to reset an error state but also to change the winning probability of the slot machine 10.

[0076] Above the reel unit 31, a main control device 101 for controlling the overall game is attached to the cabinet 11.

[0077] The main control device 101 is provided with a hand ratio monitor 77 for indicating the ratio between advantageous and unfavorable game states for the player. The hand ratio monitor 77 is installed on the side of the main control device 101 facing the front of the gaming machine so that it is visible from the front of the gaming machine when the front door 12 is open and invisible from the front of the gaming machine when the front door 12 is closed. More specifically, the hand ratio monitor 77 is housed in a board box that houses the main control device 101 so that the display screen of the hand ratio monitor 77 is visible through the board box. Incidentally, when the front door 12 is closed, the hand ratio monitor 77 is not visible through the gaps between the display windows 26L-26R, etc., and cannot be viewed unless the front door 12 is unlocked by a predetermined key operation on the key cylinder 21 and opened. The hand ratio monitor 77 will be described in detail later.

[0078] Next, the electrical configuration of the slot machine 10 will be described with reference to the block diagrams of FIGS.

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

[0080] Various sensors are connected to the input side of the main control device 101, including the reel unit 31 (more specifically, a reel index sensor that individually detects when each reel 32L, 32M, and 32R has made one rotation), a start detection sensor 41a that detects the operation of the start lever 41, stop detection sensors 42a to 44a that individually detect the operation of each stop switch 42 to 44, an inserted medal detection sensor 45a that detects medals inserted through the medal insertion slot 45, a payout detection sensor 51a that detects medals paid out from the hopper device 51, a first credit insertion detection sensor 56a that individually detects the operation of the first credit insertion switch 56, a second credit insertion detection sensor 57a that individually detects the operation of the second credit insertion switch 57, a settlement detection sensor 59a that detects the operation of the settlement switch 59, a reset detection sensor 72a that detects the operation of the reset switch 72, and a setting key detection sensor 73a that detects when a setting key is inserted into the setting key insertion hole 73 and turned ON, and signals from these various sensors are output to the CPU 102 via the input / output port 104.

[0081] Furthermore, a power supply unit 91 is connected to the input side of the main control unit 101 via an input / output port 104. The power supply unit 91 is equipped with a power supply unit 91a that supplies driving power to the main control unit 101 and other electronic devices of the slot machine 10, a power outage monitoring circuit 91b, and the like.

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

[0083] Power supply unit 91a is configured so that even if the output voltage drops below 10 volts, it outputs a stabilized voltage of 5 volts that is used as a drive voltage in control systems such as main control device 101. The time for which this stabilized voltage is output is long enough for main control device 101 to execute power outage processing.

[0084] The output side of the main control device 101 is connected via input / output port 104 to the reel unit 31 (more specifically, the stepping motor for rotating each of the reels 32L, 32M, and 32R), the medal passage switching solenoid 46a provided on the selector 46, the hopper device 51, the credit display unit 60, the remaining number of coins to be paid out display unit 61, the number of coins to be paid out display unit 62, the instruction monitor 68, the role ratio monitor 77, the display control device 81, and an external centralized terminal board 121 that can transmit information to a hall management device (not shown), etc.

[0085] The above-mentioned CPU 102 has built-in ROM 105 which stores various control programs and fixed value data executed by the CPU 102, and RAM 106 which secures a working area for temporarily storing various data when executing the control programs stored in ROM 105, as well as various processing circuits required for the slot machine 10, such as an interrupt circuit, a timer circuit, a data transmission / reception circuit, and various counters, such as a credit counter which counts the number of credits, although not shown. The ROM 105 and RAM 106 form a main memory as storage means, and programs for executing various processes are stored in the above-mentioned ROM 105 as part of the control programs.

[0086] The RAM 106 is configured to be able to retain (back up) data by receiving a backup voltage from the power supply device 91 even after the power to the slot machine 10 is cut off. The RAM 106 is provided with a backup area in addition to memory for temporarily storing various data, a win flag storage area 106a for storing the lottery results of winning combinations, a stop information storage area 106b for storing stop information used when controlling the stop of each of the reels 32L, 32M, and 32R, and a setting value information storage area 106c for storing setting values.

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

[0088] Furthermore, when the power supply is cut off due to a power outage or the like, a power outage signal from the power outage monitoring circuit 91b is input to the NMI terminal (non-maskable interrupt terminal) of the CPU 102. When the power supply is cut off, an NMI interrupt process is immediately executed as a power outage flag generation process.

[0089] 16, the display control device 81 is equipped with a microcomputer centered around a CPU 181, which is a calculation means. The CPU 181 has built-in ROM 182 that stores various control programs and fixed value data executed by the CPU 181, and RAM 183 that secures a work area for temporarily storing various data when the control programs stored in the ROM 182 are executed.

[0090] The display control device 81 is provided with an input / output port (not shown), with the main control device 101 connected to the input side and the stop lamps 42b to 44b, the upper lamp 63, the speaker 64, and the auxiliary display unit 65 connected to the output side. The display control device 81 drives and controls the stop lamps 42b to 44b, the upper lamp 63, the speaker 64, and the auxiliary display unit 65 based on various commands input from the main control device 101. In other words, the display control device 81 is a sub-board that performs auxiliary control in relation to the main control device 101, which is the main board that manages the overall game. In other words, by providing a sub-board for sounds, lamps, and displays indirectly related to the game, the burden on the main board is reduced.

[0091] The display control device 81 is connected to an input side thereof with a presentation switch 66 (more specifically, a presentation switch detection sensor that detects the operation of the presentation switch 66). The display control device 81 may also be configured to drive and control the various display units 60 to 62, 68.

[0092] In addition, all or some of the components 42b to 44b, 63 to 65 connected to the display control device 81 may be directly connected to the main control device 101, and the main control device 101 may directly control all or some of these components 42b to 44b, 63 to 65.

[0093] Next, we will explain each control process executed by the CPU 102 of the main control device 101. The processes of the CPU 102 can be broadly divided into main processing which is started when the power is turned on, timer interrupt processing which is started periodically (every 1.49 msec in this embodiment), and NMI interrupt processing which is started when a power outage signal is input to the NMI terminal. Below, we will explain the processes related to the progress of the game, i.e., timer interrupt processing, and normal processing performed in the main processing.

[0094] FIG. 17 is a flowchart of the timer interrupt process that is periodically executed by the main control device 101, and the CPU 102 of the main control device 101 generates a timer interrupt every 1.49 msec, for example.

[0095] First, in the register save process shown in step S101, the values ​​of all registers in the CPU 102 used in normal processing, which will be described later, are saved to a backup area in the 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, where power outage processing is executed.

[0096] Here, the power outage process will be outlined.

[0097] When the power supply is cut off due to a power outage or the like, a power outage signal is output from the power outage monitoring circuit 91b of the power supply device 91, and the power outage signal is input to the main control device 101 via the NMI terminal. When the power outage signal is input, the main control device 101 immediately executes NMI interrupt processing and sets a power outage flag in a power outage flag storage area provided in the RAM 106.

[0098] In the power outage processing, the system first determines whether command transmission has finished. If transmission has not finished, the system terminates this processing, returns to the timer interrupt processing, and ends command transmission. If command transmission has finished, the value of the stack pointer of the CPU 102 is saved in the backup area of ​​the RAM 106. Then, the output status of the output port of the input / output port 104 is cleared, and all actuators (not shown) are turned off. Then, when the power outage is resolved, a RAM judgment value is calculated to determine whether the data in the RAM 106 is normal and saved in the backup area, thereby prohibiting further RAM access. After the above processing is performed, the system enters an infinite loop in preparation for a complete power outage that would prevent processing from being executed. Note that, in consideration of the possibility that the power outage flag may be erroneously set due to noise, for example, the system checks whether a power outage signal is being output before entering the infinite loop. If the power outage signal is not being output, this indicates that the system has recovered from the power outage, and writing to the RAM 106 is permitted, the power outage flag is reset, and the system returns to the timer interrupt processing. If the power outage signal continues to be output, the system enters the infinite loop. Incidentally, even under an infinite loop, it is checked whether or not a power outage signal is being output, and if the power outage signal is no longer being output, the process proceeds to the main processing.

[0099] Returning to the explanation of the timer interrupt process, if the power outage flag is not set in step S102, various processes from step S104 onwards are carried out.

[0100] That is, in step S104, a watchdog timer clearing process is performed to initialize the value of the watchdog timer for monitoring for malfunctions. In step S105, an interrupt end declaration process is performed to enable the CPU 102 itself to set the next timer interrupt. In step S106, a stepping motor control process is performed to drive the stepping motors that are the reel drive motors for rotating each of the reels 32L, 32M, and 32R. In step S107, a sensor monitoring process is performed to read the status of various sensors (see FIG. 15) connected to the input / output port 104, such as the stop detection sensors 42a to 44a, the inserted medal detection sensor 45a, and the payout detection sensor 51a, and to monitor whether the read results are normal. In step S108, a timer update process is performed to subtract or add values ​​from each counter and timer. In step S109, a counter process is performed to count the number of medals bet and the number of medals paid out, and output the counted results to the external centralized terminal board 121.

[0101] In step S110, a command output process is performed to transmit various commands, such as a lottery result command (described later), to the display control device 81. In step S111, a segment data setting process is performed to set the segment data to be displayed in the credit display unit 60, the remaining payout number display unit 61, the payout number display unit 62, and the instruction monitor 68. In step S112, a segment data display process is performed to supply the segment data set in the segment data setting process to each display unit 60-62, 68 and display the corresponding numbers, symbols, etc. In step S113, a port output process is performed to output data corresponding to the I / O device from the input / output port 104. In step S114, the values ​​of each register saved to the backup area in the previous step S101 are restored to the corresponding register in the CPU 102. Thereafter, in step S115, an interrupt enable process is performed to enable the next timer interrupt, and this series of timer interrupt processes is terminated.

[0102] Next, the normal processing for carrying out main control relating to the game will be described with reference to the flowchart of FIG.

[0103] First, in step S201, an interrupt permission process is performed to permit the next timer interrupt. In step S202, a pre-start process is performed to enable a game. In the pre-start process, the process waits until the display control device 81 and the like have completed initialization. When the initialization of the display control device 81 and the like has completed, a game management process shown in steps S203 to S212 is performed.

[0104] As part of the game management process, in step S203, data such as various game information (for example, random number values ​​used in the previous game) stored in the RAM 106 is cleared. Thereafter, in step S204, a start waiting process is performed.

[0105] In the start waiting process, it is determined whether any replay winnings were achieved in the previous game. If any replay winnings were achieved, an automatic insertion process is performed to automatically insert virtual medals in the same number as the previous bet number, and the start waiting process is terminated. Specifically, for example, if a replay winning is achieved in a 3-bet game, a process to automatically insert three virtual medals is performed, and if a replay winning is achieved in a 2-bet game, a process to automatically insert two virtual medals is performed.

[0106] In the automatic insertion process, virtual medals are inserted without reducing the number of virtual medals displayed on the credit display unit 60. In other words, if any replay win was achieved in the previous game, the player can play the current game without reducing the number of medals owned or inserting any more medals. If no replay win was achieved, a sensor abnormality confirmation process is performed to check whether any abnormality has occurred in the sensor reading results obtained in the sensor monitoring process (step S107) of the timer interrupt process. If an abnormality has occurred, an abnormality occurrence process is performed to place the slot machine 10 in an error state and notify the occurrence of the error. This error state is maintained until the reset switch 72 is operated. If the sensor reading results are normal, a determination is made as to whether the settlement switch 59 has been operated. If the settlement switch 59 has been operated, a medal return process is performed to pay out the same number of medals as the credited virtual medals.

[0107] After the medal return process is completed or if the settlement switch 59 has not been operated, it is determined whether medals have been inserted or the credit insertion switches 56, 57 have been operated between the previous start waiting process and the current start waiting process, and if either has been done, a medal insertion process is carried out to change the number of bets, etc., and the start waiting process is terminated. Also, if neither medals have been inserted nor the credit insertion switches 56, 57 have been operated between the previous start waiting process and the current start waiting process, the start waiting process is terminated.

[0108] After the start waiting process is completed, in step S205, it is determined whether the number of medals bet has reached the specified number. In this slot machine 10, the specified number in the bonus state (BB state) is set to "3," and the specified numbers in the gaming states other than the bonus state are set to "2" and "3." That is, in the bonus state, a positive determination is made in step S205 on the condition that the number of medals bet is "3," and in the gaming states other than the bonus state, a positive determination is made in step S205 on the condition that the number of medals bet is "2" or "3." In other words, in the gaming states other than the bonus state, if no medals have been bet, or if even if medals have been bet, the bet number is "1," a negative determination is made in step S205. If the number of medals bet has not reached the specified number, the process returns to the start waiting process in step S204, and the processes from the sensor abnormality confirmation process onward are performed.

[0109] If the number of bets has reached the specified number, a bet command including information on the number of bets that resulted in a positive determination in step S205 is set as an output target to the display control device 81, which serves as a sub-side control device, in step S206. The command set here is output to the display control device 81 in step S110 of the timer interrupt processing. Upon receiving the bet command, the display control device 81 executes processing for notification based on the bet operation (for example, notification that a game start condition has been met or notification of the lottery result of a previous game), and controls the speaker 64 and auxiliary display unit 65.

[0110] After executing the process of step S206, it is determined in step S207 whether or not the start lever 41 has been operated. If the start lever 41 has not been operated, the process returns to the start waiting process of step S204, and the processes from the sensor abnormality confirmation process onwards are performed.

[0111] On the other hand, if the start lever 41 is operated, this means that a start command has been issued to start the game, since the game can be started by operating the start lever 41 when a specified number of medals have been bet. In this case, in step S208, an active line setting process is performed to set the combination of lines corresponding to the number of bets as active lines. In other words, only the bent line L6 is set as an active line. In step S209, the medal path switching solenoid 46a is switched to a non-excited state to prohibit bet acceptance. Thereafter, the lottery process in step S210, the reel control process in step S211, and the medal payout process in step S212 are executed in this order, and then the process returns to step S203.

[0112] Next, the lottery process in step S210 will be described with reference to the flowchart in FIG.

[0113] In step S301, a random number is acquired to be used when determining whether a winning combination has been achieved. In this slot machine 10, when the start lever 41 is operated, the hardware circuitry 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 circuitry in the RAM 106. This configuration makes it possible to quickly acquire a random number when the start lever 41 is operated, thereby avoiding problems such as synchronization. The hardware circuitry of this slot machine 10 latches the value of the free-run counter each time the start lever 41 is operated.

[0114] After obtaining the random number, in step S302, a lottery table for determining whether the winning combination has been achieved is selected. In the slot machine 10, the gaming states are broadly divided into a normal gaming state and a bonus state, and a lottery table is set for each gaming state. In the normal gaming state, since the specified number of bets is set to "3" and "2" as described above, a lottery table for a 3-bet game and a lottery table for a 2-bet game are set as the lottery table for the normal gaming state.

[0115] That is, in step S302, a lottery table corresponding to the number of bets and the game state is selected. For example, if the number of bets is "3" and any bonus state flag is not set, it is determined that the current game state is the normal game state, and a lottery table for the normal game state is selected. If the current game is a three-bet game, a lottery table for the normal game state for a three-bet game (FIG. 20) is selected, and if the current game is a two-bet game, a lottery table for the normal game state for a two-bet game (FIG. 21) is selected. In addition, in this slot machine 10, six levels of winning probability, from "Setting 1" to "Setting 6," are pre-prepared, and by inserting a setting key into the setting key insertion hole and turning it ON and performing a predetermined operation, it is possible to set which winning probability is used to execute the internal processing. In step S302, when the setting state is "Setting 1," a lottery table with the lowest expected value of medal payout is selected, and when the setting state is "Setting 6," a lottery table with the highest expected value of medal payout is selected.

[0116] Here, a supplementary explanation will be given regarding the process for setting the winning probability.

[0117] The winning probability setting process is executed in the main process launched by the main control device 101 when the power is turned on. More specifically, the winning probability setting process is launched after the initialization process of the RAM 106 when the power is turned on while the setting key detection sensor 73a detects that the setting key is inserted into the setting key insertion hole and turned ON. In the winning probability setting process, the setting value is updated by one each time the start lever 41 is operated, as a predetermined operation. For example, each time the start lever 41 is operated, the setting value is updated as follows: "Setting 1" → "Setting 2" → "Setting 3" → "Setting 4" → "Setting 5" → "Setting 6" → "Setting 1." Note that each setting value is displayed, for example, on the credit display unit 60, and the display is updated each time the setting value is updated. Then, operating the start lever 41 while the setting key detection sensor 73a is turned OFF is considered to be the setting value confirmation operation, and the setting value at that time is set as the current setting value, and the winning probability setting process is terminated. Upon completion of the winning probability setting process, the display on the credit display unit 60 also terminates. The set value set in the process of setting the winning probability is stored and held in RAM 106 until the next process of setting the winning probability is started. In step S302, a process of selecting a lottery table is performed based on the stored set value.

[0118] The lottery table will be briefly explained. Fig. 20 is a lottery table for a normal game state selected in a normal game state in a 3-bet game. Fig. 21 is a lottery table for a normal game state selected in a normal game state in a 2-bet game. Index values ​​IV are set in the lottery table, and each index value IV is uniquely associated with a winning combination and is also set with a point value PV.

[0119] After selecting a lottery table, in step S303, the index value IV is set to 1, and in the following step S304, a judgment value DV to be used when determining whether a winning combination has been achieved is set. In this judgment value setting process, a point value PV corresponding to the current index value IV is added to the current judgment value DV to set a new judgment value DV. Note that in the first judgment value setting process, the random number value acquired in step S301 is set as the current judgment value DV, and the point value PV corresponding to the current index value IV, which is 1, is added to this random number value to set a new judgment value DV.

[0120] Then, in step S305, a win / loss determination is made for the combination corresponding to the index value IV. In the combination win / loss determination, it is determined whether the judgment value DV exceeds 65535. If it exceeds 65535, in step S306, a process is executed to set a win flag for the game result corresponding to the index value IV determined to be positive in step S305 in the win flag storage area 106a. For example, if the judgment value DV exceeds 65535 when IV=23, the seventh small win flag and the eighth small win flag are set in step S306. Also, if the judgment value DV exceeds 65535 when IV=25, the first BB win flag is set in step S306, and if the judgment value DV exceeds 65535 when IV=26, the second BB win flag is set in step S306.

[0121] Incidentally, if the set winning flag is not a winning flag indicating that the first BB has been won (first BB winning flag) or a winning flag indicating that the second BB has been won (second BB winning flag), the winning flag set in the winning flag storage area 106a is reset after the game in which the corresponding winning flag is set ends (see S203 of the normal processing). On the other hand, if the winning flag is a first BB winning flag or a second BB winning flag, these winning flags are reset on the condition that the corresponding winning is achieved. In other words, the first BB winning flag and the second BB winning flag may be valid over multiple games.

[0122] In step S306, when the 1st BB winning flag or the 2nd BB winning flag is carried over, if a winning combination other than the 1st BB or the 2nd BB is won, the corresponding winning flag is set, and if a winning combination other than the 1st BB or the 2nd BB is not won, the corresponding winning flag is not set.

[0123] That is, for example, in a state where the 1st BB winning flag is carried over, if the judgment value DV exceeds 65535 when the index value IV=25, the 1st BB winning flag is not set. Also, in a state where the 1st BB winning flag is carried over, if the judgment value DV exceeds 65535 when the index value IV=11, for example, the 1st small win flag, the 9th small win flag, the 10th small win flag, and the 13th small win flag are set.

[0124] In addition, a lottery table for when the first BB winning flag or the second BB winning flag is carried over may be separately prepared, and when the first BB winning flag or the second BB winning flag is carried over, the lottery process may be performed using the separately prepared lottery table. In this case, in the separately prepared lottery table, it is preferable to set each index value IV and point value PV so that the first BB and the second BB are not won.

[0125] If the judgment value DV does not exceed 65535 in step S305, this means that the hand corresponding to the index value IV has not been obtained. In this case, the index value IV is incremented by 1 in step S307, and the following step S308 determines whether or not there is a hand corresponding to the index value IV, i.e., whether or not there is a target for judgment of whether or not there is a winning or losing combination. Specifically, it determines whether or not the index value IV incremented by 1 exceeds the maximum value of the index value IV set in the lottery table. If there is a target for judgment of whether or not there is a winning or losing combination, the process returns to step S304, and the judgment of whether or not the hand is a winning or losing combination continues. At this time, in step S304, the point value PV corresponding to the current index value IV is added to the judgment value DV used to judge whether or not the previous hand is a winning or losing combination (i.e., the current judgment value DV) to obtain a new judgment value DV, and in step S305, the winning or losing combination is judged based on the judgment value DV.

[0126] Incidentally, when determining whether a winning combination is achieved using the lottery table shown in Figure 20, that is, when playing a 3-bet game in normal gaming mode, the probability of winning normal lip A (probability of winning when IV = 1) is approximately 1 in 27.3 with setting 1, approximately 1 in 27.5 with setting 3, and approximately 1 in 28.3 with setting 6, and the higher the setting value, the harder it is to win. The probability of winning normal lip B (probability of winning when IV = 2) and the probability of winning normal lip C (probability of winning when IV = 3) are both approximately 1 in 26.2 regardless of the setting value. The probability of winning chance symbol A (probability of winning when IV = 4) is approximately 1 in 164 regardless of the setting value, the probability of winning chance symbol B (probability of winning when IV = 5) is approximately 1 in 262 regardless of the setting value, and the probability of winning chance symbol C (probability of winning when IV = 6) is approximately 1 in 16,400 regardless of the setting value, so that chance symbol B is easier to win than chance symbol C, and chance symbol A is easier to win than chance symbol B. The probability of winning Cherry A (probability of winning when IV = 7) is approximately 1 in 107 with setting 1, approximately 1 in 104 with setting 3, and approximately 1 in 93.6 with setting 6, so that the higher the setting value, the easier it is to win. The probability of winning Cherry B (probability of winning when IV=8) is approximately 1 in 215 regardless of the setting value, and the probability of winning Cherry C (probability of winning when IV=9) is approximately 1 in 13,100 regardless of the setting value, so Cherry B is easier to win than Cherry C, and Cherry A is easier to win than Cherry B. The probability of winning the common bell (probability of winning when IV=10) is approximately 1 in 504 regardless of the setting value. The probability of winning the Forward Push Bell 1, Forward Push Bell 2, Pinch Push Bell 1, Pinch Push Bell 2, Middle Forward Push Bell 1, Middle Forward Push Bell 2, Middle Reverse Push Bell 1, Middle Reverse Push Bell 2, Reverse Pinch Bell 1, Reverse Pinch Bell 2, Reverse Push Bell 1, Reverse Push Bell 2 (hereinafter collectively referred to as Push Order Bells) (probability of winning when IV = 11 to 22) is approximately 1 in 18.4 regardless of the setting value, and the probability of winning the Push Order Bell is approximately 1 in 1.53 in total.The probability of winning a watermelon (when IV = 23) is approximately 1 in 107 regardless of the setting. The probability of winning a first BB (when IV = 25) is approximately 1 in 5.03 regardless of the setting, which is higher than the probability of winning other roles (replay, small roles, IV = 1-24). In 3-bet games, duplicate 1-coin roles (IV = 24) and second BB (IV = 26) are set to not win (the corresponding point value PV is set to 0). In 3-bet games, the probability of not winning any role, including the first BB, is 0. Furthermore, when the first BB is won, the probability of not winning any role in a 3-bet game is approximately 1 in 5.03 (for the first BB) regardless of the setting. Incidentally, in 3-bet games, excluding the increase in the first BB state, you can expect a loss of approximately 1.77 medals per game (net increase minus approximately 1.77 medals).

[0127] In contrast, when determining whether a winning combination is achieved using the lottery table shown in FIG. 21, i.e., when playing a two-bet game in normal game mode, the probability of winning Normal Lip A, Normal Lip B, Normal Lip C, Chance Eye A, Chance Eye B, Chance Eye C, Cherry A, Cherry B, or Cherry C (the probability of winning when IV = 1 to 9) is the same as the probability when playing the three-bet game. The probability of winning the Common Bell (the probability of winning when IV = 10) is approximately 1 in 9.64 regardless of the setting value, which is set to be easier to win than when playing a three-bet game. The Push Order Bell (IV = 11 to 22) is set to be impossible to win in a two-bet game. The probability of winning the Watermelon (the probability of winning when IV = 23) is approximately 1 in 257 regardless of the setting value, which is set to be harder to win than when playing a three-bet game. In a two-bet game, the system is set up so that a double 1-coin combination (IV = 24) can be won, with a probability of approximately 1 in 1.81 regardless of the setting value. Also, in a two-bet game, the system is set up so that the first BB (IV = 25) cannot be won, but the second BB (IV = 26) can be won, with a probability of approximately 1 in 4.95 regardless of the setting value. Even in a two-bet game, the probability of not winning any combination, including the second BB, is zero. And when the second BB is won, the probability of not winning any combination in a two-bet game is approximately 1 in 4.95 (for the second BB), regardless of the setting value. Incidentally, in a two-bet game, excluding the increase in the second BB, you can expect a decrease of approximately 0.64 medals per game (net increase minus approximately 0.64 medals).

[0128] After the winning flag is set in step S306, or if it is determined in step S308 that there is no target to be determined as a winning combination, it means that the winning combination determination has been completed. In such a case, the process proceeds to step S309, and a freeze lottery process is performed to determine whether or not to execute a freeze effect that disables the operation of the stop switches 42 to 44 for a predetermined period of time.

[0129] In the following step S310, a lottery result response process is performed. In the lottery result response process, a process of whether to shift the gaming state or not depending on the result of the lottery in steps S301 to S308, a process of notifying the push order combination, etc. are performed. The lottery result response process will be described in detail later.

[0130] After executing the processing of step S310, a lottery result command is set in step S311. Here, the lottery result command is a command sent to the display control device 81 to let the user know the result of the winning / losing role determination. However, in normal processing, various commands such as the lottery result command are simply set in the ring buffer, and no command is sent to the display control device 81. The command is sent to the display control device 81 in the command output processing (step S110) of the timer interrupt processing described above.

[0131] Then, in step S312, a stop information setting process is executed to set symbols that can be stopped on each of the reels 32L, 32M, and 32R based on the lottery results of this game. In the stop information setting process, stop symbol information corresponding to the winning combination is set based on the winning flag set in step S306. For example, if the push order bell 1 is won (won when IV = 11) and the first small role winning flag, the ninth small role winning flag, the tenth small role winning flag, and the thirteenth small role winning flag are set, the stop symbol information is set so that symbols corresponding to the first small role winning, the ninth small role winning, the tenth small role winning, and the thirteenth small role winning are stoppable on each of the reels 32L, 32M, and 32R. Also, if the watermelon is won (won when IV = 23) and the seventh small role winning flag and the eighth small role winning flag are set, the stop symbol information is set so that symbols corresponding to the seventh small role winning and the eighth small role winning are stoppable on each of the reels 32L, 32M, and 32R.

[0132] In this slot machine 10, the first BB is set to be won only in a three-bet game, and the second BB is set to be won only in a two-bet game. Therefore, even if the first BB hit flag is set, if the game is started with a two-bet game, the stop information setting process of step S312 does not set stop symbol information that will win the first BB (stop symbol information that will avoid the first BB hit is set). Also, even if the second BB hit flag is set, if the game is started with a three-bet game, the stop information setting process of step S312 does not set stop symbol information that will win the second BB (stop symbol information that will avoid the second BB hit is set).

[0133] In the following step S313, when multiple pieces of stoppable symbol information are set in step S312, a priority setting process is executed to set their priorities. For example, when multiple types of roles among small role, replay, and bonus are won, the following priorities are set. When small role and bonus are won, the priority is set so that the small role win is given priority, and when the small role win cannot be won, the bonus win is won. When replay and bonus are won, the priority is set so that the replay win is given priority.

[0134] For example, in a situation where the first BB has been won (the first BB win flag is set and the first BB win has been carried over), if a watermelon is also won and stop symbol information corresponding to the first BB win and the seventh and eighth small wins has been set, the priority is set so that the seventh and eighth small wins take priority over the first BB win. Also, in a situation where the second BB has been won (the second BB win flag is set and the second BB win has been carried over), if a normal lip A is also won and stop symbol information corresponding to the second BB win and the first replay, second replay, third replay, and fourth replay wins has been set, the priority is set so that each replay win takes priority over the second BB win.

[0135] Here, when a replay is won, the winning symbol combination is set so that one of the winning replays will always win. In other words, when a replay is won, a replay win is always achieved, and no misses occur. Therefore, when the stop symbol information for the replay and the bonus is set, one of the set replay wins is always achieved, and no bonus win is achieved.

[0136] After executing the process of step S313, the first section display process is executed in step S314, and then the lottery process is terminated. The first section display process is a process related to the display control of the instruction monitor 68 and the role ratio monitor 77, and this process will be explained in detail later.

[0137] Next, the reel control process in step S211 will be described with reference to the flowchart in FIG.

[0138] In the reel control process, first, in step S401, a spin effect process is performed. The spin effect process is a process for performing an effect using reel control during an invalid period based on the result of the freeze lottery process performed in step S309 and the result of the lottery result response process performed in step S310. In the following step S402, a spin start process is performed to start the rotation of each of the reels 32L, 32M, and 32R.

[0139] In the spin start process, the system checks whether a predetermined wait time (e.g., 4.1 seconds) has elapsed since the reels started spinning in the previous game. If not, the system waits until the wait time has elapsed. If the wait time has elapsed, the system resets the wait time for the next game and performs a motor control initialization process to set spin start information in a motor control storage area in RAM 106. This process initiates a stepping motor acceleration process in the stepping motor control process (step S106) of the timer interrupt process, causing each of the reels 32L, 32M, and 32R to start spinning. For this reason, even if a player bets a specified number of medals and operates the start lever 41, the reels 32L, 32M, and 32R may not immediately start spinning. The system then waits until each of the reels 32L, 32M, and 32R spins at a predetermined constant speed, and the spin start process ends. In addition, when the rotation speed of each reel 32L, 32M, 32R becomes constant, the CPU 102 outputs a progress (command) to that effect to the display control device 81, and the CPU 181 on the display control device 81 lights up the stop lamps 42b to 44b built into each stop switch 42 to 44, thereby notifying the player, etc. that it is now possible to issue a stop command.

[0140] Following the spin start process, in step S403, it is determined whether any of the stop switches 42 to 44 has been operated. If none of the stop switches 42 to 44 has been operated, the process waits until one of the stop switches 42 to 44 is operated. If it is determined that one of the stop switches 42 to 44 has been operated, the process proceeds to step S404, where it is determined whether the stop switch corresponding to the spinning reel has been operated, i.e., whether a stop command has been issued. If a stop command has not been issued, the process returns to step S403, where it waits until one of the stop switches 42 to 44 is operated. If a stop command has been issued, a stop command command is set in step S405. Here, the stop command command is a command sent to the display control device 81 to indicate which stop switch was operated to issue the stop command. If a stop command command has been set, the stop control process shown in steps S406 to S412 is performed to stop the spinning reel. Upon receiving the stop command, the display control device 81 controls the auxiliary display unit 65 and speaker 64 to produce the effect of stopping the corresponding reel, and also controls the stop lamps 42b to 44b corresponding to the stop switches 42 to 44 that were operated this time to be turned off.

[0141] In step S406, the symbol number of the reaching symbol that has reached the base position (the lower position in this embodiment) at the time the stop switch is operated is confirmed. Specifically, the symbol number of the reaching symbol that has reached the base position is confirmed based on the number of excitation pulses output from the time the detection signal of the reel index sensor is input. In the following step S407, the number of reel slides to be stopped this time is calculated based on the stop information stored in the stop information storage area 106b. In this slot machine 10, five stop modes are available for stopping each of the reels 32L, 32M, and 32R when the stop switches 42 to 44 are operated: a stop mode in which the reaching symbol that has reached the base position is stopped as is, a stop mode in which the corresponding reel slides by one symbol, a stop mode in which the corresponding reel slides by two symbols, a stop mode in which the corresponding reel slides by three symbols, and a stop mode in which the corresponding reel slides by four symbols. Therefore, in step S407, a value between 0 and 4 is calculated as the number of slips based on the stop information stored in the stop information storage area 106b. Then, in step S408, the calculated number of slips is added to the symbol number of the reached symbol to determine the symbol number of the stop symbol that will actually stop at the base position. In step S409, it is determined whether the symbol number of the reached symbol on the reel to be stopped this time and the symbol number of the stop symbol are equal. If they are equal, a reel stop process is performed in step S410 to stop the reel rotation. Then, in step S411, it is determined whether all reels 32L, 32M, and 32R have stopped. If all reels 32L, 32M, and 32R have not stopped, a second stop information setting process is performed in step S412, and the process returns to step S403.

[0142] Here, the second stop information setting process is a process of changing the stop information stored in the stop information storage area 106b of the RAM 106 after the reels have stopped. In the second stop information setting process, the stop information is changed based on the set win flag and the stop outcome of the stopped reels. In the slot machine 10, for example, when a win occurs when IV=11 to 22, that is, when the push order bell is won (see Figures 20 and 21), the second stop information setting process is performed to change the winning mode established by the operation order of the stop switches 42 to 44 that generated the stop command.

[0143] 23 is an explanatory diagram showing the correspondence between winning combinations, the operation order of the stop switches 42 to 44, and the winning patterns that are achieved. For example, when the center push bell 1 is won, if the stop switches 42 to 44 are operated in the order of left → center → right, left → right → center, center → right → left, right → left → center, or right → center → left, the stop information is set so that the 17th small win, the 18th small win, or the 21st small win is achieved, and if they are operated in the order of center → left → right, the stop information is set so that the 3rd small win is achieved. However, even if the stop information is set in this way, the corresponding win may not be achieved depending on the operation timing of the stop switches 42 to 44.

[0144] A brief description will be given of the arrangement of symbols on each reel 32L, 32M, and 32R. In the slot machine 10, the reels 32L, 32M, and 32R can be stopped after sliding a maximum of four symbols from the timing of the operation of the stop switches 42 to 44. Therefore, when symbols of the same kind are arranged on each reel 32L, 32M, and 32R with a spacing of four symbols or less, when a winning symbol is formed, the winning symbol can be stopped on an active line regardless of the timing of the operation of the stop switch 43. On the other hand, when symbols are arranged so that they form a section spaced five symbols or more apart, the player must operate the stop switches 42 to 44 while aiming at the symbol to stop it on an active line.

[0145] An example will be explained below in which the middle push bell 1 is won and the stop switches 42 to 44 are operated in the order of left → middle → right. In such a case, as described above, the reels 32L, 32M, and 32R are stopped to achieve the 17th small win, the 18th small win, or the 21st small win.

[0146] The 17th minor winning symbol on the left reel 32L is a "red 7" symbol and a "BAR" symbol. The 18th minor winning symbol on the left reel 32L is a "red shell" symbol and a "white shell" symbol. The 21st minor winning symbol on the left reel 32L is a "replay" symbol and a "young man" symbol. The 17th, 18th, and 21st minor winning symbols on the left reel 32L are arranged so that the spacing between symbols is four symbols or less. Therefore, when the left stop switch 42 is operated first, one of the 17th, 18th, and 21st minor winning symbols will stop on the pay line (middle row) regardless of the timing of the operation. In this slot machine 10, when multiple target symbols are operated at a timing when they can be stopped, stop control is performed so that the symbol with the fewest slip frames stops on the pay line. That is, for example, if the left stop switch 42 is operated at the timing when the first "bell" symbol on the left reel 32L reaches the bottom row, it is possible to stop the fourth "red shell" symbol (2-frame slip) which is the 18th small win symbol and the fifth "replay" symbol (3-frame slip) which is the 21st small win symbol in the middle row, but the stop control of the left reel 32L is performed so that the fourth "red shell" symbol with the fewest slip frames stops in the middle row. In this case, although there is still room for the 18th small win symbol to be established, the 17th small win symbol and the 21st small win symbol will not be established.

[0147] When the 18th small winning symbol on the left reel 32L stops in the middle row, the stop information second setting process changes the stop information so that the 18th small winning symbol can be achieved.

[0148] The 18th minor winning symbol on the center reel 32M is a "replay" symbol. On the left reel 32L, the "replay" symbols are arranged so that the interval between each "replay" symbol is four symbols or less. Therefore, in this case, regardless of the operation timing of the center stop switch 43, stop control is performed so that the "replay" symbol stops on the upper row of the center reel 32M.

[0149] The 18th minor winning symbol on the right reel 32R is a "white shell" symbol and a "young man" symbol. The "white shell" and "young man" symbols are arranged on the right reel 32R so that the spacing between them is at least five symbols. In other words, depending on the timing of operation of the right stop switch 44, the 18th minor winning symbol, the "white shell" symbol or the "young man" symbol, may or may not be able to stop on the upper row. If the right stop switch 44 is operated at a time when it is possible to stop the symbol on the upper row, the 18th minor winning symbol is established, and if the right stop switch 44 is operated at a time when it is not possible to stop the symbol on the upper row, a so-called miss occurs.

[0150] Here, when the "red shell" symbol stops in the middle row of the left reel 32L and the "replay" symbol stops in the top row of the middle reel 32M, in addition to the case where the middle push bell 1 is won and the 18th small prize is achieved as described above, there is also a case where the middle push bell 2 is won and the 20th small prize is achieved. In other words, the 20th small prize symbol in the middle push bell 2 is the 18th small prize symbol on the left reel 32L and the middle reel 32M. And, on the right reel 32R, the 18th small prize symbol is the "white shell" symbol and the "young man" symbol, while the 20th small prize symbol is the "red 7" symbol and the "white 7" symbol, which are different. In particular, on the right reel 32R, the 18th small win symbol and the 20th small win symbol are arranged so that if the right stop switch 44 is operated at the timing when the 18th small win symbol can be stopped on an active line, the 20th small win symbol cannot be stopped on an active line, and if the right stop switch 44 is operated at the timing when the 20th small win symbol can be stopped on an active line, the 18th small win symbol cannot be stopped on an active line. Therefore, assuming that it is not known whether the middle push bell 1 or the middle push bell 2 has been won, even if the left reel 32L and the middle reel 32M are stopped and a stop pattern is formed in which there is a possibility of winning the 18th small win symbol and the 20th small win symbol, it is not possible to aim for that and win.

[0151] Next, we will explain an example in which the middle push bell 1 is won and the stop switches 42 to 44 are operated in the order of middle → left → right. In this case, the reels 32L, 32M, and 32R are stopped to establish the third small win.

[0152] On the middle reel 32M, the "replay" symbol, which is the third minor winning symbol, is arranged so that the interval between the "replay" symbols is four symbols or less. Therefore, when the middle stop switch 43 is operated first, the "replay" symbol stops on the top row regardless of the operation timing.

[0153] On the left reel 32L, the "bell" symbols, which are the third minor winning symbols, are arranged so that the interval between each "bell" symbol is four symbols or less. Therefore, when the left stop switch 42 is operated second, the "bell" symbols will stop in the middle row regardless of the timing of the operation.

[0154] On the right reel 32R, the third minor winning symbols, the "watermelon" symbol and the "red shell" symbol, are arranged so that the spacing between these symbols is four symbols or less. Therefore, if the right stop switch 44 is operated third, the "watermelon" symbol or the "red shell" symbol will stop on the top row regardless of the timing of the operation. As shown above, if the middle order push bell 1 is won and the middle stop switch 43 → left stop switch 42 → right stop switch 44 are operated in this order, the third minor winning symbol will be established regardless of the timing of the operation.

[0155] As described above, when the push order bell is won, if the stop switches 42 to 44 are operated in a predetermined operation sequence, the first small prize, the second small prize, the third small prize, the fourth small prize, the fifth small prize, or the sixth small prize will be achieved regardless of the operation timing, and if the stop switches 42 to 44 are operated in a different operation sequence, depending on the operation timing, other small prizes will be achieved, or none of the small prizes will be achieved and the win will be missed. Incidentally, when the common bell is won, the first small prize, the second small prize, the third small prize, the fourth small prize, the fifth small prize, or the sixth small prize will be achieved regardless of the operation sequence and operation timing.

[0156] Returning to the explanation of the reel control process, if it is determined in step S411 that all reels 32L, 32M, and 32R have stopped, a payout determination process is performed in step S413. The payout determination process is a process for setting the number of medals to be paid out, with one of the conditions being that a winning combination of symbols is aligned on an active line. In the payout determination process, a combination of symbols formed on an active line is derived from the symbol numbers of the symbols that have stopped on the lower rows of each reel 32L, 32M, and 32R, and it is determined whether a winning combination has been achieved on the active line. If a winning combination has been achieved, it is further determined whether the winning combination corresponds to a winning flag set in the win flag storage area 106a. If the winning combination corresponds to a winning flag, the winning combination and the payout amount corresponding to the winning combination are set in a payout information storage area provided in RAM 106. On the other hand, if the winning combination does not correspond to the winning flag, the slot machine 10 is put into an error state and an error occurrence notification process is performed. This error state is maintained until the reset switch 72 is operated.

[0157] After the payout determination process is performed, bonus state process is performed in step S414. The bonus state process will be described in detail later. After the bonus state process is performed, winning result process is performed in step S415. The winning result process includes processes such as transitioning the gaming state based on the winning result. The winning result process will be described in detail later.

[0158] After the winning result processing is performed, a second interval display processing is executed in step S416. The second interval display processing is processing related to display control of the instruction monitor 68, and this processing will be explained in detail later. Thereafter, in step S417, a winning result command is set so that the display control device 81 knows the winning combination in the current game, and the reel control processing is terminated.

[0159] Next, the medal payout process in step S212 will be outlined.

[0160] In the medal payout process, it is determined whether the payout number set in the payout information storage area is 0. If the payout number is 0, it means that it was determined in the previous payout determination process that no small winning combination was achieved. In such a case, it is determined whether any of the 1st replay winning combination to the 12th replay winning combination was achieved, based on the winning combination set in the payout determination process. If none of the replay winning combinations has been achieved, the medal payout process is terminated as is, and if any of the replay winning combinations has been achieved, a replay setting process is performed to change the play mode to replay mode, and the medal payout process is terminated. Note that in the start waiting process (step S204) described earlier, if it is determined that the current play mode is replay mode, an automatic insertion process is performed.

[0161] On the other hand, if the payout number set in the payout information storage area is not 0, medals equal to the payout number are paid out, and the medal payout process is terminated. Specifically, regarding the payout of medals, if the count value of the credit counter has not reached its upper limit (50 medals stored), the payout number is added to the count value of the credit counter, and the value after the addition is displayed on the credit display unit 60. If the count value of the credit counter has reached its upper limit, or if the count value reaches its upper limit during the addition of the payout number, the medal payout rotating plate is driven, and medals are paid out from the hopper device 51 to the medal tray 50 via the medal discharge port 49. The medal payout process also involves changing the payout number displayed on the payout number display unit 62 in accordance with the payout of medals. If the current game state is the BB state, the payout number is subtracted from the value of the remaining payout number counter (described later), and the remaining payout number displayed on the remaining payout number display unit 61 is subtracted.

[0162] Next, the bonus state process in step S414 will be described with reference to the flowchart of FIG.

[0163] First, in step S501, it is determined whether the current gaming state is a bonus state, i.e., whether the current gaming state is the first BB state or the second BB state. Whether the current gaming state is the first BB state or the second BB state can be determined by the presence or absence of a first BB state flag or a second BB state flag that are set in the various flag storage area 106d of RAM 106 when transitioning to the first BB state or the second BB state. That is, in step S501, if neither the first BB state flag nor the second BB state flag is set, it is determined that the current state is not the first BB state or the second BB state, and the process proceeds to step S502.

[0164] In step S502, it is determined whether the first BB hit flag or the second BB hit flag is set, and whether either BB has been hit. If neither BB hit flag is set, the bonus state processing ends. If either BB hit flag is set, the process proceeds to step S503.

[0165] In step S503, a process is performed to input 3 into the MAX bet counter provided in the various counter area 106e of the RAM 106. The MAX bet counter is used to set a specific number of virtual medals to be inserted when the first credit insertion switch 56 is operated. That is, when the first credit insertion switch 56 is operated while the MAX bet counter has input 3, three virtual medals are inserted. In this case, since the MAX bet counter does not set the specified number of medals for the game, when the specified number of medals for the game is set to two or three, it is permitted to play a two-bet game by operating the second credit insertion switch 57. Note that if 3 has already been input into the MAX bet counter in step S503, that state is maintained.

[0166] The initial value of the MAX bet counter is 2, and when the reset switch 72 is operated to clear the RAM, 2 is input to the MAX bet counter and the slot machine 10 is started up.

[0167] In the following step S504, it is determined whether the first BB win or the second BB win has been achieved. If neither of the BB wins has been achieved, the bonus state processing ends. If either of the BB wins has been achieved, the process proceeds to step S505, where it is determined whether the first BB win has been achieved.

[0168] If the first BB win has been achieved, in step S506, a process of inputting "15" into the BB counter provided in the various counter area 106e is executed. The BB counter is a counter for determining the upper limit of the payout amount in each BB state. That is, by inputting "15" into the BB counter in step S506, the first BB state is set to end when 15 or more medals are paid out. In step S507, the first BB hit flag is cleared. Then, in step S508, the first BB state flag is set in the various flag storage area 106d. As a result, a positive determination is made in step S501 from the next game onwards. In the following step S509, a process of setting a first BB start command to be output to the display control device 81 is executed. The first BB start command is a command for informing the display control device 81 that the first BB state has started. Upon receiving this first BB start command, the display control device 81 controls the speaker 64, the auxiliary display unit 65, etc. to perform a first BB start effect corresponding to the start of the first BB state. In addition, by receiving the 1st BB start command, the display control device 81 can understand that the 1st BB state will start from the next game, and controls the speaker 64, auxiliary display unit 65, etc. so that the effects for the 1st BB state will be performed from the next game.

[0169] After the output setting of the 1st BB start command is performed in step S509, the process of setting the specified number of bets to 3 is performed in step S510, and then this bonus state process is terminated. The specified number of bets corresponds to the specified number of coins for the game described above. In other words, by transitioning to the 1st BB state, the specified number of coins for the game is set to 3 coins, and the 1st BB state is performed in a 3-bet game.

[0170] The initial values ​​of the specified number of bets are 2 and 3, and when the reset switch 72 is operated to clear the RAM, the specified number of bets is set to 2 and 3 and the slot machine 10 is started up.

[0171] In step S505, it is determined that the first BB win has not been achieved when the second BB win has been achieved. In this case, the process proceeds to step S511, where the BB counter is set to "15." That is, the second BB state is set to end when 15 or more medals are paid out. Then, in step S512, the second BB win flag is cleared, and in step S513, the second BB state flag is set. After that, in step S514, a second BB start command is set as an output target to the display control device 81. The second BB start command corresponds to the first BB start command and is a command for informing the display control device 81 that the second BB state has started. Upon receiving the second BB start command, the display control device 81 controls the speaker 64, the auxiliary display unit 65, etc. to perform a second BB start effect corresponding to the start of the second BB state, and controls the speaker 64, the auxiliary display unit 65, etc. to perform an effect for the second BB state from the next game onward. The appearance and content of the first BB start effect and the second BB start effect are different enough for the player to distinguish them. Also, the appearance and content of the effects for the first BB state and the second BB state are different enough for the player to distinguish them.

[0172] After the output setting of the second BB start command is performed in step S514, the process of setting the specified number of bets to 3 is performed in step S510, and then this bonus state process is terminated. That is, the specified number of coins for the game is set to 3 not only in the first BB state but also in the second BB state, and the second BB state is performed in a 3-bet game.

[0173] If the determination in step S501 is affirmative and the state is the first BB state or the second BB state, the process proceeds to step S515, where processing for the first BB state or the second BB state is performed. FIG. 25 shows an example of a lottery table for the BB state. In this embodiment, a common lottery table is used for the first BB state and the second BB state. However, separate lottery tables may be provided for each state, with different types of winning combinations and winning probabilities for each combination. In this embodiment, as shown in FIG. 25, in the first BB state and the second BB state, normal lip A, common bell, and overlapping 1-coin combinations are possible. The probability of winning normal lip A (the probability of winning when IV = 1) is approximately 1 in 61.2, the probability of winning common bell (the probability of winning when IV = 10) is approximately 1 in 5.96, and the probability of winning overlapping 1-coin combinations (the probability of winning when IV = 24) is approximately 1 in 1.31. Additionally, in the 1st BB state or the 2nd BB state, the probability of a losing result (not winning any role) is approximately 1 in 10.14. In this case, you can expect an increase of approximately 0.00 medals per game (a net increase of approximately plus or minus 0.00 medals), and no increase or decrease in medals occurs in the 1st BB state or the 2nd BB state. In other words, although you cannot expect an increase in medals in the 1st BB state or the 2nd BB state, you can progress through the game without losing medals.

[0174] Here, in the normal game state in a 3-bet game and the 1st BB state to which a transition can be made in a 3-bet game, the main medal increase is caused by the winning of the 1st to 6th minor combinations, which result in a payout of 13 medals, and these combinations are the push order bell in the normal game state and the common bell in the 1st BB state. Comparing the winning rates of these main minor combinations, in the normal game state, assuming that the stop switches 42 to 44 are operated in a fixed operation order, the winning probability is about 1 in 9.19, while in the 1st BB state the winning probability is about 1 in 5.96, and in a 3-bet game, the 1st BB state is set to be more likely to result in a winning than the normal game state. In addition, in the normal game state in a 2-bet game and the second BB state to which a 2-bet game can be entered, the main medal increase is the common bell, and while in the normal game state the probability of winning is approximately 1 in 9.64, in the second BB state the probability of winning is approximately 1 in 5.96, so even in a 2-bet game, it is set up so that winning is more likely to occur in the second BB state than in the normal game state.

[0175] However, as mentioned above, you cannot expect an increase in the number of medals you have even if you complete the 1st BB state or the 2nd BB state.

[0176] In the bonus state processing, in step S515, it is determined whether or not any small winning combination has been achieved in the current game as a result of the lottery processing using the BB state lottery table and the control of each reel. If no winning combination has been achieved, the bonus state processing is terminated. If a winning combination has been achieved, in step S516, the payout amount corresponding to the winning combination is subtracted from the BB counter in the various counter area 106e. Then, in step S517, it is determined whether or not the BB counter has become 0 or less as a result of the subtraction processing in step S516. For example, if a common bell is won and the first to sixth small winning combinations are achieved, a payout of 13 coins will be generated, so in step S516, 13 is subtracted from the BB counter.

[0177] If it is determined in step S517 that the count is not 0 or less, the bonus state processing is terminated. On the other hand, if it is determined that the count is 0 or less, the BB state flag corresponding to the current BB state is cleared in step S518. That is, if it is the first BB state, the first BB state flag is cleared, and if it is the second BB state, the second BB state flag is cleared. Then, in step S519, a process of inputting 2 to the MAX bet counter is executed, and in step S520, a BB end command corresponding to the BB state to be terminated this time is set as an output target to the display control device 81. More specifically, if the first BB state is to be terminated, the first BB end command is set as an output target, and if the second BB state is to be terminated, the second BB end command is set as an output target. Upon receiving the first BB end command or the second BB end command, the display control device 81 controls the speaker 64 and the auxiliary display unit 65 so that a first BB end effect or a second BB end effect is performed.

[0178] Then, in step S521, the specified number of bets is set to 2 and 3, and the bonus state processing is terminated. In this case, in the normal game state after the first BB state or the second BB state ends, a 2-bet game and a 3-bet game are possible. In contrast, since 2 is input into the MAX BET counter in step S519 as described above, when the first credit insertion switch 56 is operated, two virtual medals are inserted and a 2-bet game is played. In other words, when neither the first BB hit flag nor the second BB hit flag is set, the system is set to make it easier to play a 2-bet game. Incidentally, after the first BB state or the second BB state ends, 2 is input into the MAX BET counter, so a 3-bet game cannot be played by operating the first credit insertion switch 56 or the second credit insertion switch 57. To play a 3-bet game, three medals must be inserted into the medal insertion slot 45.

[0179] Here, the gameplay of the slot machine 10 using the 2-bet game and the 3-bet game will be briefly explained with reference to FIG.

[0180] The normal gaming state in which the first BB hit flag and the second BB hit flag are not set and no BB has been hit is a state called a non-internal state. In this case, as described above, the specified bet number (specified number of coins per game) is set to 2 or 3, and a 2-bet game and a 3-bet game are possible. However, if 2 is input to the MAX bet counter as described above and the first credit insertion switch 56 is operated to start a game, it will be a 2-bet game.

[0181] In the non-internal state, the first BB can be won in a 3-bet game but the second BB cannot be won, and in a 2-bet game, the second BB can be won but the first BB cannot be won. In a game in which the first credit insertion switch 56 is operated as described above, the second BB can basically be won in a 2-bet game.

[0182] If the first BB or second BB is won but no prize is awarded in that winning game, the internal state will be one in which the first BB win or second BB win is carried over (carryover state). Even in the internal state, as described above, the specified bet number (specified number of coins per game) is set to 2 or 3, and a 2-bet game or a 3-bet game is possible. However, if 3 is input into the MAX bet counter as described above and the first credit insertion switch 56 is operated to start a game, it will be a 3-bet game.

[0183] As already explained, in the slot machine 10, in the internal state where the first BB is won, the reels 32L, 32M, and 32R are stopped so that the first BB win is possible in a 3-bet game, but the first BB win is not possible in a 2-bet game. Also, in the internal state where the second BB is won, the reels 32L, 32M, and 32R are stopped so that the second BB win is not possible in a 3-bet game, but the second BB win is possible in a 2-bet game. That is, if the first BB is won in a 3-bet game, the first BB win can be achieved by continuing the 3-bet game, but the first BB win cannot be achieved by switching to a 2-bet game after the first BB is won. Also, if the second BB is won in a 2-bet game, the second BB win can be achieved by continuing the 2-bet game, but the second BB win cannot be achieved by switching to a 3-bet game after the second BB is won. Furthermore, the first BB and the second BB cannot be won twice, and if a first BB win is carried over, the first BB cannot be won again, and the second BB cannot be won twice. Also, if a second BB win is carried over, the second BB cannot be won again, and the first BB cannot be won twice. In other words, if you win the first BB and play a 2-bet game, the game will continue in an internal state where the first BB win is carried over, and if you win the second BB and play a 3-bet game, the game will continue in an internal state where the second BB win is carried over.

[0184] Here, since the first BB win is only possible in a three-bet game and the second BB win is only possible in a two-bet game as described above, even if a three-bet game results in a loss (no winning combination) while the second BB win is carried over, the second BB win will not be achieved, and even if a two-bet game results in a loss (no winning combination) while the first BB win is carried over, the first BB win will not be achieved. This dramatically simplifies the role configuration and control of reels 32L, 32M, and 32R in an internal state where a first BB win or a second BB win is carried over. If a configuration were such that a second BB win could be achieved in a three-bet game or a first BB win could be achieved in a two-bet game, maintaining the internal state where the first BB win or the second BB win is carried over would require a lottery table that would prevent a loss, and, for example, in a role where a miss may occur, it would be necessary to have a different role win when the miss occurs.

[0185] Also, in the 1st BB state and the 2nd BB state, the main role for increasing medals is the common bell. Also, in the non-internal state and the internal state, the main role for increasing medals in a 2-bet game is the common bell, whereas the main role for increasing medals in a 3-bet game is the push order bell. For the common bell, any of the 1st to 6th small roles will be achieved regardless of the operation sequence and operation timing of each of the stop switches 42 to 44, whereas for the push order bell, the small role that is achieved will differ depending on the operation sequence and operation timing of each of the stop switches 42 to 44. In other words, the fluctuation in medal increase or decrease depending on the operation sequence and operation timing (mainly the operation sequence) when the push order bell is won is greater in the non-internal state and the internal state in a 3-bet game than in the 1st BB state and the 2nd BB state. For example, by announcing the operation sequence (Figure 23) that will result in the first to sixth small prize winnings when the push order bell is won, it is possible to switch between an AT mode (assist time mode, navigation mode) that assists in winning and a non-AT mode (non-navigation mode) that does not, and to create a state in which medals increase or decrease depending on whether or not the notification (assist) is given.

[0186] The basic flow of a game in which the first credit insertion switch 56 is operated is as follows: first, in the non-internal state, a 2-bet game is played, and the second BB is won in the 2-bet game. When the second BB is won, the state switches to the internal state, the game switches to the 3-bet game, and the game proceeds in a state in which the above-mentioned second BB winning cannot be realized. In this case, as described above, in the 3-bet game in which the second BB winning is carried over, neither the first BB nor the second BB is won, and the game continues in the internal state in which the second BB winning is carried over.

[0187] Below, we will assume that the game is played with the second BB win carried over, and explain the gameplay using notifications (push order notifications) when the push order bell is won during that game (also referred to as normal game in the following explanation).

[0188] <Lottery result processing> First, the lottery result response process performed in step S310 will be described with reference to the flowchart in Figure 27. The lottery result response process is a process performed after the lottery process for each game has been performed, and is a process that performs a lottery for transition to an AT mode in which a push order notification is generated based on the lottery result of the game.

[0189] First, in steps S601 to S603, a process is executed to determine the number of bets for the game that will start this time. That is, in step S601, it is determined whether either the first BB state flag or the second BB state flag is set, and it is determined whether the game that will start this time is in either of the BB states. If it is not in the BB state, it is determined in step S602 whether the number of bets is 3. Also, if it is in the BB state, it is determined in step S603 whether the number of bets is 2. As already explained, in the non-internal state before the first BB or second BB win and in the internal state after the first BB or second BB win, the specified number of bets is set to 2 or 3, and in the first BB state or the second BB state, the specified number of bets is set to 3. The processing of steps S602 and S603 is to determine whether the number of bets for the current game is a specific specified number (specific set number) that is specified (set) in association with the game status, and if the specific specified number does not exist, the lottery result response processing is terminated without performing processing for the display mode (processing for the instruction function) from step S604 onwards.

[0190] That is, in the non-internal state and internal state, processing for the display mode is executed in a 3-bet game, but processing for the display mode is not executed in a 2-bet game. Also, in the first BB state and the second BB state, since the specified bet number is set to 3, a 2-bet game is not executed, and processing for the display mode is not executed in the first BB state and the second BB state.

[0191] That is, in this embodiment, if the internal state is a 2-bet game, the lottery for transition to the AT mode after step S604 is not performed, which is disadvantageous to the player. By doing this, the internal state is made to be a 3-bet game, making it easier to play a normal game with the second BB carried over.

[0192] If a positive determination is made in step S602 or step S603, it is determined in step S604 whether or not an advantageous zone flag is set in the various flag storage area 106d. In this slot machine 10, regarding whether or not a push order notification or the like occurs, advantageous zones in which the push order notification or the like may occur and normal zones in which the notification may not occur are set. The advantageous zone flag is a flag that allows the CPU 102 to determine whether the current game is in an advantageous zone, and is set upon transition to an advantageous zone and cleared upon transition to a normal zone.

[0193] If the advantageous zone flag is not set, it means that the current game is in the normal zone, and in this case, the advantageous zone transition lottery process is executed in step S605, and then the lottery result response process is terminated.

[0194] In the advantageous zone transition lottery process, as shown in the flowchart of FIG. 28, the lottery result of the current game is grasped in step S701. Then, in step S702, an advantageous zone transition lottery table is obtained from the various table storage area 105a of the ROM 105. As shown in FIG. 29, the advantageous zone transition lottery table has a transition rate to the advantageous zone (probability of winning the advantageous zone transition lottery) set according to the lottery result of each game. As shown in FIG. 29, the trigger roles for the lottery for transition to the advantageous zone are set as follows: normal lip A, normal lip B, normal lip C, chance eye A, chance eye B, chance eye C, cherry A, cherry B, cherry C, common bell, push order bell, and watermelon. In other words, in normal play as a 3-bet game carrying over the second BB, all possible winning results are set as trigger roles for the lottery for transition to the advantageous zone.

[0195] After obtaining the lottery table in step S702, a process of obtaining a random number for the advantageous zone transition lottery is executed in step S703. The random number for the advantageous zone transition lottery is generated using a dedicated counter in the various counter area 106e, which is updated at a predetermined interval, and the most recent updated value of the counter is obtained in step S703. Then, in step S704, an advantageous zone transition lottery is executed, and in step S705, it is determined whether or not the transition lottery has been won. Incidentally, in this embodiment, the lottery table is set so that any trigger role has a 100% probability of winning the advantageous zone transition lottery. In this case, if it is determined that the game result grasped in step S701 is a trigger role for the transition lottery (not a losing result), it is possible to omit the processes of steps S702 to S705.

[0196] If it is determined in step S705 that the transition lottery has been won, then in step S706, a process is executed to set an advantageous zone winning game flag in the various flag storage area 106d. The advantageous zone winning game flag is a flag that allows the CPU 102 to determine that the current game is a game that has won the transition lottery to the advantageous zone. If a negative determination is made in step S705, or after the process of step S706 has been executed, the advantageous zone transition lottery process is terminated.

[0197] Returning to the description of the lottery result corresponding process, if it is determined in step S604 that the advantageous interval flag is set, the process proceeds to step S606. In step S606, it is determined whether either the AT mode winning flag or the AT mode flag is set in the various flag storage areas 106d. The AT mode flag is a flag for the CPU 102 to recognize that it is in the AT mode, and is a flag that is set when the transition to the AT mode becomes possible. Further, the AT mode winning flag is a flag for the CPU 102 to recognize that it has won in the AT mode transition lottery, the transition to the AT mode is determined, and it is in the situation before the AT mode transition. If neither flag is set in step S606, the AT lottery process is executed in step S607. On the other hand, if either flag is set in step S606, the continuation determination process is executed in step S608, and the AT topping process is executed in step S609.

[0198] <AT lottery process> First, the AT lottery process in step S607 will be described while referring to the flowchart in FIG. 30.

[0199] In step S801, a process of decrementing by 1 the ceiling counter provided in the various counter areas 106e is executed. The ceiling counter is a counter for causing a transition to the AT mode regardless of the success or failure of the AT mode transition lottery (without winning) when the number of games after the advantageous interval transition reaches the ceiling number of games, and is a counter for the CPU 102 to grasp the remaining number of games up to the ceiling number of games. The ceiling number of games is set at the time of the advantageous interval transition. Incidentally, as described above, since the AT lottery process is executed when the bet amount is a specific prescribed number corresponding to the gaming state, the ceiling counter is decremented in games where the bet amount is a specific prescribed number corresponding to the gaming state. For example, it is not decremented in 2-bet games.

[0200] After the ceiling counter is decremented in step S801, it is determined in step S802 whether the ceiling counter has reached 0. If the ceiling counter has not reached 0, the process for the AT mode transition lottery is executed in steps S803 to S808.

[0201] That is, in step S803, a process is executed to grasp the lottery result of this game. Then, in step S804, it is determined whether or not the CZ mode flag is set in the various flag storage area 106d. In this embodiment, the display modes with different winning probabilities in the AT mode transition lottery are set to normal mode and CZ mode, which is easier to win the AT mode transition lottery than the normal mode, and the CZ mode flag is a flag that allows the CPU to grasp that it is CZ mode.

[0202] If the CZ mode flag is not set in step S804, a process is executed in step S805 to obtain a normal AT mode transition lottery table from the various table storage area 105a. On the other hand, if the CZ mode flag is set in step S804, a process is executed in step S806 to obtain a CZ AT mode transition lottery table.

[0203] As shown in Figure 29, the normal AT mode transition lottery table and the CZ AT mode transition lottery table each have a winning probability for the AT mode transition lottery set according to the lottery results of the game. For example, if the AT mode transition lottery is triggered by chance eye A, the normal AT mode transition lottery has a 1% probability of winning, and the CZ AT mode transition lottery has a 3% probability of winning. In other words, the CZ AT mode transition lottery table is set to make it easier to win the AT mode transition lottery than the normal AT mode transition lottery table. Also, for normal RIP A, normal RIP B, and normal RIP C, while normal RIP A, normal RIP B, and normal RIP C do not win AT mode transition in normal play, they are set to win AT mode transition in CZ play.

[0204] After the AT mode shift lottery table is acquired in step S805 or step S806, the acquired shift lottery table and the game lottery result grasped in step S803 are used to execute the AT mode shift lottery process in step S807. Then, in step S808, it is determined whether or not the AT mode shift has been won.

[0205] If it is determined in step S808 that the AT mode transition has been won, or if it is determined in step S802 that the ceiling counter is 0, the AT mode winning process is executed in steps S809 to S812. Also, if it is determined in step S808 that the AT mode transition has not been won, the AT mode non-winning process is executed in steps S813 to S816.

[0206] In the processing for winning the AT mode, in step S809, it is determined whether or not the CZ mode flag is set, and it is confirmed whether or not the AT mode transition win has occurred during CZ mode. If the win occurs during CZ mode, processing is performed in steps S810 and S811 to end CZ mode. That is, in step S810, processing is performed to clear the CZ mode flag. Then, in step S811, processing is performed to clear the CZ game counter provided in the various counter area 106e to 0. The CZ game counter is a counter that allows the CPU 102 to grasp the number of games remaining in CZ mode. When transitioning to CZ mode, a value (10) corresponding to the number of continuing games in CZ mode (10 games) is input, and this counter is decremented by 1 each time a game is played.

[0207] If the CZ mode flag is not set in step S809, or after the process of step S811 is executed, the process of setting the AT mode hit flag in the various flag storage area 106d is executed in step S812. As a result of this process, an affirmative determination is made in step S606 from the next game.

[0208] In the processing for non-winning the AT mode, it is determined in step S813 whether the CZ mode flag is set. If the CZ mode flag is set, the AT lottery processing is terminated. If the CZ mode flag is not set, the CZ mode transition lottery processing is executed in step S814. In the CZ mode transition lottery processing, a CZ mode transition lottery table is obtained from the various table storage area 105a, and whether or not to transition to CZ mode is determined by lottery using the lottery result of the game grasped in step S803. As shown in FIG. 29, the CZ mode transition lottery table is set so that the probability of winning the CZ mode transition lottery varies depending on the lottery result of the game. More specifically, it is set so that the more likely the lottery result of a game is to win the AT mode transition lottery, the more likely the player is to win the CZ mode transition lottery. In other words, even if the lottery result of a game is such that it is easy to win the AT mode transition lottery, if the player does not win the AT mode transition lottery, it is set so that transition to CZ mode is more likely.

[0209] After executing the CZ mode transition lottery process in step S814, it is determined in step S815 whether or not the CZ mode transition was won, and if the transition was not won, the AT lottery process is terminated. If the CZ mode transition was won, in step S816, a process is executed to set a CZ mode win flag in the various flag storage area 106d.

[0210] After setting either the winning flag in step S812 or step S816, a process of setting a premonition mode is performed in steps S817 to S820. The premonition mode is a mode in which a premonition effect is performed to suggest that the AT mode transition lottery or the CZ mode transition lottery has been won, and in this embodiment, if the player wins these transition lotteries, the premonition mode of 0 to 32 games is played before the winning transition lottery is announced.

[0211] In step S817, a lottery process for the premonition game is executed. In the lottery process for the number of premonition games, the number of premonition games is determined by lottery based on the type of transition lottery that has been won, the lottery result of the game that triggered the win, etc. For example, if the AT mode transition lottery has been won, a longer number of premonition games is more likely to be selected than if the CZ mode transition lottery has been won, and if the transition lottery has been won with Cherry A, a longer number of premonition games is more likely to be selected than if the transition lottery has been won with Cherry C.

[0212] In this embodiment, if the AT mode transition lottery is won during CZ mode, the number of premonition games is set to 0 in step S817. As described above, if the AT mode transition lottery is won during CZ mode, the CZ mode ends regardless of the number of games remaining in the CZ mode, so the player can understand that they have won the AT mode transition lottery through the end of the CZ mode. Therefore, by setting the premonition mode to 0 games when the AT mode transition lottery is won during CZ mode, it is possible to reduce the sense of incongruity that occurs when a suggestion that the transition lottery has been won is made in the premonition mode, even though the player is aware that they have won the AT mode transition lottery.

[0213] In the next step S818, the result of the lottery in step S817 is input to the premonition counter provided in the various counter area 106e. The premonition counter is a counter that allows the CPU 102 to grasp the number of remaining premonition games, and is decremented by one each time a game in the premonition mode is played.

[0214] Then, in step S819, a process is executed to set a premonition flag in the various flag storage area 106d, and in step S820, a process is executed to set the premonition command as an output target to the display control device 81, after which the AT lottery process is terminated. The premonition flag is a flag that allows the CPU 102 to know that the premonition mode is in progress, and the premonition command is a command that causes the display control device 81 to know that the premonition mode has been set, the number of games in that premonition mode, and which transition lottery has been won. Upon receiving the premonition command, the display control device 81 knows the number of games in the premonition mode and the type of transition lottery that has been won, and performs processing to execute the effects during the premonition mode on the auxiliary display unit 65 and speaker 64.

[0215] <Continuation determination process> Next, the continuation determination process executed in step S608 will be described with reference to the flowchart in Fig. 31. As already explained, the continuation determination process is a process executed when the AT mode win flag or the AT mode flag is set.

[0216] Here, the AT mode in this embodiment is configured such that a predetermined number of games (for example, 18) is one set (unit continuation number, unit state), and for example, when updating one set of AT mode (when starting or ending a set), a continuation lottery for the next set is held, and if the continuation lottery is won, the game moves to the next set after the end of that set, and if the continuation lottery is not won, the AT mode ends without moving to the next set.The continuation determination process in step S608 is a process for holding the continuation lottery when updating a set.

[0217] In step S901, it is determined whether the AT game counter provided in the various counter area 106e is 18. The AT game counter is a counter that allows the CPU 102 to grasp the number of games remaining in one set, and is a counter into which 18 is input when the set is updated. That is, in step S901, it is determined whether the game that is currently being started is the start game of one set in the AT mode. If it is not the start game, this continuation determination process is terminated. If it is the start game, the process proceeds to step S902.

[0218] In step S902, it is determined whether the AT set counter provided in the various counter area 106e is 0. The AT set counter is a counter that allows the CPU 102 to grasp the number of sets that can be continued to the next set even if the continuation lottery is not won or without a continuation lottery, and is a counter that adds 1 to the counter when an additional win occurs when the continuation condition is met, and subtracts 1 from the counter when the continuation lottery is not won or when the game is continued to the next set without a continuation lottery. If the AT set counter is 0, in step S903, the probability of winning the continuation lottery selected in the current AT mode is grasped.

[0219] Here, in this embodiment, a plurality of continuation rates are set as the probability of winning the continuation lottery (hereinafter also referred to as "continuation rate"). Specifically, as shown in FIG. 37, the highest continuation rate of 90% and lower continuation rates of 60% and 10% are set. The continuation rate is set when transitioning to AT mode (continuation rate setting process in step S1211 described later). In step S903, the information set in the continuation rate setting process is read out, and the continuation rate of the current AT mode is determined.

[0220] After determining the continuation rate in step S903, a continuation lottery process is executed in step S904. That is, if a continuation rate of 90% is selected, the process of step S904 results in a continuation win with a 90% probability, and if a continuation rate of 10% is selected, the process of step S904 results in a continuation win with a 10% probability.

[0221] In step S905, it is determined whether the processing result of step S904 was a continuation win, and if it was a continuation win, in step S906, a process is executed to set a continuation flag in the various flag storage area 106d. The continuation flag is a flag that allows the CPU 102 to know that the continuation condition of the current set (the condition for moving to the next set) is met. Then, in step S907, a process is executed to set a continuation command as an output target to the display control device 81, and then the continuation determination process is terminated.

[0222] Also, if it is determined in step S902 that the AT set counter is not 0, the AT set counter is decremented by 1 in step S908, and then the process proceeds to step S906, where the continuation flag and the continuation command are set, and the continuation determination process is terminated. That is, in this embodiment, if the AT set counter is not 0, the set continuation condition is met without going through a continuation lottery. Note that a continuation lottery may be executed regardless of the value of the AT set counter, and if the continuation is not won, the continuation condition may be met if the AT set counter is 1 or more.

[0223] As described above, in this embodiment, at the start of one set of AT mode (when the start lever 41 is operated), a determination is made as to whether the continuation condition is met to determine whether the AT mode will continue until the set following the set that is currently started, and if it is determined that the continuation condition is met, a continuation flag is set and the information is output to the display control device 81. In this case, the display control device 81 performs processing to perform, as the effect of the current set, an effect that is based on the assumption that the continuation condition is met.

[0224] On the other hand, if it is determined in step S905 that it is not a continuous winning, the continuous determination process is terminated as it is. In this case, the continuous condition does not hold at the start of one set in the AT mode, and the continuous command is not output at the start of the set. The display control device 81 grasps that the continuous condition does not hold through not receiving the continuous command at the start of the set, and performs a process to perform an effect assuming that the continuous condition does not hold as the effect of this set.

[0225] <AT Override Process> Next, the AT override process executed in step S609 will be described while referring to the flowchart of FIG. 32. In the AT override process, separately from the above-described continuous lottery, an override lottery for overriding the number of sets in the AT mode is performed. If the override lottery wins, it continues until the next set regardless of the result of the continuous lottery for the next set.

[0226] First, in step S1001, the lottery result of the current game is grasped. Then, in step S1002, a process of acquiring the override lottery table from the various table storage areas 105a is executed.

[0227] As shown in FIG. 29, the bonus lottery table has a bonus winning rate set according to the lottery results of the games, and is configured so that bonus winnings are not possible for normal roles such as normal lip A to normal lip C and push order bell, which are easy to win in the lottery process of each game, while bonus winnings are possible for specific roles such as chance eye A to chance eye C, cherry A to cherry C, common bell, and watermelon, which are hard to win in the lottery process of each game. Among specific roles, for example, chance eye C is easier to win bonus winnings than chance eye A, and cherry C is easier to win bonus winnings than cherry A. The table is configured so that the more difficult the lottery results are to win in the lottery process of each game, the easier it is to win the bonus lottery. Note that the configuration may be such that bonus winnings are not possible when the lottery result of each game is a normal role, and that bonus lottery is not performed when the lottery result of each game is a normal role. In addition, the configuration may be such that an additional win is possible even when the lottery result for each game is a normal role, and the probability of an additional win with the normal role may be lower than the probability of an additional win with a specific role.

[0228] After obtaining the add-on lottery table in step S1002, an add-on lottery is executed in step S1003, and it is determined in step S1004 whether or not the add-on lottery has been won. If the add-on lottery has not been won, the AT add-on processing is terminated. If the add-on lottery has been won, it is determined in step S1005 whether or not the continuation flag has been set.

[0229] If the continuation flag is not set in step S1005, processing is executed to set the continuation flag in step S1006. Then, processing is executed to set the continuation command as an output target to the display control device 81 in step S1007, and then this AT addition processing is terminated. Upon receiving the continuation command, the display control device 81 executes processing to perform an effect corresponding to the continuation condition being met on the auxiliary display unit 65 and speaker 64.

[0230] On the other hand, if the continuation flag is set in step S1005, a process of adding 1 to the AT set counter is executed in step S1008. By adding 1 to the AT set counter in step S1008, it is determined that the AT mode will continue at least until the set after the current set. Note that in this embodiment, the AT set counter is uniformly added by 1 when an additional lottery is won, but a number of 2 or more may be added. For example, the number to be added to the AT set counter may be determined by lottery depending on the lottery result of the game that triggered the additional win.

[0231] In the next step S1009, a process is executed to set the set addition command as an output target to the display control device 81, and then this addition process is terminated. The set addition command is a command for making the display control device 81 aware of the fact that the addition lottery has been won and the value of the AT set counter. In a configuration in which multiple sets may be added with a single addition win, it is preferable to configure the set addition command to set information on the number of sets to be added. Upon receiving the set addition command, the display control device 81 executes a process to perform an effect corresponding to the set addition on the auxiliary display unit 65 and speaker 64.

[0232] In the lottery result response process (FIG. 27), after the process of step S607 or step S609 is executed, processes for notifying the pressing order of the stop switches 42 to 44 are executed in steps S610 to S613.

[0233] <Outline of push order notification> Prior to explaining the processing for pressing order notification executed in steps S610 to S613, an overview of the pressing order notification executed by the instruction monitor 68 and the pressing order notification effect executed by the auxiliary display unit 65 will be explained. Note that the pressing order notification and pressing order notification effect can also be referred to as, for example, pressing order navigation, sequence notification, or mode notification. The instruction monitor 68 is connected to the main control unit 101, and the pressing order notification is performed by the main control unit 101. In contrast, the auxiliary display unit 65 is connected to the display control unit 81, and the pressing order notification effect is performed by the display control unit 81.

[0234] First, the configuration of this instruction monitor 68 will be described with reference to Fig. 33. Fig. 33(a) is a front view of the instruction monitor 68, and Fig. 33(b) is a diagram for explaining the relationship between the display mode and display content of the instruction monitor 68.

[0235] As shown in FIG. 33(a), the indication monitor 68 is provided with eight display segments N1 to N8. Each display segment N1 to N8 has an individual light source made up of an LED, and by controlling the on / off of each individual light source, it is possible to light up any one display segment or any combination of display segments. This allows the indication monitor 68 to individually display predetermined symbols (including letters and numbers). Note that each of the individual light sources emits light of the same color, so the same color is displayed on each of the display segments N1 to N8.

[0236] More specifically, the first display segment N1 to the seventh display segment N7 are all linear display segments, and are arranged so that they can display at least the numbers "1" to "6." The eighth display segment N8 is a circular display segment, and is arranged laterally in the lower right portion of the area where the first display segment N1 to the seventh display segment N7 are arranged. Therefore, the indication monitor 68 can display at least the numbers "1" to "6," "1." to "6.", and "."

[0237] As long as the indicator monitor 68 can individually display multiple patterns of symbols, the shape and arrangement of the display segments N1-N8 are arbitrary, and a configuration using seven or nine segments instead of eight segments is also possible. Furthermore, it is not essential that the colors displayed by the display segments N1-N8 be the same; the colors displayed by the display segments N1-N8 may be appropriately changed. Furthermore, it is not essential to control the on / off of the light source to turn on or off each of the display segments N1-N8; as long as the display can be individually controlled for each of the display segments N1-N8, a segment display device may be formed using a single backlight and liquid crystal display. Furthermore, instead of applying a segment display to each display area, symbols may be displayed using other types of display devices, such as a liquid crystal display device, an organic electroluminescence display device, a cathode ray tube (CRT), or a dot matrix display.

[0238] The first display segment N1 to the seventh display segment N7 are display segments used to notify the operation sequence of the push order combination. For example, as shown in Fig. 33(b), if the stop switches 42 to 44 are operated in the order of "left" → "center" → "right" to perform the stop operations in this order, which results in a winning mode advantageous to the player, the sixth display segment N6 and the seventh display segment N7 are lit to display "1." Also, if the stop switches 42 to 44 are operated in the order of "right" → "left" → "center" to perform the stop operations in this order, which results in a winning mode advantageous to the player, the first display segment N1, the second display segment N2, the third display segment N3, the fifth display segment N5, and the sixth display segment N6 are lit to display "5." In other words, the numbers (symbols) displayed on each display segment N1 to N7 correspond one-to-one to the operation order of the stop switches 42 to 44, and by operating the stop switches 42 to 44 to stop based on the numbers (symbols) displayed on the display segments N1 to N7, the player can win in an advantageous manner.

[0239] The eighth display segment N8 is lit in the game in which the start condition is met, including the notification condition that causes a transition to the advantageous zone and a situation where a push order notification can occur. It is also turned off when the AT mode ends and the game transitions from the advantageous zone to the normal zone.

[0240] In other words, an advantageous zone (specific game state, specific mode) is a zone in which it becomes easier for the player to win in an advantageous manner by making it easier to notify the operation order of the push order bell, etc., and the eighth display segment N8 is a zone indicator (specific notification means) that lights up during the specific zone in which the player can actually benefit from the push order notification in the advantageous zone, and turns off during normal zones that are not advantageous zones, or during non-specific zones that are not advantageous zones even if they are advantageous zones.

[0241] As already explained, the instruction monitor 68, which includes the first display segment N1 through the seventh display segment N7 as a push order indicator and the eighth display segment N8 as a section indicator, is located near the side of the payout number display unit 62 on the gaming panel 25. In other words, the instruction monitor 68 is located above the stop switches 42 through 44, etc., which are operated by the player. In other words, the instruction monitor 68 is not located on the decorative panel, which is the front part of the gaming machine, below the positions of the stop switches 42 through 44, etc. Therefore, the eighth display segment N8 is prevented from being obscured by the hand operating the stop switches 42 through 44, etc., and is located in a position that is easily visible to the player. Furthermore, since the instruction monitor 68 is located near the payout number display unit 62, which is easily visible to players playing a game aiming to win medals, it can be said that the player is less likely to miss it.

[0242] Furthermore, the brightness of the corresponding LED of the eighth display segment N8 in the instruction monitor 68 is set so that it is brighter than the brightness of the surrounding display units (e.g., the payout number display unit 62 and the backlight of the gaming panel 25) (more specifically, so that it is twice as bright as the brightness of the surrounding display units). Therefore, even when the eighth display segment N8 and the surrounding display units are both controlled to emit light (i.e., are lit), the eighth display segment N8 stands out. The illuminance of the corresponding LED is also set so that the illuminance of the eighth display segment N8 toward the front of the gaming machine is higher than that of the surrounding display units (more specifically, so that it is twice as bright as the illuminance of the surrounding display units). This configuration also improves the visibility of the eighth display segment N8, reducing the likelihood of missing the eighth display segment N8 when it is lit.

[0243] Next, the push order notification effect performed on the auxiliary display unit 65 will be described with reference to Fig. 34. Here, the push order notification effect on the auxiliary display unit 65 will be described using the example of a case where the push order combination is won when the operation order to be notified this time is center → right → left.

[0244] As shown in FIG. 34(a), in the auxiliary display unit 65, of the three button displays arranged in parallel corresponding to the stop switches 42 to 44, the button display corresponding to the stop switch that should be operated first (in the figure, the middle button display corresponding to the middle stop switch 43) is marked with the number 1 and displayed larger than the other button displays. In addition, each button display is displayed in a color corresponding to the winning combination (yellow for a bell, blue for a replay, etc.). This allows the player to recognize the winning combination in the current game and that the stop switch that should be operated first is the middle stop switch 43. In addition, in the auxiliary display unit 65, the right button display is displayed with the number 2 and the left button display is displayed with the number 3, indicating that the stop switch that should be operated next is the right stop switch 44 and the stop switch that should be operated last is the left stop switch 42.

[0245] When the player operates the middle stop switch 43, as shown in Figure 34(b), the center button display corresponding to the middle stop switch 43 disappears on the auxiliary display unit 65, and the right button display corresponding to the right stop switch 44 is displayed large. This allows the player to confirm that the operation of the middle stop switch 43 has been completed, and that the next stop switch to be operated is the right stop switch 44.

[0246] When the player operates the right stop switch 44, as shown in Figure 34(c), the right button display corresponding to the right stop switch 44 disappears on the auxiliary display unit 65, and the left button display corresponding to the left stop switch 42 is displayed larger. This allows the player to confirm that the operation of the right stop switch 44 has been completed, and that the next stop switch to be operated is the left stop switch 42.

[0247] To explain the timing of the push order notification, the push order notification is set to be executed during the inactive period of the stop switches 42 to 44 from the start of rotation of each reel 32L, 32M, 32R through the acceleration period until the reels reach constant speed rotation. By configuring the push order notification to be executed at a timing before the operation of the stop switches 42 to 44 becomes active in this way, it becomes possible to recognize the operation order of the stop switches 42 to 44 and then operate the stop switches 42 to 44 as desired, allowing the game to proceed at a good tempo.

[0248] The process for notifying the push order in steps S610 to S613 will be explained.

[0249] That is, in step S610, it is determined whether the lottery result of this game is a push order bell win. If the push order bell win is not a win, the lottery result response process is terminated. If the push order bell win is a win, in step S611, it is determined whether the AT mode flag is set. If the AT mode flag is set, in step S612, the instruction monitor 68 is controlled so that push order notifications corresponding to the first to sixth small wins are performed according to the type of push order bell this time. Then, in step S613, a push order notification command including information on the operation sequence corresponding to the first to sixth small wins is set as an output target to the display control device 81, and then this push order notification process is terminated. Upon receiving this push order notification command, the display control device 81 controls the auxiliary display unit 65 and speaker 64 so that push order notification effects corresponding to the first to sixth small wins are performed. If the AT mode flag is not set in step S611, the lottery result response process is terminated.

[0250] <Winning result processing> Next, the winning result response process performed in step S415 of the reel control process will be described with reference to the flowchart in Figure 35. In the winning result response process, processing is performed to start or end the AT mode depending on the game result.

[0251] First, in step S1101, it is determined whether either the first BB state flag or the second BB state flag is set, and it is determined whether the game to be started this time is in either of the BB states. If it is not in the BB state, it is determined in step S1102 whether the number of bets is 3. If it is in the BB state, it is determined in step S1103 whether the number of bets is 2. In other words, the processing of steps S1101 to S1103 corresponds to the processing of steps S601 to S603 above, and is processing to determine whether it is a specific specified number that is specified in association with the gaming state. If it is not the specific specified number, the winning result processing ends without performing the processing for the display mode (processing for the instruction function) from step S1104 onwards.

[0252] If the determination in step S1102 or step S1103 is affirmative and the number of bets is the specified number, the process proceeds to step S1104. In step S1104, it is determined whether the premonition flag is set. If the premonition flag is set, this means that after winning the AT mode transition lottery or the CZ mode transition lottery, the notification of winning these transition lotteries has not yet been made. In this case, in step S1105, the premonition mode processing is executed, and then the winning result response processing is terminated.

[0253] On the other hand, if the premonition flag is not set in step S1104, it is determined in step S1106 whether the CZ mode flag is set. If the CZ mode flag is set and the game is in CZ mode, CZ mode processing is executed in step S1107, and then the winning result processing is terminated.

[0254] If the CZ mode flag is not set in step S1106, it is determined in step S1108 whether the AT mode flag is set. If the AT mode flag is set and the game is in AT mode, AT mode processing is executed in step S1109, and then the winning result processing is terminated. If the determination in step S1108 is negative, the winning result processing is terminated.

[0255] The process for the precursor mode, the process for the CZ mode, and the process for the AT mode will be explained below.

[0256] <Precursor mode processing> In the precursor mode processing, as shown in Figure 36, in step S1201, the precursor counter is decremented by 1. Then, in step S1202, it is determined whether the precursor counter has reached 0, and if it has not, the precursor mode processing is terminated. If the precursor counter has reached 0, the precursor mode processing is cleared in step S1203.

[0257] In the following step S1204, it is determined whether the AT mode win flag is set, thereby determining whether the current premonition mode was entered based on winning the AT mode transition lottery. If the AT mode win flag is not set and the current premonition mode was entered based on winning the CZ mode transition lottery, the process proceeds to step S1205. In step S1205, the CZ mode win flag is cleared. Then, in step S1206, the CZ mode flag is set, and in step S1207, a predetermined number of 10 is input to the CZ game counter provided in the various counter area 106e. The CZ game counter is a counter that allows the CPU 102 to determine the number of games remaining in the CZ mode and is decremented by one each time one game is played in the CZ mode. Thereafter, in step S1208, a CZ start command is set as an output target to the display control device 81, and the premonition mode process is terminated. Upon receiving the CZ start command, the display control device 81 controls the auxiliary display unit 65 and speaker 64 to notify the player that they have won the CZ mode transition lottery, as well as notifying them that the CZ mode will begin.

[0258] If the AT mode win flag is set in step S1204 and the current premonition mode is a premonition mode based on winning the AT mode transition lottery, then in step S1209, a process is executed to clear the AT mode win flag. Then, in step S1210, a process is executed to set an AT mode flag in the various flag storage area 106d. In the following step S1211, a continuation rate setting process is executed. As described above, the AT mode in this embodiment is a set-managed AT mode in which a predetermined number of games constitute one set, and is configured to continue in the AT mode until a set continuation lottery is not won in a situation where there are no remaining sets (a situation where the AT set counter is 0), and the continuation rate setting process in step S1211 is a process to set the probability of winning the continuation lottery (continuation rate).

[0259] In this embodiment, as shown in FIG. 37, the selection probability of multiple continuation rates (90%, 60%, 10%) is set to vary depending on the setting value set in the winning probability setting process. In step S1211, which continuation rate to select is determined by lottery based on the setting value. Specifically, the higher the setting value (the higher the payout rate), the more likely a continuation rate is to be selected. For example, a 60% continuation rate is selected with a 30% probability at setting 1, whereas it is selected with a 70% probability at setting 6. However, a 90% continuation rate is more likely to be selected with odd-number settings than with even-number settings, and the most likely setting is setting 5. When a 90% continuation rate is selected, a 90% flag is set in the various flag storage area 106d. When a 60% continuation rate is selected, a 60% flag is set in the various flag storage area 106d. When a 10% continuation rate is selected, a 10% flag is set in the various flag storage area 106d. The information indicating each of these continuation rates (90% flag, 60% flag, 10% flag) is a flag that is cleared when the AT mode to which the player is currently transferred ends. In other words, once the continuation rate of the AT mode is set, the continuation lottery for each set is held at that continuation rate until the AT mode ends.

[0260] After the continuation rate setting process is executed in step S1211, the process of inputting 18 into the AT game counter is executed in step S1212. As described above, the AT game counter is a counter that allows the CPU 102 to grasp the number of games until one set of AT mode is completed, and is a counter that is decremented by 1 each time one game is completed. If the continuation condition is met when the AT game counter reaches 0, the predetermined number of 18 is input into the AT game counter again, and if the continuation condition is not met when the AT game counter reaches 0, the AT mode ends.

[0261] After that, in step S1212, a process of setting the AT start command as an output target to the display control device 81 is executed, and the process for the precursor mode is terminated. The display control device 81 that has received the AT start command controls the auxiliary display unit 65 and the speaker 64 to perform an effect corresponding to the start of the AT mode.

[0262] <Process for CZ mode> In the process for the CZ mode, as shown in the flowchart of FIG. 38, in step S1301, a process of decrementing the CZ game counter by 1 is executed. In the subsequent step S1302, based on the processing result of step S1301, it is determined whether or not the CZ game counter has become 0. If the CZ game counter has not become 0, the process for the CZ mode is terminated as it is.

[0263] If the CZ game counter has become 0, in step S1303, a process of clearing the CZ mode flag is executed. After that, in step S1304, a process of setting the CZ end command as an output target to the display control device 81 is executed, and then the process for this CZ mode is terminated. The display control device 81 that has received the CZ end command controls the auxiliary display unit 65 and the speaker 64 to notify that the CZ mode has ended. As already described, when winning the AT mode transition lottery during the CZ mode, the CZ mode ends at that point and transitions to the precursor mode. Therefore, when the CZ mode ends due to the CZ mode flag being cleared in step S1303, it means that the AT mode transition lottery was not won during the CZ mode.

[0264] <Process for AT mode> In the process for the AT mode, as shown in the flowchart of FIG. 39, in step S1401, a process of decrementing the AT game counter by 1 is executed. In the subsequent step S1402, based on the processing result of step S1401, it is determined whether or not the AT game counter has become 0. If the AT game counter has not become 0, the process for the AT mode is terminated as it is.

[0265] If the AT game counter is 0, it is determined in step S1403 whether or not the continuation flag is set. If the continuation flag is set and the continuation condition is met, processing for moving to the next set (steps S1404 to S1406) is executed. On the other hand, if the continuation flag is not set in step S1403, processing for ending the AT mode (steps S1407 to S1410) is executed.

[0266] If the continuation condition is met in step S1403, the continuation flag is cleared in step S1404. Then, in step S1404, 18 is input to the AT game counter, and in step S1406, a set update command is set as an output target to the display control device 81, and then the AT mode processing is terminated. Upon receiving the set update command, the display control device 81 executes processing to update the effects of the auxiliary display unit 65 and speaker 64 in response to the transition of the AT mode set.

[0267] On the other hand, if the continuation condition is not met in step S1403, the AT mode flag is cleared in step S1407, and the continuation rate information (90% flag, 60% flag, 10% flag) is cleared in step S1408. Then, in step S1409, an AT mode end flag is set in the various flag storage area 106d. After that, in step S1410, an AT end command is set as an output target to the display control device 81, and then this AT mode processing is terminated. The AT mode end flag is a flag for terminating the advantageous zone when the AT mode is terminated. Upon receiving the AT mode end command, the display control device 81 controls the auxiliary display unit 65 and speaker 64 to perform an effect corresponding to the end of the AT mode.

[0268] <Management of advantageous zones> Next, we will explain the first section display process and the second section display process, which are used to control the eighth display segment N8 as a section indicator, transition to a favorable section, and end the favorable section.

[0269] <First section display process> First, the first section display process will be described with reference to Fig. 40. The first section display process is a process carried out in step S314 of the lottery process (Fig. 19), and is carried out after the lottery result of the game is determined based on the operation of the start lever 41, and a lottery for switching the display mode, etc. (lottery result corresponding process) is carried out based on the lottery result.

[0270] In step S1501, it is determined whether the eighth display segment N8 as a section indicator is being displayed, more specifically, whether the eighth display segment N8 is being lit. As already explained, when the eighth display segment N8 is being lit, it indicates that it is a specific section among the advantageous sections where at least the notification conditions for the push order notification to occur are met. If the determination in step S1501 is negative and it is determined that the eighth display segment N8 is being turned off, the process proceeds to step S1502.

[0271] In step S1502, it is determined whether or not an advantageous zone winning game flag has been set in the various flag storage area 106d. The advantageous zone winning game flag is a flag that is set when the advantageous zone transition lottery is won in the advantageous zone transition lottery process, and is a flag that allows the CPU 102 to identify that it is the winning game. If the advantageous zone winning game flag is set, processing is executed in step S1503 to clear the advantageous zone winning game flag. Then, processing is executed in step S1504 to set the advantageous zone flag.

[0272] In step S1505, a process is performed to count the number of games played in the advantageous zone, more specifically, to start measuring the advantageous zone game count AG in the various counter areas 106e. The advantageous zone game count AG corresponds to a means for determining the number of games played in the advantageous zone. Then, in step S1506, advantageous zone transition processing is executed. The advantageous zone transition processing is a process for setting the state and advantageous degree of the advantageous zone to be transitioned to this time. Specifically, in the advantageous zone transition processing, the above-mentioned ceiling counter is set by lottery or the like, and the ceiling game count that allows transition to the AT mode without winning the AT mode transition lottery after transition to the advantageous zone is set. The ceiling counter lottery may be performed using, for example, a setting value or the lottery results of the game in question. It is preferable to make it so that a shorter ceiling game count is more likely to be selected for higher settings, a shorter ceiling game count is more likely to be selected for even settings than for odd settings, or a shorter ceiling game count is more likely to be selected for less likely winning results of the current game lottery. Then, a value corresponding to the ceiling game number determined by lottery can be input into the ceiling counter, and for example, by outputting a ceiling command including information corresponding to the ceiling counter to the display control device 81, a presentation suggesting the ceiling game number can be displayed on the auxiliary display unit 65 or speaker 64.

[0273] In the first section display process, after the advantageous section transition process is executed in step S1506, the eighth display segment N8 is turned on in step S1507 to start displaying the section indicator.

[0274] If it is determined in step S1501 that the eighth display segment N8 is being displayed as a section indicator, then in step S1508, processing is executed to continue displaying the advantageous section. Specifically, in step S1508, processing is executed to continue the situation in which the eighth display segment N8 is lit. In other words, processing to end the display of the section indicator is not executed in this section display first processing.

[0275] If it is determined in step S1502 that the advantageous zone winning game flag is not set, then after executing the display start process in step S1507 or after executing the display continuation process in step S1508, it is determined in step S1509 whether or not the AT mode flag is set. If it is determined in step S1509 that none of the AT mode flags are set, then in step S1510, a process is executed to add 1 to the first role ratio counter provided in the various counter area 106e. The first role ratio counter is a counter for counting the number of games in which no push order notification occurs, that is, the number of games in the normal zone and the non-specific zone.

[0276] On the other hand, if it is determined in step S1509 that any of the AT mode flags is set, in step S1511, a process is executed to add 1 to the role ratio second counter provided in the various counter area 106e. The role ratio second counter is a counter for counting the number of games in which a push order notification can be generated, that is, the number of games in a specific section.

[0277] After the processing of step S1510 or step S1511 is executed, a role ratio calculation process is executed in step S1512. In this process, the value of the role ratio second counter is divided by the sum of the role ratio first counter and the role ratio second counter (total number of games). In other words, the role ratio calculation process is a process of calculating the proportion of the number of games in which a push order notification may occur out of the total number of games. Then, in step S1513, a process is executed to display the calculation result of step S1512 on the role ratio monitor 77.

[0278] As shown in FIG. 5, the win ratio monitor 77 has multiple 7-segment displays each consisting of seven display segments. Specifically, the win ratio monitor 77 has a first display section 77a, a second display section 77b, a third display section 77c, a fourth display section 77d, and a fifth display section 77e as 7-segment displays. The display segments in the first display section 77a to the fifth display section 77e have individual light sources made of LEDs, similar to the display segments N1 to N7 of the instruction monitor 68. By controlling the on / off of these individual light sources, it is possible to light up any one display segment or any combination of display segments. As a result, each win ratio monitor 77 individually displays a predetermined symbol (including alphabets and numbers), and in particular, the win ratio monitor 77 is capable of displaying five-digit numbers.

[0279] In step S1513, the result of the calculation process in step S1512 is output to the role ratio monitor 77, and display control is performed on each display section 77a to 77e on the role ratio monitor 77 so that a four-digit number is displayed on the role ratio monitor 77. Specifically, a number smaller than 1 and having four decimal places, such as "0.5012," is displayed on the role ratio monitor 77 as the ratio of the number of games in which a push order notification may occur to the total number of games. After the process of step S1513 is executed, the first section display process is terminated.

[0280] Note that the configuration may be such that the display of the role ratio monitor 77 is controlled after the process of rounding off the number to the fifth decimal place in the calculation process of step S1512. Furthermore, since the first display unit 77a of the role ratio monitor 77 basically displays "0", the first display unit 77a may not be provided, or the first display unit 77a may be configured to always display "0" by printing or the like. Furthermore, it is preferable to configure the first display unit 77a and the second display unit 77b to display a decimal point by printing or the like between them.

[0281] <Second section display process> Next, the second section display process will be described with reference to the flowchart in Fig. 41. As already explained, the second section display process is a process that is performed in step S416 of the reel control process, and is performed after medal payout (payout determination process) and transition of the game state based on the winning result (winning result response process) have been performed at the end of one game.

[0282] In step S1601, it is determined whether or not the advantageous zone flag is set. If it is not set, the second zone display process is terminated. If the advantageous zone flag is set, in step S1602, a process is executed to count the number of games in the advantageous zone. Specifically, a process is executed to add 1 to the number of games in the advantageous zone AG. In the following step S1603, a process is executed to update the advantageous zone increase / decrease number MY (MY counter) provided in the various counter area 106e.

[0283] In the MY update process in step S1603, provided that the result of the current game is not a replay win, the number of coins inserted (number of coins bet) is subtracted from the number of coins paid out, and the subtraction result is added to the number of coins increased or decreased in the advantageous zone MY, thereby updating the number of coins increased or decreased in the advantageous zone MY.

[0284] After executing the MY update process in step S1603, a remaining game number management process is executed in step S1604, followed by a remaining coin management process in the following step S1605. The remaining game number management process is a process for managing whether or not the advantageous zone will reach its upper limit number of games (1500 games) with the current remaining number of games based on the number of games remaining in the AT mode, etc. The remaining game number management process, for example, determines whether or not the sum of the advantageous zone game number AG (the number of games played in the advantageous zone) and the AT game counter (the number of games remaining in the AT mode) is greater than the upper limit number of games in the advantageous zone. If such a situation exists, a first excess flag is set in the various flag storage area 106d as a flag for identifying that situation. The remaining coin management process is a process for managing whether or not the advantageous zone will reach its upper limit increase number (2400 coins) with the current remaining number of games based on the number of games remaining in the AT mode, etc. In the remaining payout number management process, for example, it is determined whether the sum of the expected increase calculated from the AT game counter and the average increase per game in AT mode and the current increase / decrease in the advantageous zone MY is greater than the increase / decrease in the advantageous zone. If this is the case, a second excess flag is set in the various flag storage area 106d as a flag to identify the situation.

[0285] After the remaining game number management process and remaining coin number management process are executed, in step S1606, it is determined whether the number of games in the advantageous zone AG has reached the upper limit of 1500, or whether the number of coins increased or decreased in the advantageous zone MY has reached the upper limit of 2400. If either of these forced termination conditions is met, in step S1607, the number of games in the advantageous zone AG and the number of coins increased or decreased in the advantageous zone MY are cleared to 0. In the following step S1608, a process is performed to terminate the display of the eighth display segment N8 as a zone indicator. Then, in step S1609, a process is executed to initialize parameters and information such as various flags and counters in the advantageous zone, and then this second zone display process is terminated.

[0286] Specifically, the initialization process for the advantageous zone information in step S1609 executes a process to reset flags and counters set at the transition to the current advantageous zone, and flags and counters set during the current advantageous zone, to their initial values. For example, if the advantageous zone flag or various AT mode flags are set and not cleared, these flags are cleared. Furthermore, if the advantageous zone game count AG, the advantageous zone increase / decrease number MY, the counter for the number of continuing games in AT mode, the AT preparation counter, etc. are greater than 0, all of these counters are reset to 0. In other words, this initialization process for the advantageous zone information initializes all variables or parameters that affect the performance of the push order notification for the advantageous zone as a favorable state using the push order notification, and is a process to clear RAM for such variables or parameters.

[0287] If it is determined in step S1606 that the number of games in the advantageous zone AG has not reached the upper limit and the number of coins increased or decreased in the advantageous zone MY has not reached the upper limit increase number, the process proceeds to step S1610, where it is determined whether the AT mode end flag is set. If the AT mode end flag is set, the process proceeds to step S1607, where processing for ending the advantageous zone is executed. If the AT mode end flag is not set, processing for ending the advantageous zone is executed as is.

[0288] <Performance setting processing> The effect setting process executed by the CPU 181 of the display control device 81 will be described with reference to the flowchart of Fig. 42. The effect setting process is initiated by the CPU 181 at predetermined intervals (for example, every 2 msec).

[0289] In the performance setting process, first, in step S1701, it is determined whether or not a new command has been received from main control device 101. If a new command has been received, in step S1702, a process is executed to store the received command in RAM 183. RAM 183 is provided with a command storage area, and this command storage area is configured as a ring buffer that can store multiple commands individually and can read commands from the previously stored command.

[0290] If a negative determination is made in step S1701, or after the processing of step S1702 has been executed, it is determined in step S1703 whether or not the newly received command is a betting command. A betting command is a command output from the main control device 101 in response to a betting operation, such as a betting command set in step S206 of the normal processing. If it is a betting command, then in step S1704 a betting effect setting process is executed to set an effect based on the current betting operation.

[0291] If a negative determination is made in step S1703, or after the processing of step S1704 has been executed, it is determined in step S1705 whether the newly received command is a start command. A start command is a command output from the main control device 101 based on the operation of the start lever 41, and includes a lottery result command set in step S311 of the lottery processing, as well as a premonition command, a continuation command, a set addition command, and a push order notification command set in the lottery result response processing (FIG. 27) or the like. If the command is one of these start commands, a start effect setting processing is executed in step S1706.

[0292] If a negative decision is made in step S1705, or after the processing of step S1706 has been executed, in step S1707 it is determined whether the newly received command is a command at the time of each stop operation. A command at the time of each stop operation is a command output from main control device 101 based on the stop operation of each of reels 32L, 32M, and 32R, and is a stop command set in step S406 of the reel control processing (FIG. 22). If the stop command is a stop command at the time of each stop operation, in step S1708 a process for setting effects at the time of each stop operation is executed to set effects based on the current stop operation.

[0293] If a negative decision is made in step S1707, or after the processing of step S1708 has been executed, in step S1709 it is determined whether the newly received command is an all stop command. An all stop command is a command output from the main control device 101 when all reels 32L, 32M, and 32R have stopped, and includes the winning result command set in step S419 of the reel control processing (FIG. 22), as well as the first BB start command, second BB start command, first BB end command, second BB end command, CZ start command, AT start command, CZ end command, set update command, AT end command, etc., which are set in the bonus state processing (FIG. 24) or the winning result corresponding processing (FIG. 35). If the command is one of these all stop commands, in step S1710 an all stop effect setting process is executed.

[0294] If a negative decision is made in step S1709, or after the processing of step S1710 has been executed, other processing is executed in step S1711, and then the effect setting processing is terminated. In step S1711, the auxiliary display unit 65, speaker 64, etc. are controlled so that the various effects set in the above-mentioned effect setting processing are executed at the corresponding timing. Also, in step S1711, settings are made for effects based on commands from the main control device 101 other than when betting, starting, or stopping (for example, effects based on operation of the settlement switch 59), effects based on signals from sensors connected without going through the main control device 101 (such as an effect switch detection sensor), settings for error notification, etc.

[0295] The following describes the start-time performance setting process and the full-stop performance setting process.

[0296] <Start-up performance setting process> The start-time effect setting process in step S1706 will be described with reference to the flowchart in FIG.

[0297] In step S1801, it is determined whether the lottery result of the game to be started this time is a push order role win (push order bell win) based on the received lottery result command. If the push order role win is a push order role win, it is determined in step S1802 whether a push order notification command has been received. If a push order notification command has been received, in step S1803, settings are executed so that push order notification effects corresponding to the first small role win to the sixth small role win are performed on the auxiliary display unit 65 and speaker 64.

[0298] If it is determined in step S1801 that the result of the current game is not a push order role win, it is determined in step S1804 whether the result of the current game is a specific role win. As already explained, a specific role is a so-called rare role that is unlikely to appear (become a win) as a result of the game. In this embodiment, chance eye A to chance eye C, cherry A to cherry C, and watermelon are set as specific roles. As shown in FIG. 29, the AT mode transition lottery triggered by these lottery results is set to have a higher probability of winning the AT mode transition than other lottery results. Furthermore, in the AT mode additional lottery, if a specific role wins, the additional lottery can be won, while if a normal role wins, such as normal lip A, the additional lottery cannot be won. If the result of the current game is a specific role win, in step S1805, a process for setting a specific role notification effect is executed. In the setting process of the specific role notification effect, a setting is executed so that the specific role notification that the lottery result of this game is one of the above specific roles is performed on the auxiliary display unit 65 and the speaker 64. For example, as the specific role notification, an effect is set in which three exclamation mark characters are displayed on the auxiliary display unit 65 in correspondence with the three stop switches 42 to 44 provided.

[0299] If a negative judgment is made in step S1802 or step S1804, or after the processing of step S1803 or step S1805 has been executed, the process proceeds to step S1806. In step S1806, it is determined whether or not a premonition command has been received as the current start command. If a premonition command has been received and the AT mode transition lottery or CZ mode transition lottery has been won and the premonition mode is set, in step S1807 a process is executed to input a value corresponding to the number of premonition games into the sub-side premonition counter provided in the various counter area 183b. The sub-side premonition counter corresponds to the premonition counter in the main control device 101 and is a counter that allows the CPU 181 to keep track of the number of games remaining in the premonition mode. The premonition mode is set when the sub-side premonition counter is greater than 0.

[0300] If a negative determination is made in step S1806, or after the processing of step S1807 is performed, it is determined in step S1808 whether the sub-side precursor counter is greater than 0. If the sub-side precursor counter is greater than 0 and the game is in precursor mode, the sub-side precursor counter is decremented by 1 in step S1809. Then, in step S1810, a process is performed to set an effect for the precursor mode according to the value of the sub-side precursor counter. For example, it is preferable that the smaller the value of the sub-side precursor counter, the more strongly an effect suggesting that one of the transition lotteries has been won is displayed on auxiliary display unit 65 or speaker 64.

[0301] If a negative decision is made in step S1808, or after the processing of step S1810 has been executed, an AT effect setting process is executed in step S1811, and other start-time effect setting processes are executed in step S1812, after which the start-time effect setting process is terminated. In step S1812, for example, a process is executed to set an effect suggesting the lottery result in response to the start of the game, or to turn off the lamp around the start lever 41 to notify that the operation has been accepted. The AT effect setting process will be explained in detail later.

[0302] <Performance setting process when all stops> Next, the effect setting process at full stop in step S1710 in the effect setting process (Fig. 42) will be described with reference to the flowchart in Fig. 44. As already explained, the effect setting process at full stop is a process for setting effects when a newly received command is a command at full stop such as a winning result command, a first BB start command, a second BB start command, a first BB end command, a second BB end command, a CZ start command, an AT start command, a CZ end command, a set update command, an AT end command, etc.

[0303] In step S1901, it is determined whether or not a CZ start command has been received. If a CZ start command has been received, in step S1902, a process is executed to set the sub-side CZ flag in the various flag storage area 183a, and in step S1903, a process is executed to set the effect for performing the CZ start effect on the auxiliary display unit 65 and speaker 64. For example, as shown in Figure 45(a), the CZ start effect displays on the auxiliary display unit 65 that the CZ mode is starting and the number of games remaining in the CZ mode (10).

[0304] If a negative determination is made in step S1901, it is determined in step S1904 whether a CZ end command has been received. If a CZ end command has been received, the sub-side CZ flag is cleared in step S1905, and an effect setting process is performed in step S1906 to perform a CZ end effect on the auxiliary display unit 65 and the speaker 64. For example, as shown in FIG. 45(b), the CZ end effect is set to notify the player that the number of games remaining in the CZ mode has reached 0 and that the CZ mode has ended. Note that the CPU 181 sets the CZ mode effect to be performed on the auxiliary display unit 65 and the speaker 64 for each game in which the sub-side CZ flag is set. The CZ mode effect differs from that in normal mode, for example, in terms of the background color and the characters that appear, so that the player can identify that the CZ mode is in progress. In addition, when performing the CZ mode effect, the CPU 181 controls the display of the number of games remaining in the CZ mode to be updated (decremented) as the game progresses.

[0305] If a negative decision is made in step S1904, it is determined in step S1907 whether or not an AT start command has been received. If an AT start command has been received, in step S1908 a process is executed to set a sub-side AT flag in the various flag storage area 183a, and then in step S1909 a process is executed to input 18 to the sub-side AT counter provided in the various counter area 183b. The sub-side AT counter corresponds to the AT game counter on the main control device 101 side. After the process of step S1909 is executed, in step S1910 a process is executed to increment the sub-side set counter provided in the various counter area 183b by 1. The sub-side set counter is a counter that allows the CPU 181 to keep track of the number of sets in the AT mode.

[0306] In the following step S1911, an effect setting process is executed to perform the AT start effect on the auxiliary display unit 65 and the speaker 64. For example, as shown in Fig. 46(a), the AT start effect is set to an effect in which a display indicating that the AT mode will start (text display such as "AT Start") is performed. Note that in the AT start effect, the background and sound effects may be set to differ depending on the continuation rate so as to suggest the continuation rate of the AT mode to be started.

[0307] If a negative decision is made in step S1907, it is determined in step S1912 whether or not an AT end command has been received. If an AT end command has been received, a process of clearing the sub-side AT flag is executed in step S1913, and a process of setting an effect for performing an AT end effect on the auxiliary display unit 65 or speaker 64 is executed in step S1914. For example, as shown in Fig. 46(b), the AT end effect is set to display a message that the AT mode is ending (a text display such as "See you later"), as well as an effect of announcing the number of continuing sets in this AT mode and the number of medals acquired.

[0308] If a negative determination is made in step S1912, it is determined whether a set update command has been received in step S1915. If a set update command has been received and one set in the AT mode has ended and the process is to transition to the next set, then in step S1916, a process is executed to clear the sub - side continuation flag set in the various flag storage areas 183a. The sub - side continuation flag corresponds to the continuation flag on the main control device 101 side. In the subsequent step S1917, it is confirmed whether the occurred flag is set in the various flag storage areas 183a, and if it is set, a process is executed to clear the occurred flag. The occurred flag is a flag for the CPU 181 to recognize that a predetermined specific effect has occurred in the set that ends this time. Although the specific effect will be described in detail later, in step S1917, when updating the set, a process is performed to erase information that a specific effect has occurred in the set before the update.

[0309] After executing the process of step S1917, in step S1918, a process is executed to input 18 to the sub - side AT counter, and in step S1919, a process is executed to increment the sub - side set counter by 1.

[0310] After executing the process of step S1903, step S1906, step S1911, step S1914 or step S1919, or after making a negative determination in step S1915, in step S1920, other all - stop - time effect setting processes are executed, and then this all - stop - time effect setting process ends. In step S1920, processes are performed to produce effects corresponding to various commands output when BB starts or ends, control so that the upper lamp 63 lights up in a color corresponding to the winning combination, control so that a sound effect corresponding to the payout number of the winning combination is emitted from the speaker 64, and control so that a sound effect corresponding to the automatic bet during replay is emitted from the speaker 64.

[0311] <AT Effect Setting Process> Next, the AT performance setting process executed in step S1811 in the start-up performance setting process (Fig. 43) will be described while referring to the flowchart of Fig. 47. The AT performance setting process is a process for performing the performance during the AT mode. Therefore, prior to the description of the AT performance setting process, the outline of the performance during the AT mode will be described while referring to Figs. 49 to 53.

[0312] <Outline of AT Performance> As already described, the AT mode in the present embodiment is a set management type AT mode in which 18 games as a predetermined number are set as one set. When the continuation condition is satisfied when one set of games is completed, the process proceeds to the next set, while if the continuation condition is not satisfied, the AT mode ends at that set. In the present embodiment, as the performance during one set, the ally character and the enemy character confront each other. If the continuation condition is satisfied, the ally character wins, and if the continuation condition is not satisfied, the ally character loses and the enemy character wins. In the present embodiment, among the games in one set, the performances in the first half of 10 games and the second half of 8 games are different. The battle performance in which the above ally character and enemy character confront each other is performed in the second half part of the second half of 8 games, and in the first half part of the first half of 10 games, a confrontation performance in which the ally character and the enemy character performing the battle performance confront each other is set.

[0313] As shown in FIG. 49, for the confrontation effects in the first half part, in the first game, a VS display effect (FIG. 52(a1)) is set in which the opposing ally character and enemy character are displayed on the auxiliary display unit 65. In the second to fourth games of the confrontation effect, an ally character close-up effect (FIG. 52(b1)) is set in which the ally character is shown on the auxiliary display unit 65 with an aura around him getting pumped up. In the fifth to seventh games of the confrontation effect, an enemy character close-up effect (FIG. 52(c1)) is set in which the enemy character is illuminated by the moonlight and displayed on the auxiliary display unit 65. In the eighth to tenth games of the confrontation effect, a staring contest effect (FIG. 52(d1)) is set in which the ally character and enemy character are shown glaring at each other with sparks flying.

[0314] In the battle presentation of the latter half, as shown in Fig. 50, in the 11th to 16th games, either an ally attack presentation (Fig. 53(a)) in which an ally character attacks or an enemy attack presentation (Fig. 53(b)) in which an enemy character attacks is repeated a total of three times, and in the 17th game, a dual attack presentation in which both sides attack each other is performed. If the continuation condition is met, then in the 18th game, which is the final game of the set, an ally victory presentation (Fig. 53(c)) in which the ally character wins is performed, and the game moves to the next set, and if the continuation condition is not met, then an ally defeat presentation (Fig. 53(d)) in which the ally character is defeated is performed in the 18th game, and the AT mode ends.

[0315] In this way, in this embodiment, a set of presentations is set up in which a confrontation presentation is followed by a battle presentation, and the success or failure of the continuation conditions is announced during that battle presentation, thereby appropriately increasing attention to the content and results of the battle presentation.

[0316] As already explained, in the set-managed AT mode of this embodiment, a continuation lottery is held at the start of one set to determine whether the continuation condition is met or not. In addition, even if the player does not win the continuation lottery, if the player wins an additional lottery based on winning a specific role in the middle of the set, the continuation condition is met and the game moves on to the next set.

[0317] Here, by configuring the continuation condition to be established based on the winning of a specific role as described above, attention to the lottery results of each game can be suitably increased, but depending on the probability of winning a specific role and the number of games in a set, it may become difficult for an event to occur in which the continuation condition is established by winning the additional lottery as described above, and players may lose hope for such an event. In that case, even if an attempt is made to use the additional lottery to increase attention to the lottery results of the game, the effect may not be as expected.

[0318] In particular, if you try to optimize the playability and game progress of the AT mode by increasing the number of medal increases per game (net increase), the number of games per set in the AT mode will likely be reduced, making it less likely that a continuation condition will be met when a specific role is triggered, as described above. Moreover, since an upper limit on the number of games in the advantageous zone is set, if you increase the number of games in normal mode or CZ mode other than the AT mode, or make it possible to expect an increase in medals up to the upper limit increase (2,400) in the AT mode, it will naturally be easier to reduce the number of games in the AT mode and increase the above-mentioned net increase, making it less likely that a continuation condition will be met when a specific role is triggered.

[0319] Therefore, in this embodiment, if a player wins the set continuation lottery, the player is notified as if he or she had won the additional lottery in the game prior to the notification of the win in the continuation lottery (the above-mentioned ally victory effect), even if the lottery result for that game is not a specific role.

[0320] Furthermore, by configuring the results of the continuation lottery to be notified based on the lottery results for each game as described above, it is possible to give the impression that the success or failure of the continuation conditions for each set is determined based on the lottery results for each game, rather than the success or failure of the continuation conditions being determined by the continuation lottery when each set is updated.

[0321] Below, we will explain the processing configuration for producing the effects of each set in the AT mode as described above.

[0322] As shown in Fig. 47, in the AT effect setting process, in step S2001, a process is executed to decrement the sub-side AT counter by 1. Then, in step S2002, it is determined whether or not a continuation command has been received as the current start command. As already explained, a continuation command is output when a continuation lottery is won at the start of a set (at the start of the first game of the set) (Fig. 31), and is also output when an additional lottery is won in a set that did not win the continuation lottery (Fig. 32).

[0323] If a continuation command is received in step S2002, a process of setting a sub-side continuation flag is executed in step S2003. This process enables the CPU 181 to know that the continuation condition for the current set is met.

[0324] If a negative determination is made in step S2002, or after the processing of step S2003 has been executed, the process proceeds to step S2004. In step S2004, it is determined whether or not it is the first to tenth games of the set by determining whether or not the sub-side AT counter is greater than 7. If it is the first to tenth games of the set, processing is executed in steps S2005 to S2008 to perform the confrontation performance, which is the first half of the game, and if it is the eleventh to eighteenth games, processing is executed in steps S2009 to S2013 to perform the battle performance, which is the second half of the game.

[0325] In order to perform the confrontation effect, a process is executed in step S2005 to obtain a confrontation effect table from the various table storage area 182a. As shown in Fig. 49, the confrontation effect table stores detailed effect contents (VS display effect, ally character close-up effect, enemy character close-up effect, and stare-down effect) of the confrontation effect to be performed in each game according to the value of the sub-side AT counter.

[0326] Here, the confrontation effect is configured as a normal effect and a special effect, and when the continuation condition of the current set is met, the confrontation effect as a special effect can occur. The special effect is configured as an effect in which some of the effect contents on the auxiliary display unit 65 are different from the normal effect.

[0327] For example, in a VS display effect, the letters "VS" displayed between an ally character and an enemy character are displayed in white in the normal effect, whereas the letters "VS" are displayed in red in the special effect. In an ally character close-up effect, the aura surrounding the ally character is white in the normal effect, whereas the aura is displayed in rainbow colors in the special effect. In an enemy character close-up effect, a crescent moon is displayed in the normal effect, whereas a full moon is displayed in the special effect. In a standoff effect, a female character is shown cheering on the ally character in the special effect, whereas the female character does not appear in the normal effect.

[0328] After the confrontation effect table is acquired in step S2005, it is determined whether or not the sub-side continuation flag is set in step S2006, and if it is set, a specific effect setting process is executed in step S2007. The specific effect setting process is a process for setting whether or not a specific effect is to be executed in the confrontation effect in which the normal effect and the specific effect are set as described above.

[0329] <Specific performance setting processing> In the special effect setting process, as shown in the flowchart of FIG. 48, in step S2101, it is determined whether or not an occurrence flag has been set in the various flag storage area 183a. The occurrence flag is a flag that allows the CPU 181 to know that a special effect has already occurred in the current set, and is a flag that is set when a special effect has occurred. If the occurrence flag is set, the special effect setting process is terminated. In other words, in this embodiment, the special effect is set to occur only once in one set.

[0330] If the occurrence flag is not set, a process for determining the lottery result of the current game is executed in step S2102, a process for determining the continuation rate of the current AT mode is executed in step S2103, a process for acquiring a specific effect table from the various table storage area 182a is executed in step S2104, and a specific effect lottery process is executed in step S2105.

[0331] As shown in FIG. 51, the specific effect table sets the occurrence rate of specific effects according to the lottery results of each game and the continuation rate of the AT mode. For example, in an AT mode with a continuation rate of 10%, a specific effect occurs with a 3.1% probability in a game with Chance Eye A, while a specific effect occurs with a 20.0% probability in a game with Chance Eye B. The table is set so that the more unlikely the game result is to be won, the more likely the specific effect will occur. Furthermore, in this embodiment, the table is set so that specific effects can occur not only with specific roles such as so-called rare roles like Chance Eye A and Chance Eye B, but also with normal roles like Normal Lip A, Normal Lip B, Normal Lip C, and Push Order Bell. Furthermore, the table is set so that specific effects can occur even with a losing result that does not win any of the results.

[0332] In this case, for example, the push order bell has a winning probability of about 65% as a result of the lottery in each game, and in an AT mode with a continuation rate of 10%, the push order bell triggers a special effect with a probability of about 3.8%, so the probability of the push order bell triggering a special effect in each game is about 2.5%.In contrast, for example, Cherry C, which always triggers a special effect when it appears, has a winning probability of about 0.008% as a result of the lottery in each game, so the probability of the cherry C triggering a special effect in each game is also about 0.008%, which is lower than the occurrence rate triggered by the push order bell.

[0333] In this embodiment, the probability that a specific effect occurs as a result of a normal combination, including a miss in the normal lip A to normal lip C and the push order bell, is set to be higher than the probability that a specific effect occurs as a result of a specific combination, such as a chance eye A to chance eye C, a cherry A to cherry C, a common bell, or a watermelon. In an AT mode with a continuation rate of 10%, a specific effect occurs with a probability of about 5.5% (about 1 in 18.2) triggered by a normal combination, whereas a specific effect occurs with a probability of about 0.8% (about 1 in 122) triggered by a specific combination. In an AT mode with a continuation rate of 90%, a specific effect occurs with a probability of about 13.3% (about 1 in 7.52) triggered by a normal combination, whereas a specific effect occurs with a probability of about 1.0% (about 1 in 105) triggered by a specific combination.

[0334] In other words, although the probability of winning the specific effect lottery triggered by a specific role is set higher than the probability of winning the specific effect lottery triggered by a normal role, normal roles appear (are won) with a probability of approximately 96.4% (approximately 1 in 1.04) in each game, and specific roles appear (are won) with a probability of approximately 3.56% (approximately 1 in 28.1) in each game, the probability of a specific effect triggered by a normal role occurring is higher than the probability of a specific effect triggered by a specific role occurring, and it is set so that a specific effect can be expected to occur even if the game lottery result is a normal role.

[0335] In relation to the number of games (10) in which a special effect can occur, in an AT mode with a continuation rate of 10%, the denominator (approximately 18.2) of the probability of a special effect triggered by a normal role is larger than the number of games in which the special effect continues, but in an AT mode with a continuation rate of 90%, the denominator (approximately 7.52) of the probability of a special effect triggered by a normal role is set to be smaller than the number of games in which the special effect continues.In contrast, in an AT mode with a continuation rate of 10%, the denominator (approximately 122) of the probability of a special effect triggered by a normal role is larger than the number of games in which the special effect continues, and even in an AT mode with a continuation rate of 90%, the denominator (approximately 105) of the probability of a special effect triggered by a normal role is set to be larger than the number of games in which the special effect continues. Therefore, when the continuation conditions are met, if the AT mode has a continuation rate of 90% (even if it is 60%, but not 10%), the probability that a specific effect triggered by a normal role will occur at least once on average, whereas the probability that a specific effect triggered by a specific role will not occur even once is higher, regardless of the continuation rate of the AT mode.

[0336] By doing this, it is possible to hope for an additional win triggered by a specific role, while also making the player look forward to an additional win even with a normal role, and even in an AT mode with a small number of games, it is possible to realize a gameplay that makes the player look forward to an additional win in each game.

[0337] Moreover, in this embodiment, the occurrence probability of a specific effect varies depending on the continuation rate of the AT mode. Basically, even if the game lottery result is the same, the higher the continuation rate, the more likely the specific effect will occur. For example, the specific effect triggered by the push order bell occurs with a probability of about 3.8% in an AT mode with a continuation rate of 10%, while it is set to occur with a probability of about 12.5% ​​in an AT mode with a continuation rate of 90%. Also, the specific effect triggered by a miss result occurs with a probability of about 13.8% in an AT mode with a continuation rate of 10%, while it is set to occur with a probability of about 23.5% in an AT mode with a continuation rate of 90%. Therefore, the occurrence rate of a specific effect per game is about 6.3% if the continuation rate is 10%, while it is about 14.2% if the continuation rate is 90%. The higher the continuation rate of the AT mode, the more likely the specific effect will occur earlier. In the confrontation effects over 10 games, the probability of a specific effect occurring is approximately 48.0% in an AT mode with a continuation rate of 10%, and approximately 78.5% in an AT mode with a continuation rate of 90%. It is therefore possible to predict the continuation rate of the AT mode through the probability of a specific effect occurring.

[0338] After executing the special effect lottery process in step S2105, it is determined in step S2106 whether or not the lottery process has been won. If it is determined that the result is not a win, the special effect setting process is terminated. In this case, a normal effect will be executed for this confrontation effect (step S2008, described below). If it is determined in step S2106 that the special effect lottery has been won, a process is executed in step S2107 to determine a special effect corresponding to the value of the sub-side AT counter. Specifically, for example, if the sub-side AT counter is 1, a special effect in which the letters "VS" are displayed in red is determined as this special effect, and if the sub-side AT counter is 2 to 4, a special effect in which the aura surrounding the ally character is displayed in rainbow colors is determined as this special effect. Then, in step S2108, a process is executed to set an occurrence flag, and the special effect setting process is terminated.

[0339] In the AT effect setting process, if a negative judgment is made in step S2006, or after the specific effect setting process is executed in step S2007, a process for setting a confrontation effect to be performed on the auxiliary display unit 65 or speaker 64 for the current game is executed in step S2008, and then the AT effect setting process is terminated. In this case, if a specific effect is grasped in the above step S2107, a confrontation effect in which the specific effect occurs is set to be performed, and if the process of step S2107 is not performed (if a negative judgment is made in step S2006 or step S2106), a confrontation effect in which a normal effect occurs is set to be performed.

[0340] By doing this, when the continuation conditions are met and the continuation flag is set on the main control device 101 side, a special effect can occur in the confrontation effect in the first half of each set in the AT mode. The occurrence of the special effect is triggered by a normal combination at a higher rate than by a special combination, and furthermore, the higher the continuation rate of the AT mode, the more likely the special effect will occur early. Therefore, the player will play while hoping that a special effect will occur in the first half of the set, and it is possible to significantly improve the playability of the first half.

[0341] In the AT effect setting process, if the sub-side AT counter is 7 or less and it is the second half part in step S2004, processing to perform battle effects is executed. That is, in step S2009, it is determined whether the sub-side AT counter is 7, the 11th game of one set, and the first game of the battle effects. If the sub-side AT counter is 7, it is determined in step S2010 whether the sub-side continuation flag is set, and if it is set, in step S2011, a continuation battle effect table is obtained from the various table storage area 182a, and a process is executed to select the battle effect to be performed in the current set from the obtained effect table by lottery or the like.

[0342] As shown in Fig. 50, the continuation battle effect table is one in which an ally victory effect occurs in the final game of a set to notify that the continuation conditions have been met, and multiple effect tables (PA1 to PA8) with different combinations of ally attack effects and enemy attack effects are set for the 11th to 16th games of the set. Which effect table is selected depends on the continuation rate of the AT mode. For example, the effect table (PA1) in which the ally attack effect occurs three times in a row is set so that the 10% continuation AT mode is most likely to be selected and the 90% continuation AT mode is least likely to be selected, and the effect table (PA5) in which the enemy attack effect → enemy attack effect → ally attack effect is performed in this order is set so that the 90% continuation AT mode is most likely to be selected and the 10% continuation AT mode is least likely to be selected. For example, an effect table (PA7) in which the order of ally attack effect → enemy attack effect → enemy attack effect can be selected in an AT mode with a 10% continuation and an AT mode with a 90% continuation, but is not selected in an AT mode with a 60% continuation, and an effect table (PA8) in which enemy attack effects occur three times in a row cannot be selected in an AT mode with a 10% continuation and an AT mode with a 60% continuation, but can be selected in an AT mode with a 90% continuation, etc., so that the continuation rate of the AT mode can be predicted or understood depending on the effect table selected (the combination and order of each attack effect). In step S2011, one effect table is selected from these continuation battle effect tables, and the address information of the selected effect table is stored in the address information storage area 183c.

[0343] If it is determined in step S2010 that the sub-side continuation flag is not set, in step S2012, a non-continuation battle performance table is obtained from the various table memory area 182a, and a process is executed to select the battle performance to be performed in this set from the obtained performance table by lottery or the like.

[0344] 50, the non-continuation battle effect table is one in which an ally defeat effect occurs in the final game of a set to notify players that the continuation conditions have not been met, and multiple effect tables (PB1 to PB8) with different combinations of ally attack effects and enemy attack effects are set for the 11th to 16th games of the set. Which effect table is selected depends on the continuation rate of the AT mode. For example, the effect table (PB1) in which the enemy attack effect occurs three times in a row is set so that AT modes with 60% continuation and 90% continuation are more likely to be selected than AT modes with 10% continuation. Also, the effect table (PB4) in which the effect is performed in the order of enemy attack effect → enemy attack effect → ally attack effect is set so that AT modes with 10% continuation are more likely to be selected than AT modes with 60% continuation and 90% continuation. For example, an effect table (PB6) in which the effects are presented in the order of ally attack effect → enemy attack effect → ally attack effect may be selected in a 90% continuation AT mode, but is not selected in a 10% continuation AT mode or a 60% continuation AT mode; an effect table (PB7) in which the effects are presented in the order of enemy attack effect → ally attack effect → ally attack effect may be selected in a 60% continuation AT mode, but is not selected in a 10% continuation AT mode or a 90% continuation AT mode; and an effect table (PB8) in which three ally attack effects occur consecutively may be selected in a 10% continuation AT mode, but is not selected in a 60% continuation AT mode or a 90% continuation AT mode. In this way, the continuation rate of the AT mode can be predicted or understood by the effect table selected (the combination and order of each attack effect). In step S2012, one effect table is selected from these non-continuation battle effect tables, and the address information of the selected effect table is stored in the address information storage area 183c.

[0345] When comparing the continuous battle presentation table with the non-continuous battle presentation table, for example, in a presentation table (PA3, PB6) where the sequence is ally attack presentation → enemy attack presentation → ally attack presentation, if the battle presentation ends with an ally victory presentation, it suggests that the mode is a 90% continuation AT mode, whereas if the battle presentation ends with an ally defeat presentation, it confirms that the mode was a 90% continuation AT mode. Also, in a presentation table (PA1, PB8) where ally attack presentations occur three times in a row, if the battle presentation occurs with an ally victory presentation, it suggests that the mode is a 10% continuation AT mode, whereas if the battle presentation ends with an ally defeat presentation, it confirms that the mode was a 10% continuation AT mode. In this way, it is possible to predict and understand the continuation rate not only from the combination and order of each attack presentation, but also from the combination of subsequent ally victory and ally defeat presentations.

[0346] In the 11th game of the set, the processing in steps S2011 and S2012 selects the presentation table for this battle presentation, and after storing the address information of the selected presentation table, processing in step S2013 is executed to set up the battle presentation for this game to be displayed on the auxiliary display unit 65 and speaker 64, and then this AT presentation setting processing is terminated.

[0347] On the other hand, if the sub-side AT counter is not 7 in step S2009 and it is the 12th game or later of the set, the process proceeds to step S2014. In step S2014, it is determined whether the sub-side continuation flag is set and whether the address information of the set battle effect is address field information (PB1 to PB8) corresponding to an ally defeat effect. A positive determination in step S2014 means that the continuation conditions were not met until the battle effect was set in the 11th game, but the continuation conditions were met after that. In this case, in step S2015, the battle effect to be performed in the current set is reselected from the continuation battle effect table, and the address information of the reselected effect table is stored (overwritten) in the address information storage area 183c.

[0348] In this case, regardless of the ally attack effects or enemy attack effects that have been executed in the games up to now, an overwrite battle effect table is selected from the continuous battle effect table according to the continuation rate of the AT mode. By doing so, when the continuation condition is satisfied midway, the relationship between the combination of the ally attack effects and enemy attack effects in the battle effects and the continuation rate will be different from the case where the continuation condition is satisfied from the beginning, enabling diversification of the effects and making it possible to improve the difficulty of predicting the continuation rate and enhance the enjoyment of the game. In this embodiment, since the ally attack effects and enemy attack effects are set with two games as a set, for example, if the above continuation condition is satisfied in the second game of the ally attack effects (enemy attack effects), and in the overwrite battle effect table, it is set to perform an enemy attack effect (ally attack effect) different from the attack effect before overwrite in this game (the second game), then in this game, the effects may be performed according to the effect table before overwrite, or after performing the effects according to the effect table after overwrite, a counter effect for switching to an enemy attack effect (ally attack effect) may be set even though the ally (enemy) has launched an attack.

[0349] If a negative determination is made in step S2014, or after the process of step S2015 is executed, the process proceeds to step S2013, where a process of setting the battle effects of this game to be performed on the auxiliary display unit 65 and the speaker 64 according to the value of the sub AT counter is executed, and then this AT effect setting process ends.

[0350] <Flow of Effects During AT Mode> Next, the flow of effects in each set during the AT mode will be described while referring to the timing charts of FIGS. 54 and 55.

[0351] As shown in Figure 54, when the AT mode starts with the game ta1, in the first set which continues to ta5, the first half part in which confrontation effects are executed is from ta1 to ta3 (more precisely, the game immediately before the game which starts at ta3), and the second half part in which battle effects are executed is from ta3 to ta5 (more precisely, the game immediately before the game which starts at ta5).

[0352] Also, at the start of the game at ta1, a continuation lottery process (step S904) is performed in the continuation determination process (FIG. 31). For example, if the continuation lottery at ta1 is successful, a continuation flag is set. This continuation flag is cleared immediately before the continuation determination for the next set of the current set, that is, in the AT mode processing of the winning result response processing for the game immediately before the game started at ta5 (the figure shows it being cleared at ta5).

[0353] If the continuation flag is set, a special effect can occur in the first half of ta1 to ta3. For example, suppose that the game's lottery result is a normal role, and the special effect occurs when the special effect lottery is won at ta2. In this case, the occurrence flag is set when the special effect of ta2 occurs, and the special effect will not occur in that set.

[0354] In the latter half of the battle sequence from ta3 to ta5, a battle effect is executed, and an ally victory effect is executed in the final game of the battle effect, resulting in a notification (continuation notification) that the continuation conditions have been met (ta4). In this case, the continuation notification allows the player to understand that the game will move to the next set. However, for players who understand that the continuation conditions have been met due to the specific effect of ta3, they can enjoy the battle effect starting from ta3 while feeling a sense of superiority while knowing the outcome (whether it will be a victory effect or a defeat effect). Therefore, in order to enjoy that sense of superiority and to feel reassured by knowing early that the continuation conditions have been met, players will not miss the specific effect, and attention to the confrontation effect will be appropriately increased.

[0355] If the next set starts at ta5, the continuation lottery process is carried out at that ta5, and it is assumed that the continuation was not won at that ta5. In this case, the continuation flag is not set. For example, if an additional win is made due to a specific role in the game at ta6 during the first half part, the continuation flag will be set in this game at ta6.

[0356] Here, in the present embodiment, the specific effect lottery is set to be executed according to the lottery result of the game regardless of whether the game won the additional lottery, and the specific effect may not occur in the game in which the additional win was won. Therefore, for example, even if the continuation flag (and the sub-side continuation flag) is set in the above-mentioned additional win ta6, and the continuation condition is met, and the specific effect does not occur, the specific effect may occur in response to the normal role of the subsequent ta7. Note that the figure shows an example in which the specific effect occurs in a game ta7 different from the game ta6 in which the additional win was won, but of course, the specific effect may also occur in the game ta6 in which the additional win was won.

[0357] In the battle presentations from ta8 to ta10, since the continuation flag is set as described above, the battle presentation is performed in a presentation pattern in which a continuation announcement is made as an ally victory presentation at ta9 immediately before ta10.

[0358] If the next set starts at ta10, the continuation lottery process is similarly carried out at ta10, and if there is no continuation win at ta10, the continuation flag will not be set. If there is no additional win until ta13, when the set that started at ta10 ends, no special effects will occur in the first half of ta10 to ta11, and the battle effects from ta11 to ta13 will also be performed in the effect pattern in which an ally defeat effect is executed at ta12, just before ta13. Then, the AT mode ends at ta13.

[0359] In this embodiment, the specific effect does not occur in the latter half of each set, and by looking only at the battle effect in the latter half, it is not possible to determine whether the continuation condition is met until an ally victory effect or an ally defeat effect is executed in the final game. In other words, a specific effect corresponding to the fulfillment of the continuation condition can occur before an ally victory effect is executed as a continuation notification that the continuation condition is met. Between the situation in which the specific effect can occur (first half) and the final game in which the continuation notification can occur, a situation in which the specific effect cannot occur (second half) is intervened. In this way, the situation in which the specific effect can occur is limited, thereby increasing the rarity of the specific effect, which can attract strong interest in the specific effect, while also making it possible to avoid a situation in which players are so eager for the specific effect to occur that they lose attention to the battle effect in the latter half itself.

[0360] As already explained, the probability of a specific effect occurring varies depending on the continuation rate of the AT mode, and the higher the continuation rate of the AT mode, the more likely it is to occur. Figure 55(a) shows an AT mode with a 10% continuation rate, and Figure 55(b) shows an AT mode with a 90% continuation rate.

[0361] For example, in an AT mode with a 10% continuation rate that starts at tb1, if the continuation conditions are met in the first set up to tb6, but the continuation conditions are not met in the second set from tb6 to tb10, and the AT mode ends in that second set, an ally victory display will be executed at tb5 just before tb6 to notify players of a continuation, and an ally defeat display will be executed at tb9 just before tb10.

[0362] Also, for example, in an AT mode with a 90% continuation rate that starts at tc1, if the continuation conditions are met in the first set up to tc6 and in the second set from tc6 to tc10, an ally victory display will be executed as a continuation notification at tc5 just before tc6 and at tc9 just before tc10.

[0363] As already explained, special effects can occur in the first half of a set where the continuation conditions are met. Therefore, in a 10% continuation AT mode, special effects can occur in the first half of the first set, from tb1 to tb4, but they do not occur in the first half of the second set, from tb6 to tb8. In contrast, in a 90% continuation AT mode, special effects can occur in the first half of the first set, from tc1 to tc4, and in the first half of the second set, from tc6 to tc8.

[0364] However, after a specific effect has occurred, it will not occur even in the first half of a set where the continuation condition is met, so for example, if a specific effect occurs in the tb3 game from tb1 to tb4 in a 10% continuation AT mode, the specific effect will not occur in the games from tb3 to tb4. Also, for example, if a specific effect occurs in the tc2 game from tc1 to tc4 in a 90% continuation AT mode, or if a specific effect occurs in the tc7 game from tc6 to tc8, the specific effect will not occur in the games from tc2 to t4 or from tc7 to tc8.

[0365] As mentioned above, the higher the continuation rate of the AT mode, the more likely the special effects will occur, so a game with a tb3 where a special effect occurs in an AT mode with a 10% continuation rate is more likely to be a later game than a game with a tc2 where a special effect occurs in an AT mode with a 90% continuation rate. By doing this, a game that predicts the continuation rate of the AT mode from the number of games until a special effect occurs is added, making it possible to increase the excitement of the game by diversifying the ways to enjoy the AT mode.

[0366] As mentioned above, in each set of the AT mode, players are expected to play in the hope that a specific effect will occur sooner. In this type of gameplay, the longer players can enjoy the thrill of wondering whether or not a specific effect will occur, the more enjoyable the gameplay will be. In this regard, the period during which players can enjoy wondering whether or not a specific effect will occur is the period from tb1 to tb3 in the 10% continuation AT mode, and the period from tc1 to tc2 in the 90% continuation AT mode, meaning the length of the period per set is longer in the 10% continuation AT mode. This makes it possible to enjoy wondering whether or not the specific effect will occur for a longer period, even in an AT mode with a low continuation rate, thereby enhancing the enjoyment of the game.

[0367] According to the present embodiment described above in detail, the following excellent effects are achieved.

[0368] In a situation where the continuation condition for a set in AT mode is met, before continuing the set in AT mode, a specific effect lottery is held to execute a specific effect corresponding to the continuation condition being met according to the lottery result of each game, and the specific effect is executed if the specific effect lottery is won. In this way, while attention is focused on whether or not the set will continue in each set of AT mode, the degree of attention to the lottery result of each game is increased through the expectation that the specific effect corresponding to the continuation will be executed.

[0369] In this case, the probability of winning the special effect lottery varies depending on the continuation rate of the AT mode, and since it is set so that the higher the continuation rate, the easier it is to win the special effect lottery, the occurrence of a special effect not only indicates that the set continuation conditions have been met, but also indicates a high continuation rate of the AT mode depending on the timing of its occurrence. Therefore, the occurrence of a special effect can attract interest and appropriately increase the level of attention to the game.

[0370] Although the system is set up so that it is easier to win the special effect lottery when the lottery result of the game is a special role than when the lottery result is a normal role including a miss, when the probability of the lottery result of the game being a special role and the probability of the lottery result being a normal role are taken into consideration, the system is set up so that the rate at which a special effect is triggered by a normal role (the product of the probability of winning a normal role and the probability of winning the special effect lottery when a special role is played) is higher than the rate at which a special effect is triggered by a special role (the product of the probability of winning a special role and the probability of winning the special effect lottery when a special role is played). Therefore, even when the lottery result of each game is a normal role, it is possible to have hope for a special effect to occur.

[0371] In this case, each set in the AT mode consists of 18 games, and the number of games in which the special effects can occur is the 10 games in which the confrontation effects are performed. The denominator of the winning probability of a normal role is set to be smaller than 10, and the denominator of the winning probability of a special role is set to be larger than 10. Because of these probabilities, there are very few opportunities to win a special role in each set, while there are frequent opportunities to win a normal role. This enhances the significance of allowing the special effects to occur in response to normal roles as described above, and makes it possible to more effectively use the special effects to increase the attention paid to each game before the set continues.

[0372] After the specific effect is executed, an occurrence flag is set so that the specific effect can occur only once per set, which increases the rarity of the specific effect and makes it possible to increase the attention to the specific effect by utilizing the player's psychology of not wanting to miss the specific effect.

[0373] Since the presentation style of the specific effect is different in each game that performs the confrontation presentation, the possibility of the specific effect being overlooked increases compared to a configuration in which the specific effect is performed in the same presentation style. This increases the level of attention to the specific effect, and furthermore, in a configuration in which the success or failure of the continuation condition is notified by the battle presentation afterwards, it becomes possible to increase the level of attention to the battle presentation.

[0374] In a set where the continuation condition is not established, it is possible to establish the continuation condition by winning the additional lottery in the AT additional processing according to the lottery results of each game. In this case, if the additional lottery is won, a specific effect can occur if it is during a confrontation effect, so it is possible to closely associate the lottery results of each game with the occurrence of the specific effect, and it is also possible to give the impression that the success or failure of the continuation condition is determined according to the lottery results of each game, without going through the continuation lottery when the set is updated.

[0375] In the bonus lottery, the bonus is awarded for special combinations but not for regular combinations. By doing so, it is possible to prevent the occurrence of an event where the set does not continue even though a special combination, a so-called rare combination, is won, and the relationship between the special combination and the success or failure of the continuation condition can be ensured.

[0376] However, in this embodiment, even if the continuation condition is met by winning an additional prize, the specific prize will not be performed unless the specific prize lottery is won, and the execution of the specific prize may be restricted when an additional prize is won. This increases the opportunities for the specific prize to be performed with a normal prize, and makes it possible to favorably increase attention to games that result in a normal prize win.

[0377] The probability of winning the additional lottery is the same regardless of the continuation rate of the AT mode. Based on this configuration, by using a specific effect to create the impression that the continuation conditions are met depending on the lottery results of each game, even in an AT mode with a low continuation rate, the AT mode may actually continue depending on the player's luck, thereby enhancing the effect of creating the impression that the continuation conditions are met depending on the lottery results of each game.

[0378] Furthermore, even if the continuation condition is met by winning an additional bonus during the battle performance, no specific performance will be performed, which prevents the outcome of the battle performance that takes place over multiple games from becoming completely obvious midway through, making it possible to optimally ensure that attention is paid to the battle performance.

[0379] In the AT mode set, a specific effect corresponding to the continuation condition of the set being met can be executed during the confrontation effect, and then the set is updated through a battle effect in which the specific effect cannot be executed. By doing this, it is possible to avoid a decrease in attention due to overlap between the specific effect that serves as advance notice that the continuation condition has been met and the battle effect that notifies the success or failure of the continuation condition, and it is possible to preferably expect the presentation effect of each effect.

[0380] In this case, the AT effect setting process is configured to determine the effect pattern for the current battle effect from each battle effect table based on whether the continuation condition is met, regardless of whether a specific effect was executed during the confrontation effect. This eliminates the need to pre-store the effect pattern for when a specific effect is executed, and prevents the player from being reminded of the missed effect later, for example, if a specific effect is executed but the player misses it, by playing a battle effect with the effect pattern for that specific effect. To resolve this inconvenience, measures could be taken to make the specific effect more flashy so that it is not missed. However, if the effect pattern for the battle effect is determined regardless of whether the specific effect is executed, as in the above configuration, it is possible to create an effect that assumes that the specific effect may be missed, thereby helping to increase attention to the specific effect.

[0381] The continuation determination process on the main control device 101 side is configured to refer only to the continuation rate when updating the set of the AT mode, and not to refer to the lottery results of the game at the time of update. By doing so, it is difficult to realize that a continuation lottery is being held when the set is updated, and it is possible to help give the impression that a continuation lottery is being held according to the lottery results of each game thereafter.

[0382] <Variation 1> In the first embodiment, the specific effect is performed through a specific effect lottery regardless of whether the game is an additional winning game (whether the sub-side continuation flag is set or not), but in this modified example, a configuration will be described in which the specific effect is actively performed in the game in which the additional winning game is won. Figure 56 is a flowchart showing the AT effect setting process in this modified example.

[0383] In this modified example, after executing the process of decrementing the sub-side AT counter by 1 in step S2201, it is determined in step S2202 whether or not a continuation command has been received. If a continuation command has been received, the process of setting the sub-side continuation flag is executed in step S2203. The processes of steps S2201 to S2203 are the same as the processes of steps S2001 to S2003 described above. In this modified example, after setting the sub-side continuation flag in step S2203, it is determined in step S2204 whether or not the sub-side AT counter is between 8 and 16, thereby determining whether or not it is the second to tenth game of one set in AT mode. If it is the second to tenth game, the process of setting a special effect flag in the various flag storage area 183a is executed in step S2205. The special effect flag is a flag for generating a special effect in a game in which an additional win has been made.

[0384] If a negative decision is made in step S2202 or step S2204, or after the processing of step S2205 has been executed, processing for setting the effects for the current game is executed in steps S2206 to S2215. The processing of steps S2206 to S2215 is the same as the processing of steps S2004 to S2013 above, except for the specific effect setting processing of step S2209.

[0385] In the specific effect setting process of this embodiment, as shown in the flowchart of Figure 57, it is determined in step S2301 whether the occurrence flag is set, and if it is set, the specific effect setting process is terminated. If the occurrence flag is not set and a specific effect has not yet occurred in the current set, it is determined in step S2302 whether the specific effect flag is set. If it is not set, processing to generate a specific effect is executed in steps S2303 to S2309. The processing in steps S2303 to S2309 is the same as the processing in steps S2102 to S2108 above.

[0386] If the special effect flag is set in step S2302, the process clears the special effect flag in step S2310. Then, the process proceeds to step S2308, where a process is executed to determine the special effect corresponding to the sub-side AT counter, and in step S2309, a process is executed to set the occurrence flag, and then this special effect setting process ends. In this case, in the process of setting the confrontation effect in step S2210, the confrontation effect corresponding to the special effect is set.

[0387] By doing this, if an additional win is made due to a specific combination in a set that did not win the continuation lottery, a specific effect will occur in that game if that game is in the first half. This means that the lottery results for each game and the occurrence rate of the specific effect are more closely related, making it possible to strengthen the impression that the continuation lottery is being held based on the lottery results for each game, rather than the results of the continuation lottery held when each set is updated, and also making it possible to strengthen the impression that the results of that continuation lottery are being announced by the specific effect.

[0388] In a game in which a continuation lottery is held, even if the additional lottery is won, the specific effect flag is not set, and the specific effect will not occur without going through the specific effect lottery. In other words, a continuation command is output even if the continuation lottery is won, but in a game in which a continuation lottery is held, even if a continuation command is received, only the sub-side continuation flag is set, and the specific effect flag is not set. In this way, by configuring the display control device 81 so that it is not possible to distinguish between winning the set continuation lottery and winning the additional lottery, an enormous number of command types can be avoided and specific effects can be performed without contradiction with a relatively simple configuration.

[0389] <Variation 2> In this modified example, when the continuation condition is met and the additional lottery is not won, a specific effect is generated. Figure 58 is a flowchart showing the AT additional processing in this modified example.

[0390] In the AT addition processing in this modified example, the processing when it is determined in step S2404 that the addition was not won is different. That is, if a negative determination is made in step S2404, it is determined in step S2410 whether or not the continuation flag is set. If the continuation flag is set, it is determined in step S2411 whether or not the lottery result of this game was any of the specific roles. If the continuation flag is not set in step S2410, or if the continuation flag is set in step S2411 but the role is a normal role, the AT addition processing is terminated. If the continuation flag is set and the addition lottery triggered by the specific role was not won, in step S2412, a process is executed to set a non-winning command as an output target to the display control device 81, and then the AT addition processing is terminated.

[0391] The processes in steps S2401 to S2409 are the same as those in steps S1001 to S1009.

[0392] FIG. 59 is a flowchart showing the specific effect setting process in this modified example.

[0393] In this modified example, if the occurrence flag is not set in step S2501, it is determined in step S2502 whether or not the above-mentioned non-winning command has been received as the start command for the current game. If a non-winning command has not been received, processing for generating a special effect is executed in steps S2503 to S2509. The processing in these steps S2501 and steps S2503 to S2509 is the same as the processing in steps S2201 to S2108 above.

[0394] On the other hand, if the non-winning command is received in step S2502, and the continuation condition has already been met in the first half of the set, but the additional lottery triggered by the specific combination in this game has not been won, and the specific effect has not yet occurred, a positive determination is made in step S2502 and the process proceeds to step S2508. Then, in step S2508, a process is executed to grasp the specific effect corresponding to the sub-side AT counter, and in step S2509, a process is executed to set an occurrence flag, and then the specific effect setting process is terminated. In this case, in the process of setting the confrontation effect in step S2210, the confrontation effect corresponding to the specific effect is set.

[0395] By doing this, it is possible to increase the opportunities for a specific effect to be performed in a game that has been won with a specific role without increasing the probability of winning the additional lottery too much. Therefore, by performing a specific effect in a game that has been won with a specific role, it is possible to give the impression that the lottery for continuing the set is being performed in each game, rather than when the set is updated, and it is possible to suitably increase the attention paid to each game in each set.

[0396] <Variation 3> In this modified example, the effect table for the battle effect selected in the latter half of the set can differ depending on whether or not a specific effect has occurred in the first half of the set. Figure 60 is a flowchart showing the AT effect setting process in this modified example.

[0397] In this modified example, the sub-side AT counter is 7, and the processing for the start game of the second half (the 11th game of the set) is different. That is, the processing for the first half of steps S2601 to S2608 is the same as the processing of steps S2001 to S2008 above. If a negative judgment is made in step S2604, it is judged in step S2609 whether the sub-side AT counter is 7 and it is the start game of the second half.

[0398] If the determination in step S2609 is affirmative, then in step S2610 it is determined whether the sub-side continuation flag is set, and if it is set, then in step S2611 it is determined whether the occurrence flag is set. As already explained, the occurrence flag is a flag that allows the CPU 181 to know that a specific effect has occurred in the first half of the set.

[0399] If the occurrence flag is not set and the continuation condition is met but no specific effect has occurred, in step S2612, a battle effect table for this battle is selected from the continuation battle effect table, and the address information of the selected effect table is stored. This process is the same as the process in step S2011, and the effect table is selected by lottery according to the continuation rate of the current AT mode.

[0400] On the other hand, if the occurrence flag is set in step S2611, the continuation condition is met, and a specific effect has occurred, then in step S2613 a predetermined specific effect table is selected from the continuation battle effect table as the effect table for this battle effect, and the address information of the selected effect table is stored. In this modified example, the effect table with address information PA1 is set as the specific effect table, and in the battle effect after the specific effect has occurred, a battle effect with an effect pattern in which an ally attack effect occurs three times in a row and an ally victory effect is executed is executed.

[0401] If the sub-side continuation flag is not set in step S2610, a display table for the current battle display is selected from the non-continuation battle display table in step S2614, and the address information of the selected display table is stored. Also, if the sub-side AT counter is not 7 in step S2609, a determination is made in step S2616 as to whether the continuation condition was met after the transition to the battle display. If the continuation condition was met after the transition, a process for rewriting the display table is executed in step S2617. Then, after executing the process in either step S2612 to step S2614 or step S2617, or if a negative determination is made in step S2616, a process for setting the battle display for the current game is executed in step S2615, and then this AT display setting process ends. The processes in steps S2614 to S2617 are the same as the processes in steps S2012 to S2015 above.

[0402] By doing this, even if it is known that a specific effect will occur, a battle effect that is likely to result in defeat for an ally character will not be performed, and it is possible to prevent inconsistencies in the effects, and since it is not necessary to select a battle effect pattern even when a specific effect has occurred, it is possible to simplify the processing configuration for performing the battle effects.

[0403] Moreover, by adopting the above configuration, when a specific effect occurs, it becomes impossible to predict the continuation rate of the AT mode from the presentation pattern of the battle effect.By doing this, it becomes possible to predict the continuation rate of the AT mode purely from the occurrence timing and occurrence rate of the specific effect without relying on other information such as the presentation pattern of the battle effect, and it is possible to appropriately increase the attention to the specific effect.

[0404] <Variation 4> In this modified example, after a specific effect occurs, a suggestive effect of a set value occurs depending on the lottery result of the game. Figure 61 is a flowchart showing the suggestive effect setting process in this modified example. Although detailed explanation using figures will be omitted, in this modified example, as the effect setting for the first half part in the AT effect setting process, after the confrontation effect setting process in step S2008 is performed, the suggestive effect setting process in Figure 61 is executed. In other words, the suggestive effect setting process is a process executed by the CPU 181 of the display control device 81 as one process in the process for setting the effect for the first half part in the AT mode.

[0405] In the suggestive effect setting process, in step S2701, it is determined whether the occurrence flag is set. If it is not set, the suggestive effect setting process ends. In other words, in this modified example, if a specific effect has not occurred, the suggestive effect does not occur. If the occurrence flag is set, proceed to step S2702.

[0406] In step S2702, the lottery result of the current game is grasped, and in step S2703, a process of grasping the set value is executed. Then, in step S2704, the continuation rate of the current AT mode is grasped, in step S2705, a process of acquiring a suggestive effect table from the various table storage area 182a is executed, and in step S2706, a suggestive effect lottery process is executed.

[0407] As shown in Fig. 62, the suggestive effect table in this modified example is set so that the probability of suggestive effects occurring varies depending on the setting value, the continuation rate, and the lottery result of the game. Specifically, it is set so that suggestive effects can occur if the lottery result of the game is a losing result, and so that suggestive effects will not occur for other results. In addition, it is set so that the higher the setting value with a higher payout rate (the higher the setting), the more likely suggestive effects will occur, and so that the higher the continuation rate of the AT mode, the more likely suggestive effects will occur.

[0408] In this modified example, the suggestive effect is set as an effect that suggests a high setting and a high continuation rate, but it is also possible to set an effect that suggests whether the setting value is even or odd, an effect that suggests the setting value is above a predetermined value, or an effect that, when it occurs, confirms that the setting value is a predetermined value (for example, setting 6).

[0409] After executing the suggestive effect lottery process in step S2706, it is determined in step S2707 whether or not the suggestive effect lottery has been won, and if it has been won, a process is executed in step S2708 to set the suggestive effect to be performed on the auxiliary display unit 65 and the speaker 64, and then the suggestive effect setting process is terminated. Note that, although detailed explanation using figures is omitted, the suggestive effect may be, for example, a mode in which the effect content of the auxiliary display unit 65 is made different from when it does not occur (for example, a predetermined character appears), or a mode in which the sound effect from the speaker 64 is made different from when it does not occur (for example, a special sound effect is generated), or a mode in which these modes are combined. Also, if it is determined in step S2707 that it is not won, the suggestive effect setting process is terminated immediately.

[0410] In this way, by making it possible for a suggestive effect of the set value to be performed after a specific effect is performed, not only does the specific effect make it possible to grasp the level of the continuation rate and whether the continuation conditions have been met, but it also serves as a trigger for the start of a suggestive effect of the set value, and by taking advantage of the player's desire to grasp the set value, it is possible to increase the anticipation for the specific effect to be performed.

[0411] In this case, after a specific effect is performed, a suggestive effect can occur depending on the lottery result of the game, so even after a specific effect aimed at increasing attention to the lottery result of each game is performed, it is possible to maintain the effect of increasing attention to the lottery result of each game.

[0412] Furthermore, since suggestive effects are performed based on losing results, it is possible to compensate for the decrease in the number of medals held and eliminate the negative image of losing results, and since the probability of losing results can be made relatively high, it is also possible to prevent the payout rate from becoming too high by making it more difficult for losing results to occur.

[0413] <Variation 5> In this modified example, the effect content of each set in the AT mode is changed. In this modified example, in a set-managed AT mode in which 18 games are used as a predetermined number, if the continuation condition for the next set is met, a predetermined specific effect occurs before 18 games are played. If the continuation condition for the next set is not met, the specific effect does not occur before 18 games are played, and the AT mode ends. Note that in the following description, the specific effect in this modified example will also be referred to as a second specific effect to distinguish it from the specific effect in the first embodiment. In the following description, when a specific effect (specific effect lottery, specific effect lottery process, etc.) is referred to, it means not only the specific effect in the first embodiment but also the second specific effect, and the same applies to the specific effects in other embodiments (third specific effect, fourth specific effect).

[0414] Specifically, in this modification, the auxiliary display unit 65 is provided with a plurality of variable regions for number characters, and the second specific effect occurs when the number characters stopping in the plurality of variable regions form a predetermined combination. For example, as shown in FIG. 63(a), the auxiliary display unit 65 sets, from left to right, a left variable region SP1, a center variable region SP2, and a right variable region SP3 as variable regions for number characters, and sets the number characters 1 to 9 as the number characters to be displayed in these variable regions SP1 to SP3. When each game starts, the number characters in these variable regions SP1 to SP3 are displayed variably, for example, vertically, and each time the stop switches 42 to 44 are operated, the number characters stop in order from left to right. When all the same number characters stop in each variable region SP1 to SP3, the second specific effect occurs (FIG. 64(a)). When no number characters stop in each variable region SP1 to SP3, the second specific effect occurs (FIGS. 63(a) and 63(b)).

[0415] When the AT mode set begins, a symbol change effect is performed for each game, such as changing and stopping the variable regions SP1 to SP3. For example, as shown in Figures 63(a) and 63(b), if a non-second specific effect occurs and a number character stops in the variable regions SP1 to SP3, a symbol change effect is performed again in the next game. Then, as shown in Figure 64(a), if a second specific effect occurs and a number character stops in the variable regions SP1 to SP3, a jackpot effect is performed in each remaining game of the set, as shown in Figure 64(b). Note that in this modified example, the jackpot effect is set to a close-up display on the auxiliary display unit 65 of an ally character roaring, but for example, a movie effect that is executed across multiple games may be set, and the effect content may be changed as appropriate.

[0416] In this modified example, in a specific game where there are only a few games left in one set (for example, when there are only two games left out of five games left) when the second specific effect has not occurred, a standby effect is displayed instead of a symbol change effect (Figure 65(a)). In this modified example, the standby effect is set to show an ally character with an aura of determination. In other words, during the period when the standby effect is performed, the symbol change effect is not performed, and the second specific effect or non-second specific effect does not occur. Then, in the final game, the symbol change effect is executed again, and if the continuation condition is met, the second specific effect is generated in that final game, and if the continuation condition is not met, the non-second specific effect is generated in that final game, as shown in Figure 65(b), and the AT mode ends.

[0417] The above-mentioned standby effect can occur not only in a specific game when there are only a few games left, but also in the middle of a set when a predetermined occurrence lottery is won. In this case, the standby effect occurs for a predetermined number of games (for example, four games) from the game that won the occurrence lottery, and then the symbol change effect is executed. In this case, in the symbol change effect after the predetermined number of games, even if the continuation condition is established, the second specific effect will not occur unless the occurrence lottery for the second specific effect is won.

[0418] The processing configuration for generating such a second specific effect will be described below.

[0419] Figure 66 is a flowchart showing the AT effect setting process in this modified example.

[0420] In step S2801, a process is executed to subtract 1 from the sub-side AT counter. In step S2802, in conjunction with the update of the sub-side AT counter, a process is executed to update the display of the number of remaining games for the set displayed on the auxiliary display unit 65. Specifically, in this modified example, as shown in Figures 63 to 65, a remaining game number image GP corresponding to the number of remaining games for each set is displayed in a predetermined area (for example, the upper right) of the auxiliary display unit 65, and in step S2802, a process is executed to update the remaining game number image GP in accordance with the value of the sub-side AT counter.

[0421] In the following step S2803, it is determined whether or not a continuation command has been received as a start command for the current game, and if so, the sub-side continuation flag is set in step S2804. If the determination in step S2803 is negative, or after the processing of step S2804 has been executed, the process proceeds to step S2805.

[0422] In step S2805, it is determined whether the occurrence flag has been set. If the occurrence flag has not been set, the process proceeds to step S2805, where it is determined whether the sub-side AT counter is 1 to 4, thereby determining whether the game is the 14th to 17th game of the set (5 games to 2 games remaining) and whether it is a specific period when only a few games remain in the set and a standby effect should be executed. If the sub-side AT counter is 5 or more (before the 13th game) or the sub-side AT counter is 0 (final game), it is determined in step S2806 whether a standby effect flag has been set in the various flag storage area 183a. The standby effect flag is a flag that allows the CPU 181 to determine that the game is one in which a standby effect should be executed outside of the specific period, and is set when the lottery for generating a standby effect is won. If the standby effect flag has not been set, a second specific effect setting process is executed in step S2807, and then this AT effect setting process is terminated. Also, if the sub-side AT counter is 1 to 4 or the standby effect flag is set, the standby effect setting process is executed in step S2808, and then this AT effect setting process is terminated. Then, if it is determined in step S2804 that the occurrence flag is set, the process is executed in step S2809 to set the jackpot effect (Fig. 64(b)) to be performed on the auxiliary display unit 65 or speaker 64, and then this AT effect setting process is terminated.

[0423] <Second specific performance setting process> In the second specific effect setting process, as shown in Figure 67, the lottery result of the current game is determined in step S2901. In the following step S2902, a process is executed to determine the continuation rate of the current AT mode. Then, in step S2903, it is determined whether the sub-side continuation flag is set, and if it is set, it is determined in step S2904 whether the sub-side AT counter is 0 and the current game is the final game of the set.

[0424] If it is not the final game of the set, the process proceeds to step S2904, where it is determined whether or not an occurrence standby flag has been set in the various flag storage area 183a. The occurrence standby flag is a flag that is set when the lottery for generating the second specific effect is won while a standby effect is being executed. If the occurrence standby flag is not set, in step S2906, a process is executed to acquire a second specific effect table from the various table storage area 182a, and in step S2907, a second specific effect lottery process is executed. As shown in FIG. 69, the second specific effect table, like the specific effect table in FIG. 51, determines the probability of winning the second specific effect lottery based on the lottery results of each game and the continuation rate of the AT mode, and is set so that not only specific combinations but also normal combinations, including losing combinations, can win the second specific effect lottery.

[0425] After executing the second special effect lottery process in step S2907, it is determined in step S2908 whether or not the second special effect lottery has been won. If it is determined in step S2904 that this is the final game of the set, if it is determined in step S2908 that the second special effect lottery has been won, or if it is determined in step S2904 that the occurrence standby flag has been set, and then after clearing the occurrence standby flag in step S2909, processing is executed in step S2910 to set the second special effect to be performed on the auxiliary display unit 65 and speaker 64. In this case, as shown in Figure 64(a), in the symbol variation effect of the current game, a second special effect occurs in which characters of the same number stop in each of the variation areas SP1 to SP3. The type of number character to stop in the second special effect is determined randomly by lottery or the like. However, for example, the number characters that are likely to be selected may differ depending on the value of the AT set counter (the number of remaining continuation sets). For example, if the AT set counter is equal to or greater than a predetermined number (e.g., 2), odd-numbered characters may stop together, and if the AT set counter is less than the predetermined number, even-numbered characters may stop together. Also, for example, the number characters that are likely to be selected may differ depending on the continuation rate of the AT mode. For example, if the continuation rate of the AT mode is equal to or greater than a predetermined rate (e.g., 60%), odd-numbered characters may stop together, and if the AT set counter is less than the predetermined rate, even-numbered characters may stop together. Furthermore, the number characters that are likely to be selected may differ depending on the setting value set in the winning probability setting process. For example, if the setting value is equal to or greater than a predetermined value (e.g., setting 3), odd-numbered characters may stop together, and if the setting value is less than the predetermined number, even-numbered characters may stop together. These configurations may also be combined.

[0426] Thereafter, the occurrence flag is set in step S2911, and the second specific effect setting process is terminated. By setting the occurrence flag, the AT effect setting process for the next game will result in a positive determination in step S2804, and processing for setting the jackpot effect in step S2808 will be performed. Note that if the second specific effect set as described above is the final game of the set, the next game will be the first game of the updated set, and the symbol change effect will be started again.

[0427] If it is determined in step S2903 that the sub-side continuation flag is not set, or if it is determined in step S2908 that the second specific effect lottery has not been won, the process proceeds to step S2912. In step S2912, a process is executed to set up the non-second specific effect to be performed on the auxiliary display unit 65 or speaker 64. In this case, as shown in Figures 63(a) and 63(b), a non-second specific effect occurs in the symbol variation effect of the current game, in which characters of the same number do not line up and stop in each of the variation areas SP1 to SP3. Note that the number characters that stop in each of the variation areas SP1 to SP3 are determined randomly by lottery or the like. However, in order to maintain the expectation of the second specific effect occurring until the end of the game, it is preferable to make the missed reach mode (Figure 63(a)) in which the number characters stopping in the left variable area SP1 and the middle variable area SP2 are the same and the number characters stopping in the right variable area SP3 are different more likely to be selected than the scattered mode (Figure 63(b)) in which the number characters stopping in all variable areas SP1 to SP3 are different.

[0428] In the following step S2913, it is determined whether the sub-side AT counter is greater than 10 and whether it is the first to seventh games of the set. If it is up to the seventh game, a standby effect generation lottery process is executed in step S2914. In the standby effect generation lottery process, a standby effect table is obtained from the various table storage area 182a, and whether or not to generate a standby effect is determined by lottery according to the lottery result of the current game. As shown in FIG. 69, the standby effect table is set so that the more unlikely the lottery result of the game is to win, the more likely it is to win the standby effect lottery. More specifically, it can be said that it is set so that it can be won with a specific combination but not with a normal combination.

[0429] In step S2915, it is determined whether or not the standby effect lottery has been won. If the standby effect lottery has been won, in step S2916, a process of inputting 4 into the standby effect counter provided in various counter area 183b is executed, and in step S2917, a process of setting a standby effect flag is executed, and then the second specific effect setting process is terminated. Note that the value input in step S2916 corresponds to the number of games for which the standby effect will be played, and in step S2913, it is determined whether or not a sufficient number of games remain to execute the standby effect if the standby effect lottery has been won.

[0430] Then, by setting the standby effect flag in step S2917, in the AT effect setting process for the next game, a positive determination is made in step S2806, and the standby effect setting process is performed in step S2808. If it is the 8th game or later in step S2913, or if the player does not win the standby effect lottery in step S2915, the second specific effect setting process is terminated.

[0431] <Standby effect setting process> Next, the standby effect setting process in step S2808 will be described with reference to the flowchart in FIG.

[0432] In step S3001, the lottery result of the current game is determined, and in step S3002, a process is executed to determine the continuation rate of the current AT mode. Then, in step S3003, it is determined whether the standby effect counter is greater than 0. If it is greater than 0, that is, if the standby effect set in the current game is a standby effect triggered by winning the standby effect lottery, in step S3004, a process is executed to subtract 1 from the standby effect counter. Then, in step S3005, it is determined whether the standby effect counter has reached 0, and if it has reached 0, a process is executed to clear the standby effect flag in step S3006.

[0433] If a negative determination is made in step S3005, or after the processing of step S3006 has been executed, a determination is made in step S3007 as to whether the sub-side continuation flag is set, and if it is set, a determination is made in step S3008 as to whether the occurrence waiting flag is set. If the occurrence waiting flag is not set, a process of acquiring a second specific effect table is executed in step S3009, and a second specific effect lottery process is executed in step S3010. The processing of steps S3009 and S3010 is the same as the processing of steps S2906 and S2907 above.

[0434] After executing the processing of step S3010, it is determined in step S3011 whether or not the second specific effect lottery has been won, and if so, the processing of setting the occurrence standby flag is executed in step S3012. As a result of this processing, the determination in the above step S2905 becomes affirmative, and the second specific effect will be generated in the final game set in the AT mode or in the first game after the execution of the standby effect based on winning the standby effect lottery.

[0435] If the standby effect counter is 0 in step S3003 and the standby effect to be set for the current game is a standby effect triggered by the number of games remaining in the set becoming small, if the sub-side continuation flag is not set in step S3007, if the occurrence standby flag is set in step S3008, if it is determined in step S3011 that the second specific effect lottery has not been won, or if the processing of step S3012 is executed, then in step S3013 a process is executed to set the standby effect to be displayed on the auxiliary display unit 65 or speaker 64, and then the standby effect setting process is terminated.

[0436] In other words, for the four games from the five games to the two games remaining in the set, and for the four games after the lottery for generating the standby effect is won, the standby effect is performed instead of the symbol change effect, regardless of the result of the lottery process for the second specific effect. In this case, the symbol change effect performed in the final game of the set (one game remaining) will be the second specific effect if the continuation condition for this set is met, and will not be the second specific effect if the continuation condition is not met. In contrast, the symbol change effect performed in the first game after the standby effect triggered by winning the lottery for generating the standby effect may occur depending on the results of the lottery for the second specific effect for the total number of games, including the four games in which the standby effect was executed, and the probability of the second specific effect occurring is overwhelmingly higher than the probability of the second specific effect occurring in other games (see Figure 69).

[0437] As described above, by configuring each game to have a specific effect (second specific effect) in the symbol variation effect, whether or not the second specific effect has occurred in the current game is more clearly notified, and it is easier to give players the impression that the determination of whether the continuation condition is met is being made according to the lottery results of each game. Therefore, it is possible to appropriately increase the attention of each game.

[0438] In this case, a waiting effect without a symbol change effect can occur, and a second specific effect lottery is held even in the game in which the waiting effect is held, and if the second specific effect lottery is won, the second specific effect is held in the first game after the waiting effect, dramatically increasing the attention to the symbol change effect in the first game after the waiting effect. Moreover, the waiting effect is executed even when there are only a few games left in each set, and the final game of the set is the first game after the waiting effect, so that in relation to the waiting effects that can occur during the set, attention to the final game of the set has been successfully increased.

[0439] In other words, games in which a standby effect is performed are games in which the execution of the second specific effect is restricted, and by conducting the second specific effect lottery itself even in games in which the execution of the second specific effect is restricted, it is possible to vary the expectation of the second specific effect occurring depending on each game in which the pattern changing effect is performed, not just the final game of the set.

[0440] <Second embodiment> In this embodiment, in a set-managed AT mode in which 18 games are a predetermined number and one set is made up of 10 games, which is a number less than 18 games, and when a specific effect occurs during one set of the effect, a transition to a new set of the effect is made at that point. Note that in order to distinguish the specific effect in this embodiment from the specific effect (second specific effect) in the first embodiment, the specific effect in this embodiment is also referred to as a third specific effect. Furthermore, in order to distinguish the set of the effect set set to 10 games from the set in the AT mode set to 18 games, the set in the AT mode is also referred to as an AT set, and the set of the effect is also referred to as a pseudo set.

[0441] Specifically, in this embodiment, when the AT mode starts, an opening effect is performed over eight games in the first AT set, as shown in Fig. 70(a). The opening effect, for example, as shown in Fig. 71(a), performs an effect to celebrate the start of the AT mode, and displays the number of games remaining until the start of the pseudo set on the auxiliary display unit 65 (OP game number image OG).

[0442] When the eight games that perform the opening effect are completed, a pseudo set begins. In the pseudo set, as shown in Figure 70(a), using the symbol variation effect in the first embodiment, either a third specific effect in which characters of the same number are aligned and stopped in each of the variation areas SP1 to SP3, or a non-third specific effect in which characters of the same number are not aligned and stopped in each of the variation areas SP1 to SP3, is generated.

[0443] As shown in Figure 70(b1), when a pseudo set is used for the effect, the remaining game number image GP in the first embodiment is displayed in accordance with the remaining game number of the pseudo set. For example, the remaining game number image GP in Figure 70(b1) indicates the first game (10 games remaining) in the pseudo set, and the display of the remaining game number image GP is updated when the game starts.

[0444] In the presentation in the pseudo set, as shown in Figure 70(b2), the third specific presentation may occur by the final game when the remaining game number image GP reaches 1, or as shown in Figure 70(b5), the third specific presentation may not occur until the final game when the remaining game number image GP reaches 1, and a non-third specific presentation may be repeatedly executed.

[0445] When the third specific effect occurs, an update effect occurs, indicating a transition to the next pseudo set, as shown in FIG. 70(b3). In this case, as shown in FIG. 70(b4), after the update effect occurs, the number of remaining games in the next pseudo set is reset to 10, and the remaining game number image GP also displays 10. In addition, the set number image CP, which indicates the number of sets in the pseudo set, is also updated to a value corresponding to the number of sets in the next pseudo set (in the figure, it has been updated from 2 to 3). In this way, if the third specific effect occurs before the final game in the pseudo set, the number of remaining games in the pseudo set is reset, regardless of the number of games remaining in that pseudo set, and this will be repeated as long as the third specific effect occurs.

[0446] In this case, the update effect indicating the transition to the next pseudo set can also be called a continuation notification for notifying that the continuation condition for the pseudo set has been met. However, while the continuation notification in the first embodiment is for notifying that the continuation condition for the set managed by the main control device 101 has been met, the continuation notification in this embodiment is for notifying that the continuation condition for the pseudo set managed by the display control device 81 has been met, and in that respect, the continuation notification in this embodiment can also be called a pseudo continuation notification.

[0447] If the third specific effect does not occur by the final game of the pseudo set, a non-update effect occurs, indicating that the pseudo set will not be updated, as shown in Figure 70(b6). After the non-update effect occurs, an ending effect is executed over seven games, as shown in Figure 70(a), and after the ending effect ends, the AT mode ends.

[0448] 71(b), for example, an ending effect is set in which the face of an ally character with his eyes closed is displayed in close-up on the auxiliary display unit 65. In the ending effect, an ED game number image EG is displayed corresponding to the number of games remaining in the ending effect, and the display of the ED game number image EG is updated as the game is played.

[0449] If the continuation conditions are met, such as by winning an additional lottery, before the number of games remaining in the ending performance reaches 0, a revival performance will occur in which the allied character's eyes are displayed wide open on the auxiliary display unit 65, as shown in Figure 71(c), and the pseudo-set performance will resume.

[0450] The processing configuration for performing each effect in this embodiment will be described below.

[0451] <Precursor mode processing> First, a description will be given of changes to the processing on the main control device 101 side in this embodiment. In this embodiment, the processing configuration of the premonition mode processing in the winning result corresponding processing is different from that in the first embodiment.

[0452] As shown in FIG. 72, in this embodiment, the process for starting the AT mode when the premonition counter becomes 0 in step S3102 and it is determined in step S3104 that the current premonition mode is a premonition mode triggered by winning the AT mode transition lottery is partially different. That is, the AT mode win flag is cleared in step S3109, the AT mode flag is set in step S3110, the continuation rate of the current AT mode is set in step S3111, and then the number of games in the first set of the AT mode is set to 18 in step S3112. Then, in this embodiment, in step S3113, a process for adding 1 to the AT set counter is executed, and then in step S3114, a process for setting an AT start command to be output to the display control device 81 is executed. Note that the processes in steps S3101 to S3112 and S3114 are the same as the processes in steps S1201 to S1213 above.

[0453] That is, in this embodiment, in a set management type AT mode in which 18 games are played in one set, the continuation condition is set to always be met in the first set.

[0454] On the other hand, also in this embodiment, on the main control device 101 side, a process for updating the AT set (continuity determination process) is executed every 18 games. If the continuity condition of the AT set is satisfied, after playing 18 games of the AT set, a process for migrating to a new AT set i...

Claims

[Claim 1] a game progression means for progressing a game, the game being started based on a predetermined start operation by a player and being ended based on the satisfaction of a predetermined ending condition, as one game; a lottery means for holding a lottery to award a privilege to a player in a game progressed by the game progress means; a bonus awarding means for awarding a bonus to a player according to a result of the lottery by the lottery means and a result of the game progressed by the game progress means; A gaming machine comprising: A normal state and a specific state that is more advantageous to a player than the normal state are set as game states, The specific state is configured to be able to execute a specific number of games or more as a first set, and when a first condition is established, the next first set can be started after the execution of the first set, whereas when the first condition is not established, the specific state ends after the execution of the first set; a means for, in the specific state, setting a special number of games less than the specific number as one second set, and ending the second set and starting a next second set when a second condition is met, while preventing the next second set from starting after the second set is completed when the second condition is not met; a means for executing a specific notification corresponding to the establishment of the second condition based on a lottery result by the lottery means in the second set; Equipped with When the specific notification is made before the execution of the special number of games in one of the second sets, the second set ends and the next second set starts; The game of the second set is executable in the first set, means for updating predetermined information in the specific state; a means for ending the specific state when the predetermined information is determined to be specific information; Equipped with The predetermined information is updated to include the second set of games, An ending state is executable in the specific state, A gaming machine characterized in that it is configured so that when a transition condition to the ending state is met in the second set, a transition to the ending state is made, and when a termination condition of the ending state is met, the specific state is terminated.

Citation Information

Patent Citations

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