Gaming Machines

The integration of orbiting bodies, lottery systems, and state transitions with adjustable game mechanics in gaming machines addresses the lack of engagement, enhancing player interest through dynamic gameplay and notifications.

JP7605240B2Active Publication Date: 2024-12-24SANYO BUSSAN KK
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Patent Information

Application Number
JP2023062687
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-04-07
Publication Date
2024-12-24
Estimated Expiration
2038-01-22

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to enhance player engagement and interest.

Method used

Incorporation of orbiting bodies with visible patterns, a starting and stopping mechanism, lottery system for benefits, privilege granting, and state transitions with adjustable game medium rates, along with increase/decrease modes and notifications to enhance gameplay dynamics.

Benefits of technology

The solution significantly enhances player engagement by introducing varied gameplay states and notifications, improving overall interest in the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of improving interest of a game.SOLUTION: After an execution of a bet operation, a slot machine 10 starts rotation of each reel 32L, 32M, and 32R based on an operation on a start lever 41. Then, corresponding reels are stopped by operations on stop switches 42-44, and a stop combination according to a lottery result may stop. The lottery result sometimes causes shift to an advantageous section in which push order notification of a push order bell or a push order replay may be performed. In the advantageous section, control during a bonus may differ depending on a stop combination at the time of winning the bonus.SELECTED DRAWING: Figure 1
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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 plurality of rotating bodies on which a plurality of types of patterns are attached in the circumferential direction; A display unit that allows some of the patterns on each of the rotating bodies to be visible; a start operation means for starting rotation of each of the rotating bodies when operated; a stop operation means for stopping the rotation of each of the rotating bodies when operated; a drive control means for starting rotation of each of the rotating bodies when the start operation means is operated and for stopping rotation of each of the rotating bodies when the stop operation means is operated; a lottery means for holding a lottery to determine whether or not to award a special benefit to a player based on the operation of the start operation means; a bonus awarding means for awarding a bonus corresponding to a predetermined result when the result of the lottery by the lottery means is a predetermined result; a means for transitioning the gaming state to a special state advantageous to a player when a predetermined transition condition is established in a situation where the right to transition the gaming state to the special state advantageous to the player has been acquired; a setting means for setting a plurality of setting values ​​that can cause a change in the rate of increase or decrease of the game media or the manner of increase or decrease, and for setting one of the plurality of setting values; A gaming machine comprising: A normal state and a specific state that is more advantageous to the player than the normal state are set, means for terminating the specific state when a predetermined termination condition is met; a means for grasping the remaining number of the specific state; a means for executing an increasing process for increasing the remaining number when a predetermined specific condition is met; an increase number notification means capable of notifying an increase number when the increase process is performed; Equipped with The increase number notification means A first means capable of notifying the increase number in a game in which the increase processing is performed; A second means capable of executing the increase number notification in a game subsequent to the game in which the increase processing was performed; Equipped with In the special state, the notification of the increase number by the second means in a predetermined manner is executable regardless of the set value set by the setting means, The notification of the increase number by the second means in the predetermined manner executed in the special state has at least a part of the notification manner in common with the notification of the increase number executed in a state other than the special state. And, a means for executing a process of setting numerical information according to a game result of a predetermined game in the special state; In a game after the predetermined game in the special state, the notification of the increase number of the second means is executed in the predetermined manner based on the numerical information. 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] 10 is an explanatory diagram showing the relationship between the symbols visible through the display window and the pay lines. FIG. [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 an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 12]FIG. 2 is a block diagram showing the electrical configuration of the main control device. [Figure 13] FIG. 2 is a block diagram showing the electrical configuration of the display control device. [Figure 14] 10 is a flowchart showing timer interrupt processing by the main control device. [Figure 15] 10 is a flowchart showing normal processing by the main control device. [Figure 16] 10 is a flowchart showing lottery processing. [Figure 17] FIG. 10 is a diagram showing an example of a lottery table for a normal gaming state. [Figure 18] 10 is a flowchart showing a reel control process. [Figure 19] FIG. 10 is an explanatory diagram showing the relationship between the operation order of the stop buttons and the winning patterns that are achieved. [Figure 20] FIG. 10 is an explanatory diagram for explaining reel stop control. [Figure 21] 10 is a flowchart showing RT state processing. [Figure 22] FIG. 10 is a diagram showing an example of a lottery table for the first RT state. [Figure 23] FIG. 10 is an explanatory diagram showing the relationship between the operation order of the stop buttons and the winning patterns that are achieved. [Figure 24] FIG. 10 is a diagram showing an example of a lottery table for the second RT state. [Figure 25] FIG. 10 is a diagram showing an example of a lottery table for the third RT state. [Figure 26] 10 is a flowchart showing bonus state processing. [Figure 27] FIG. 10 is an explanatory diagram showing the relationship between the operation order of the stop buttons and the winning patterns that are achieved. [Figure 28] FIG. 10 is a diagram showing an example of a lottery table for a BB state. [Figure 29] FIG. 2 is an explanatory diagram showing the transition relationship between states. [Figure 30] FIG. 2 is an explanatory diagram showing an overview of a display mode. [Figure 31] 10 is a flowchart showing lottery result handling processing. [Figure 32] 10 is a flowchart showing the first specific winning process. [Figure 33] 10 is a flowchart showing the second specific winning process. [Figure 34] 10 is a flowchart showing the third specific winnings processing. [Figure 35] 10 is a flowchart showing a process for a specialized zone. [Figure 36] 10 is a diagram for explaining the main results of a lottery relating to an instruction function and the setting difference in winning probability. [Figure 37] FIG. 10 is a diagram showing an example of a mode lottery table for transitioning between display modes. [Figure 38] FIG. 10 is a diagram showing an example of a premonition game number table. [Figure 39] A figure showing an example of an additional game number lottery table. [Figure 40] FIG. 10 is a diagram showing an example of an additional lottery table. [Figure 41] 10 is a flowchart showing a mode transition notification process. [Figure 42] An explanatory diagram showing an overview of the push order notification display performed on the auxiliary display unit. [Figure 43] This is a flowchart showing the push order role processing. [Figure 44] 10 is a flowchart showing a winning result response process. [Figure 45] 10 is a flowchart showing a number-of-games management process. [Figure 46] 10 is a flowchart showing an end determination process. [Figure 47] FIG. 2 is a diagram for explaining an overview of an instruction monitor and a section indicator. [Figure 48] 10 is a flowchart showing a first section display process. [Figure 49] 10 is a flowchart showing a second section display process. [Figure 50] 10 is a flowchart showing remaining game number management processing. [Figure 51] A diagram to explain the relationship between the start game and end game of the advantageous zone and the display on the zone indicator. [Figure 52] 10 is a flowchart showing a performance setting process performed by a sub-side display control device. [Figure 53] 10 is a flowchart showing a bet effect setting process. [Figure 54] 10 is a flowchart showing a start-up effect setting process. [Figure 55] A flowchart showing the process for notifying the order of pressing buttons. [Figure 56] A flowchart showing the setting process for the additional effects. [Figure 57] 10 is a flowchart showing a process for setting effects at the time of each stop operation. [Figure 58] A diagram showing the relationship between notification timing and additional effects. [Figure 59] 10 is a flowchart showing a process for setting effects when all the devices are stopped. [Figure 60] This is a flowchart showing the bonus effect setting process. [Figure 61] This is a flowchart showing the process for notifying transition trigger roles. [Figure 62] 10 is a flowchart showing a continuous performance setting process. [Figure 63] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [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] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 67] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 68] FIG. 10 is an explanatory diagram illustrating an example of a continuous effect. [Figure 69] 10 is a flowchart showing an additional notification process. [Figure 70] This is a diagram to explain the relationship between the actual number of remaining games in the advantageous zone and the displayed number of remaining games. [Figure 71]FIG. 10 is a diagram showing an example of a later-addition lottery table. [Figure 72] FIG. 10 is a diagram illustrating an example of an additional notification timing table. [Figure 73] 10 is a flowchart showing a process for notifying a following vehicle; [Figure 74] 10 is a flowchart showing a rotation effect process. [Figure 75] FIG. 10 is a diagram for explaining an outline of the rotation effect. [Figure 76] 10 is a timing chart for explaining the relationship between the rotation effect and the stop operation. [Figure 77] 10 is a flowchart showing the fourth specific winnings processing. [Figure 78] 10 is a flowchart showing a first pseudo-effect processing. [Figure 79] 10 is a flowchart showing a pseudo-addition notification process. [Figure 80] 10A is a diagram showing an example of a loss counter table, and FIG. 10B is a diagram showing an example of a pseudo-freeze lottery table. [Figure 81] 10 is a flowchart showing a BB instruction lottery process. [Figure 82] 10 is a flowchart showing a process for transitioning to a BB mode. [Figure 83] 10A is a diagram showing an example of a mode transition table during BB, and FIG. 10B is a diagram showing an example of an additional lottery table during BB. [Figure 84] This is a flowchart showing the processing for adding during BB. [Figure 85] A diagram to explain the relationship between each rotation effect and additional notification. [Figure 86] 10 is a flowchart showing a second pseudo-effect processing. [Figure 87] This is a flowchart showing the pseudo-addition processing during BB. [Figure 88] (a) is a diagram showing an example of a pseudo-addition table, and (b) is a diagram showing an example of a display effect by the auxiliary display unit. [Figure 89]This is a timing chart to explain the difference between top-up and pseudo-top-up. [Figure 90] FIG. 10 is a diagram for explaining the difference between a restricted bonus and a non-restricted bonus. [Figure 91] In variant example 1, (a) is a flowchart showing part of the pseudo-addition processing during BB, (b) is a diagram showing an example of a pseudo-addition table, and (c) is a diagram showing an example of a BB-addition lottery table. [Figure 92] A figure showing an example of various pseudo-addition tables in variant example 2. [Figure 93] In the third modified example, (a) and (b) are diagrams showing examples of various pseudo-addition tables, and (c) is a diagram showing an example of a BB add-on lottery table. [Figure 94] FIG. 10 is a diagram showing an example of a pseudo-addition table in Modification Example 4. [Figure 95] 11 is a flowchart showing a winning result response process for a BB winning game by the main control device in the second embodiment. [Figure 96] 10 is a flowchart showing a second pseudo-effect processing. [Figure 97] This is a flowchart showing the pseudo-addition processing during BB. [Figure 98] 10 is a flowchart showing a process for preventing freeze from occurring; [Figure 99] 10A is a flowchart showing the process for notifying the end of BB, and FIG. 10B is a diagram showing an example of a display effect by the auxiliary display unit. [Figure 100] This is a diagram to explain whether or not there is an additional bonus during BB. [Figure 101] A diagram to explain whether or not there is an additional bonus during BB in variant example 1. [Figure 102] In the second modification, (a) is a flowchart showing the BB end notification process by the main control device, and (b) is a flowchart showing the attack mode end process by the main control device. [Figure 103]In the third modification, (a) is a flowchart showing the processing by the main control device when a BB win occurs, and (b) and (c) are diagrams showing an example of a display effect by the auxiliary display unit. [Figure 104] 10 is a flowchart showing the pseudo-addition processing during BB in the third embodiment. [Figure 105] FIG. 10 is a diagram showing an example of a pseudo-addition table. [Figure 106] 10 is a flowchart showing an additional notification process. [Figure 107] 10 is a flowchart showing a second section display process. [Figure 108] FIG. 10 is a diagram showing an example of a special effect table. [Figure 109] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 110] This is a timing chart for explaining the difference between top-up and top-up. [Figure 111] 10A is a diagram showing an example of a display effect by the auxiliary display unit in Modification 1, and FIG. 10B is a diagram showing an example of a display effect by the auxiliary display unit in Modification 2. FIG. [Figure 112] 13 is a flowchart showing a part of the process for additional notification in Modification 3. [Figure 113] 10 is a flowchart showing a process for notifying a subsequent vehicle in the fourth modified example. [Figure 114] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. 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, 504 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, 21 symbols are drawn at equal intervals. Therefore, to switch from one symbol to the next symbol at a predetermined position, 24 excitation pulses (= 504 pulses ÷ 21 symbols) must be output. Furthermore, the main control device 101 can determine which symbols are visible through the display windows 26L, 26M, 26R and 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, 21 symbols are arranged in a row on each of the reels 32L, 32M, and 32R. Numbers ranging from 0 to 20 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 11 types of symbols: "Red Bell" symbol (for example, the 7th symbol on the left reel 32L), "White Bell" symbol (for example, the 20th symbol on the left reel 32L), "1st Replay" symbol (for example, the 19th symbol on the left reel 32L), "2nd Replay" symbol (for example, the 6th symbol on the left reel 32L), "Red 7" symbol (for example, the 10th symbol on the left reel 32L), "Watermelon" symbol (for example, the 8th symbol on the left reel 32L), "Cherry" symbol (for example, the 4th symbol on the left reel 32L), "Black BAR" symbol (for example, the 18th symbol on the left reel 32L), "White BAR" symbol (for example, the 17th symbol on the left reel 32L), "LUCKY" symbol (for example, the 5th symbol on the left reel 32L), and "Youth" symbol (for example, the 0th symbol on the left reel 32L). As shown in FIG. 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 21 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 top symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the middle 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 discuss them here.

[0023] Of these lines L1 to L6, some are activated and some are not, depending on the number of medals bet, 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, there are three cases where only the downward-sloping right line L4 is a valid line, as shown in FIG. 8(a); where two combinations of the bottom line L3 and the downward-sloping right line L4 are valid lines, as shown in FIG. 8(b); and where only the curved line L6 is a valid line, as shown in FIG. 8(c). More specifically, when a game is started with three medals bet, only the downward-sloping right line L4 is a valid line. When a game is started with two medals bet, the bottom line L3 and the downward-sloping right line L4 are valid lines. When a game is started with one medal bet, only the curved line L6 is a valid line. The three combinations of the top line L1, the middle line L2, and the upward-sloping right line L5 are not valid lines. Hereinafter, a game started with three medals bet will be referred to as a three-bet game, a game started with two medals bet, and a one-bet game.

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

[0028] Although the winning combinations for the 2nd to 26th small prizes are different, in a 3-bet game, the winning pattern is that the ``red bell'' or ``white bell'' pattern on the left reel 32L, the ``white BAR'' pattern, ``red 7'' pattern, ``cherry'' pattern, ``white bell'' pattern or ``LUCKY'' pattern on the middle reel 32M, and the ``white BAR'' pattern, ``young man'' pattern, ``white bell'' pattern, ``red 7'' pattern or ``2nd replay'' pattern on the right reel 32R stop on the top line L1, that is, the ``bell'' patterns on each reel 32L, 32M, 32R stop on the top line L1. For example, if the "red bell" or "white bell" symbol on the left reel 32L stops on the top row, the "cherry" symbol on the middle reel 32M stops on the middle row, and the "white bar" symbol on the right reel 32R stops on the bottom row, the eighth small win will be achieved. As shown in FIG. 6, the "red bell" symbol is located on the middle reel 32M at a position (number 12) adjacent to the "cherry" symbol (number 11) on the upstream side, and the "red bell" symbol is located on the right reel 32R at a position (number 20) one symbol away from the "white bar" symbol (number 18) on the upstream side. Therefore, when the eighth small win is achieved on the downward-sloping right line L4, the "red bell" or "white bell" symbol on the left reel 32L, the "red bell" symbol on the middle reel 32M, and the "red bell" symbol on the right reel 32R will stop on the top line L1. When the 2nd small win to the 26th small win are achieved, 3 medals will be paid out in a 3-bet game, and 14 medals will be paid out in a 2-bet game.

[0029] The 27th minor winning combination is determined by the symbol on the left reel 32L, which is the designated reel among the reels 32L, 32M, and 32R. Specifically, the 27th minor winning combination is achieved when the "cherry" symbol on the left reel 32L stops in the upper or lower row. In this case, the symbols on the center reel 32M and the right reel 32R do not affect the winning determination. In other words, regardless of the symbols on the center reel 32M and the right reel 32R, the 27th minor winning combination is achieved when the "cherry" symbol on the left reel 32L stops in the upper row or stops, i.e., when the "cherry" symbol or the "second replay" symbol stops on an active line. When the 27th minor winning combination is achieved, three medals are paid out in a three-bet game, and 15 medals are paid out in a two-bet game.

[0030] The 28th minor win occurs when the "cherry" symbol on the left reel 32L stops on the upper or lower row, and when the "cherry" symbols stop aligned on the downward-sloping right line L4. More specifically, the 28th minor win occurs when the "cherry" symbol or the "second replay" symbol stops on the left reel 32L, the "red bell" symbol, the "white bell" symbol or the "cherry" symbol stops on the middle reel 32M, and the "cherry" symbol, the "first replay" symbol or the "second replay" symbol stops on the right reel 32R. When the 28th minor win occurs, three medals are paid out in a three-bet game, and 14 medals are paid out in a two-bet game.

[0031] To further explain the relationship between the 27th and 28th small wins, when the "cherry" or "2nd replay" symbol on the left reel 32L stops, the 27th small win is achieved regardless of the symbols stopped on the middle reel 32M and the right reel 32R, but depending on the symbols stopped on the middle reel 32M and the right reel 32R, the 28th small win may be achieved instead of the 27th small win. In other words, although the winning mode for the 27th small win includes the winning mode for the 28th small win, the 27th small win and the 28th small win are clearly distinguished when determining whether they are wins.

[0032] The 29th small win occurs when the "watermelon" symbols on the left reel 32L, the center reel 32M, and the right reel 32R all stop on an active line. In other words, if the sloping right line L4 is the active line, the 29th small win occurs when the "watermelon" symbols all stop sloping right. When the 29th small win occurs, 5 medals are paid out in a 3-bet game, and 14 medals are paid out in a 2-bet game.

[0033] The 30th small win occurs when the "watermelon" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "watermelon" symbol on the right reel 32R all stop on the top line L1. More specifically, the 30th small win occurs when the "watermelon" symbol on the left reel 32L, the "red bell" symbol on the middle reel 32M, and the "red bell" symbol on the right reel 32R all stop on the active line. When the 30th small win occurs, 5 medals are paid out in a 3-bet game, and 14 medals are paid out in a 2-bet game.

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

[0035] For the 32nd to 35th small wins, if they are achieved in a 3-bet game, 3 medals will be paid out, and in a 2-bet game, 14 medals will be paid out.

[0036] The 36th small winning combination occurs when, for example, the player operates the stop switches 42-44 aiming for the "watermelon" symbols on each of the reels 32L, 32M, and 32R, and the "watermelon" symbols on the left reel 32L and center reel 32M, or the left reel 32L and right reel 32R, stop on an active line, while the "watermelon" symbols on the remaining reels do not stop on an active line, resulting in a so-called "watermelon tenpai miss" winning combination. When the 36th small winning combination is achieved, 3 medals are paid out in a 3-bet game, and 15 medals are paid out in a 2-bet game.

[0037] If the "Red Bell" or "White Bell" symbol on the left reel 32L, the "Black BAR", "Watermelon" or "Cherry" symbol on the middle reel 32M, and the "Red Bell", "White Bell" or "Youth" symbol on the right reel 32R stop on an active line, the 37th minor win will be achieved. As shown in Figure 6, on the left reel 32L, the "Red Bell" symbol (No. 7) and the "Second Replay" symbol are located in the adjacent position downstream (No. 6), and the "First Replay" symbols are located in the main "White Bell" symbols (No. 3, No. 12, No. 15, No. 20) and the adjacent positions downstream (No. 2, No. 11, No. 14, No. 19). On the right reel 32R, the "Red Bell" symbols (numbers 2, 5, 12, and 20) are primarily located in adjacent positions upstream (numbers 3, 6, 16, and 0), along with the "First Replay" or "Second Replay" symbols. The "White Bell" symbol (number 10) is located in the adjacent position upstream (number 11). Therefore, when the 37th minor winning combination occurs on the downward-sloping right line L4, the left reel 32L and the right reel 32R are primarily in a "Bell" and "Replay" formation, while the "Bell" and "Replay" symbols on the center reel 32M are not stopped, resulting in a "Double Tenpai" miss. When the 37th minor winning combination occurs, three medals are paid out in a three-bet game, and 15 medals are paid out in a two-bet game.

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

[0039] If the "red bell" or "white bell" symbol on the left reel 32L, the "red bell" symbol on the middle reel 32M, and the "black BAR" symbol on the right reel 32R stop on an active line, the 39th small win will be awarded. The 39th small win is a winning mode that can only be achieved in a 3-bet game. When the 39th small win is achieved, 9 medals will be paid out.

[0040] If the "Red Bell" or "White Bell" symbol on the left reel 32L, the "Red Bell" symbol on the middle reel 32M, and the "Red 7" symbol on the right reel 32R stop on an active line, the 40th small win will be awarded. The 40th small win is a winning mode that can only be achieved in a 3-bet game. When the 40th small win is achieved, 9 medals will be paid out.

[0041] If the "watermelon" symbol on the left reel 32L, the "black BAR" or "cherry" symbol on the middle reel 32M, and the "watermelon" symbol on the right reel 32R stop on an active line, the 41st small win will be achieved. If the 41st small win is achieved, 3 medals will be paid out in a 3-bet game, and 14 medals will be paid out in a 2-bet game.

[0042] The winning combinations that grant a replay privilege, which allows a player to play the next game without inserting a medal, include the 1st replay winning combination to the 10th replay winning combination. When the 2nd replay winning combination is achieved, the game state transitions to the 1st RT state, when the 3rd replay winning combination is achieved, the game state transitions to the 2nd RT state, and when the 4th or 5th replay winning combination is achieved, the game state transitions to the 3rd RT state.

[0043] The state transition winning events that only result in a transition of the gaming state include the first BB winning event, the second BB winning event, and the CB winning event.

[0044] If the "Red 7" symbol on each reel 32L, 32M, and 32R stops on an active line, a first BB win is achieved, and if the "White BAR" symbol on each reel 32L, 32M, and 32R stops on an active line, a second BB win is achieved. When these BB wins are achieved, the game state transitions to the BB state. Also, when the "Red Bell" or "White Bell" symbol on the left reel 32L, the "Red Bell" symbol on the center reel 32M, and the "Watermelon", "First Replay" and "Black BAR" symbols on the right reel 32R stop on an active line, a CB win is achieved. When a CB win is achieved, the game state transitions to the CB state.

[0045] In addition, although not a winning combination, there are some winning combinations that will cause the game state to transition to the first reel time (RT) state. Specifically, when the "red bell" or "white bell" symbol on the left reel 32L, the "white bar" symbol, "lucky" symbol, "red 7" symbol, "white bell" symbol, and "cherry" symbol on the center reel 32M, and the "watermelon" symbol and "first replay" symbol on the right reel 32R stop on an active line, the game state will transition to the first reel time (RT) state. Also, when the "red bell" or "white bell" symbol on the left reel 32L, the "red bell" symbol on the center reel 32M, and the "white bar" symbol, "young man" symbol, "white bell" symbol, "red 7" symbol, and "second replay" symbol on the right reel 32R stop on an active line, the game state will transition to the first reel time (RT) state. Hereinafter, the combinations of the above symbols will be referred to as transition results.

[0046] 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.

[0047] 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.

[0048] Stop switches 42-44 are connected to stop detection sensors 42a-44a (FIG. 12), 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 a LOW signal are output from stop detection sensors 42a-44a, and when stop switches 42-44 are operated, the detection signals switch from a LOW signal to a HI signal. 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.

[0049] 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.

[0050] 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.

[0051] 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.

[0052] 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.

[0053] 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.

[0054] A first credit insertion switch 56 is provided on the left side below the display windows 26L, 26M, and 26R for inserting three credited virtual medals as gaming media at a time. A second credit insertion switch 57 is provided to the right of the first credit insertion switch 56, and a third credit insertion switch 58 is provided to the left of the first credit insertion switch 56. The second credit insertion switch 57 is for inserting one virtual medal, and the third credit insertion switch 58 is for inserting two virtual medals at a time. The credit insertion switches 56-58, together with the medal insertion slot 45, constitute input means for inputting gaming media. Furthermore, while the medal insertion slot 45 involves the player directly inserting medals, the credit insertion switches 56-58 merely involve the insertion of virtual medals based on stored memory. Considering this, the credit insertion switches 56-58 can also be said to constitute indirect input means for indirectly inputting gaming media.

[0055] An effect switch 66 that is operated when an effect occurs is provided between the first credit insertion switch 56 and the second credit insertion switch 57. That is, the first credit insertion switch 56 and the third credit insertion switch 58 are provided to the left of the effect switch 66, and the second credit insertion switch 57 is provided to the right of the effect switch 66.

[0056] 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.

[0057] 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.

[0058] 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 win rate of minor winnings 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.

[0059] 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.

[0060] 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.

[0061] Above the reel unit 31, a main control device 101 for controlling the overall game is attached to the cabinet 11.

[0062] Next, the electrical configuration of the slot machine 10 will be described with reference to the block diagrams of FIGS.

[0063] 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.

[0064] The input side of the main control device 101 is provided with the reel unit 31 (more specifically, a reel index sensor that individually detects that each of the reels 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 of the stop switches 42 to 44, an inserted medal detection sensor 45a that detects medals inserted from the medal insertion slot 45, a payout detection sensor 51a that detects medals paid out from the hopper device 51, and a first credit insertion detection sensor that individually detects the operation of the first credit insertion switch 56. 56a, a second credit insertion detection sensor 57a that individually detects the operation of the second credit insertion switch 57, a third credit insertion detection sensor 58a that individually detects the operation of the third credit insertion switch 58, a settlement detection sensor 59a that detects the operation of the settlement switch 59, a reset detection sensor 72a that detects the operation of the reset switch 72, and a setting key detection sensor 73a that detects that a setting key has been 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.

[0065] Furthermore, a power supply unit 91 is connected to the input side of the main control unit 101 via an input / output port 104. The power supply unit 91 is equipped with a power supply unit 91a that supplies driving power to the main control unit 101 and other electronic devices of the slot machine 10, a power outage monitoring circuit 91b, and the like.

[0066] 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.

[0067] 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.

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

[0069] 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.

[0070] 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 supply to the slot machine 10 is cut off. The RAM 106 is provided with a backup area in addition to memories 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 status information storage area 106c for storing game statuses such as a BB status.

[0071] 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 14) 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.

[0072] Furthermore, when the power supply is cut off due to a power outage or the like, a power outage signal is input from the power outage monitoring circuit 91b 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.

[0073] 13, the display control device 81 is equipped with a microcomputer centered around a CPU 181, which is an arithmetic processing means. The CPU 181 incorporates a ROM 182 that stores various control programs and fixed value data executed by the CPU 181, and a RAM 183 that secures a work area for temporarily storing various data when the control programs stored in the ROM 182 are executed.

[0074] 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 upper lamp 63, speaker 64, and auxiliary display unit 65 connected to the output side. The display control device 81 drives and controls the upper lamp 63, speaker 64, and auxiliary display unit 65 based on various commands input from the main control device 101. In other words, the display control device 81 is a sub-board that performs auxiliary control in relation to the main control device 101, which is the main board that 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.

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

[0076] 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.

[0077] FIG. 14 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.

[0078] 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.

[0079] Here, the power outage process will be outlined.

[0080] 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.

[0081] 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.

[0082] 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.

[0083] 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 spinning 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. 12) such as the stop detection sensors 42a to 44a, the inserted medal detection sensor 45a, and the payout detection sensor 51a connected to the input / output port 104, and to monitor whether the read results are normal. In step S108, a timer calculation process is performed to subtract 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.

[0084] In step S110, a command output process is performed to send 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, and the payout number display unit 62. 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.

[0085] Next, the normal processing for carrying out main control relating to the game will be described with reference to the flowchart of FIG.

[0086] 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, the game management process shown in steps S203 to S215 is performed.

[0087] 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.

[0088] In the start waiting process, it is determined whether any re-play winning event has been achieved in the previous game. If any re-play winning event has been 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 re-play winning event has been achieved in a 3-bet game, a process to automatically insert three virtual medals is performed, and if a re-play winning event has been achieved in a 1-bet game, a process to automatically insert one virtual medal is performed.

[0089] 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 wins were 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 wins were achieved, a sensor abnormality confirmation process is performed to check whether any abnormalities have 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 user of 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.

[0090] 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 56-58 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 56-58 have been operated between the previous start waiting process and the current start waiting process, the start waiting process is terminated.

[0091] After the start waiting process is completed, in step S205, it is determined whether the number of medals bet has reached a specified number. In this slot machine 10, the specified number in the CB state is set to "2," and the specified numbers in gaming states other than the CB state (specifically, the normal gaming state, the first RT state, the second RT state, the third RT state, and the BB state) are set to "1" and "3." That is, in the CB state, a positive determination is made in step S205 on the condition that the number of medals bet is "2," and in states other than the CB state, a positive determination is made in step S205 on the condition that the number of medals bet is "1" or "3." In other words, in a gaming state other than the CB state, if no medals have been bet, or if the number of medals bet is "2," a negative determination is made in step S205. If the number of medals 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.

[0092] If the number of bets has reached the specified number, a mode transition notification process is executed in step S206, which will be described in detail later.

[0093] After the processing of step S206 is performed, a bet command including information on the processing result of step S206 and 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. The command set here is output to the display control device 81 in step S110 of the timer interrupt processing. The processing of the display control device 81 that has received the bet command will be explained in detail later.

[0094] After the process of step S207 is executed, it is determined in step S208 whether or not the start lever 41 has been operated. If the start lever 41 has not been operated, the process returns to the start waiting process of step S204, and the processes from the sensor abnormality confirmation process onwards are executed.

[0095] 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 S209, a valid line setting process is performed to set the combination of lines corresponding to the number of bets as the valid line. That is, in a 3-bet game, only the downward-sloping line L4 is set as the valid line, and in a 2-bet game, the downward-sloping line L3 and the downward-sloping line L4 are set as the valid lines. In addition, in a 1-bet game, the bent line L6 is set as the valid line. In step S210, the medal path switching solenoid 46a is switched to a non-excited state to prohibit bet acceptance. Thereafter, the lottery process in step S211, the reel control process in step S212, the medal payout process in step S213, the RT state process in step S214, and the bonus state process in step S215 are executed in this order, and then the process returns to step S203.

[0096] Next, the lottery process in step S211 will be described with reference to the flowchart in FIG.

[0097] 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.

[0098] After obtaining the random number, in step S302, a lottery table is selected to determine whether the winning combination has been achieved. The slot machine 10 has six game states, broadly categorized as a normal game state, a first RT state, a second RT state, a third RT state, a BB state, and a CB state, and a lottery table is set for each game state.

[0099] That is, in step S302, the current gaming state of the slot machine 10 is determined based on the number of bets and the setting flag set in the state information storage area 106c, and a lottery table corresponding to the number of bets and the gaming state is selected. For example, if the number of bets is "3" and the setting flag is not set in the state information storage area 106c, the current gaming state is determined to be the normal gaming state, and a lottery table for the normal gaming state is selected. In addition, the slot machine 10 has six levels of winning probability, from "Setting 1" to "Setting 6," 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 the internal processing will be based on. 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.

[0100] Here, a supplementary explanation will be given regarding the process for setting the winning probability.

[0101] 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 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." 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, when the setting key detection sensor 73a is turned OFF, the setting value at that time is set as the current setting value, and the winning probability setting process is terminated. When the winning probability setting process is terminated, 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.

[0102] The lottery table will be briefly explained. Fig. 17 shows the lottery table for the normal game mode selected in the normal game mode of "Setting 3." The lottery table has index values ​​IV set therein, and each index value IV is uniquely associated with a winning combination and also has a point value PV set therein.

[0103] 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.

[0104] Thereafter, 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 determination value DV exceeds 65535. If it exceeds 65535, it is determined in step S306 whether the first BB, second BB, or CB has been won. Specifically, it is determined whether a positive determination was made in step S305 for an index value IV (IV = 32 to 52) that includes any of the first BB, second BB, or CB. If a positive determination is made in step S306, a process is performed in which the corresponding bonus win flag (first BB win flag, second BB win flag, CB win flag) is set in the win flag storage area 106a in step S307. If a negative determination is made in step S306, or after the process of step S307 has been performed, a process is performed in step S308 in which the win flag of each minor combination corresponding to the index value IV determined to be positive in step S305 is set in the win flag storage area 106a. For example, if the judgment value DV exceeds 65535 when IV=32, the 1st BB winning flag is set in step S307, and the 28th small win flag, the 33rd small win flag, and the 35th small win flag are set in step S308. Also, if the judgment value DV exceeds 65535 when IV=15, winning flags indicating that the 30th small win and the 41st small win have been won are set in the winning flag storage area 106a in step S308.

[0105] Incidentally, if the set winning flag is not a winning flag indicating 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 was 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.

[0106] In addition, in steps S306 to S308 when the 1st BB winning flag or the 2nd BB winning flag is carried over, if a winning combination other than the 1st BB, 2nd BB, or CB is won, the corresponding winning flag is set, and if a winning combination other than the 1st BB, 2nd BB, or CB is not won, the corresponding winning flag is not set.

[0107] That is, for example, in a state where the first BB winning flag is carried over, if the judgment value DV exceeds 65535 when the index value IV=32, the first BB winning flag is not set, and the 28th small role winning flag, the 33rd small role winning flag, and the 35th small role winning flag are set. Also, in a state where the first BB winning flag is carried over, if the judgment value DV exceeds 65535 when the index value IV=33, the second BB winning flag is not set, and the 28th small role winning flag, the 33rd small role winning flag, and the 35th small role winning flag are set.

[0108] 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 as not to win the first BB, second BB, or CB.

[0109] 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, in step S309, the index value IV is incremented by 1, and in the following step S310, it is determined 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 is determined 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. When using the lottery table shown in Figure 17 to determine whether a winning combination is a winning combination, the probability of winning a normal replay (when IV = 1) is approximately 1 in 7.3, the probability of winning a strong cherry (when IV = 13) is approximately 1 in 300, and the probability of winning a weak cherry (when IV = 14) is approximately 1 in 183. The probability of winning a strong watermelon (when IV = 15) is approximately 1 in 300, the probability of winning a weak watermelon (when IV = 16) is approximately 1 in 218, the probability of winning Chance A (when IV = 17) is approximately 1 in 252, and the probability of winning Chance B (when IV = 18) is approximately 1 in 252. The probability of winning a middle bell (when IV = 19) is approximately 1 in 32,800, and the probability of winning a no-question bell (when IV = 20) is approximately 1 in 65,500. The probability of winning the forward push bell 1, forward push bell 2, pinch push bell 1, and pinch push bell 2 (probability of winning when IV = 21 to 24) is approximately 1 in 43.7, and the probability of winning the middle push bell 1, middle push bell 2, right push bell 1, and right push bell 2 (probability of winning when IV = 25 to 28) is approximately 1 in 21.8.The probability of winning a Strong Cherry Duplicate 1 (probability of winning when IV=32) is approximately 1 in 21,800, the probability of winning a Strong Cherry Duplicate 2 (probability of winning when IV=33) is approximately 1 in 21,800, the probability of winning a Weak Cherry Duplicate 1 (probability of winning when IV=34) is approximately 1 in 32,800, and the probability of winning a Weak Cherry Duplicate 2 (probability of winning when IV=35) is approximately 1 in 32,800. The probability of winning a Strong Watermelon Duplicate 1 (probability of winning when IV=36) is approximately 1 in 32,800, and the probability of winning a Strong Watermelon Duplicate 2 (probability of winning when IV=37) is approximately 1 in 32,800. The probability of winning a Weak Watermelon Duplicate 1 (probability of winning when IV=38) is approximately 1 in 65,500, and the probability of winning a Weak Watermelon Duplicate 2 (probability of winning when IV=39) is approximately 1 in 65,500. The probability of winning Chance A Duplicate 1, Chance A Duplicate 2, Chance B Duplicate 1, and Chance B Duplicate 2 (probability of winning when IV = 40-43) is approximately 1 in 32,800. The probability of winning Middle Bell Duplicate 1 and Middle Bell Duplicate 2 (probability of winning when IV = 44, 45) is approximately 1 in 21,800. The probability of winning Special Reply A Duplicate 1 (probability of winning when IV = 46) is approximately 1 in 1,010, and the probability of winning Special Reply A Duplicate 2 (probability of winning when IV = 47) is approximately 1 in 1,310. The probability of winning Special Reply AB Duplicate 1 (probability of winning when IV = 48) is approximately 1 in 1,010, and the probability of winning Special Reply AB Duplicate 2 (probability of winning when IV = 49) is approximately 1 in 1,310. The probability of winning 1st BB and 2nd BB alone (probability of winning when IV = 50, 51) is approximately 1 in 32,800. The probability of winning CB (the probability of winning when IV=52) is approximately 1 in 19.9. Also, the probability of not winning any role is approximately 1 in 1.96.

[0110] In the lottery table for the normal gaming state, 0 is set for the point values ​​PV of IV=2 to 12, 29 to 31, and 53 to 56. Therefore, in the normal gaming state, these index values ​​IV do not result in a win.

[0111] After the winning flag is set in step S308, or if it is determined in step S310 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 S311, 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.

[0112] In the following step S312, 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 S311, a process of notifying the push order combination, etc. are performed. The lottery result response process will be described in detail later.

[0113] After executing the processing of step S312, a lottery result command is set in step S313. 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.

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

[0115] In the following step S315, when multiple pieces of stoppable symbol information are set in step S314, 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.

[0116] For example, if Strong Cherry Duplicate 1 is won and stop symbol information corresponding to the 28th, 33rd, and 35th small wins and the first BB win is set, the priority is set so that the 28th, 33rd, and 35th small wins take priority over the first BB win. Also, if Special Replay A Duplicate 1 is won and stop symbol information corresponding to the 9th replay and the first BB win is set, the priority is set so that the 9th replay win takes priority over the first BB win. And, for example, if a first BB win is carried over and a normal replay is won and stop symbol information corresponding to the 1st BB win and the first replay win is set, the priority is set so that the first replay win takes priority over the first BB win.

[0117] 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.

[0118] Furthermore, when multiple small wins or multiple replays overlap to form a winning combination, the symbol corresponding to which small win or replay will stop on the pay line will depend on the timing of the stop operation. For example, if a strong watermelon is won and the stop symbol information corresponding to the 30th and 41st small wins is set, as described above, the target symbol on the left reel 32L for the 30th and 41st small wins is the same, a "watermelon." Therefore, the timing of the stop operation on the left reel 32L does not determine which small win will be formed. On the other hand, the target symbols on the center reel 32M and right reel 32R for the 30th small win are both "red bell" symbols, and for the 41st small win, the center reel 32M is a "cherry" symbol and a "black BAR" symbol, and the right reel 32R is a "watermelon" symbol. For example, in a 3-bet game, if the center stop switch 43 is operated to stop the 32M center reel when the 4th "watermelon" symbol through the 7th "red bell" symbol reach the middle row, both the 7th "red bell" symbol, which is the target symbol for the 30th minor win, and the "black bar" symbol, which is the target symbol for the 41st minor win, can be stopped in the middle row on the active line. In this case, in this embodiment, the stop symbol information is set so that symbols with fewer slips are stopped first. As a result, in the above case, the stop drive control is performed so that the "red bell" symbol stops in the middle row, preventing the 41st minor win and allowing the 30th minor win.

[0119] On the other hand, if the middle stop switch 43 is operated to stop when the 8th "black bar" symbol to the 12th "red bell" symbol on the middle reel 32M reach the middle row, it becomes possible to stop the 8th "black bar" symbol and the 11th "cherry" symbol, which are the target symbols for the 41st minor combination, and the 12th "red bell" symbol, which is the target symbol for the 30th minor combination, in the middle row. In this case, the stop symbol information is set so that symbols with fewer slips are given priority, so the 8th "black bar" symbol or the 11th "cherry" symbol stops in the middle row, the 30th minor combination does not win, and the 41st minor combination becomes winnable.

[0120] The same is true for the right reel 32R, and depending on the timing at which the right stop switch 44 is stopped, the stop symbol information is set so that the symbol with the least number of slips between the "red bell" symbol, which is the target symbol for the 30th minor combination, and the "watermelon" symbol, which is the target symbol for the 41st minor combination, stops on the lower row, which is the active line. Note that, on the right reel 32R, if the right stop switch 44 is stopped at the timing at which the 6th "first replay" symbol and the 7th "black BAR" symbol reach the active position, neither the "watermelon" symbol nor the "red bell" symbol can be stopped, and in this case, neither of the minor combinations will be won, resulting in a so-called missed win.

[0121] After the process of step S315 is executed, the first section display process is executed in step S316, and then the lottery process is terminated. The first section display process is a process related to display control of the instruction monitor 68, and this process will be described in detail later.

[0122] Next, the reel control process in step S212 will be described with reference to the flowchart in FIG.

[0123] 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 S311, etc. The spin effect process will be described in detail later. In the following step S402, a spin start process is performed to start the rotation of each of the reels 32L, 32M, and 32R.

[0124] 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. Therefore, 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 reaches a constant speed, the CPU 102 notifies the player, etc. that it is now possible to issue a stop command by lighting up the lamps (not shown) of each stop switch 42 to 44.

[0125] 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.

[0126] 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.

[0127] 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=24 to 31, that is, when a win occurs on the order push bell 1, order push bell 2, pinch push bell 1, pinch push bell 2, center push bell 1, center push bell 2, right push bell 1, and right push bell 2 (hereinafter, these are also collectively referred to as "push order bells") (see FIG. 17), 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.

[0128] 19 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 left stop switch 42 is operated first, the stop information is set so that the second small win, the seventh small win, or the ninth small win is achieved, if the middle stop switch 43 is operated first, the stop information is set so that the first small win is achieved, and if the right stop switch 44 is operated first, the stop information is set so that the second small win, the seventh small win, or the ninth 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.

[0129] The symbol arrangement on each reel 32L, 32M, and 32R will be briefly described. In the slot machine 10, in a game mode other than the CB mode (3-bet game), the reels 32L, 32M, and 32R can slide up to four symbols from the timing of operating the stop switches 42 to 44 before stopping, and only the downward-sloping right line L4 is set as the active line. Therefore, when symbols of the same type are arranged on each reel 32L, 32M, and 32R with a spacing of four symbols or less, the winning symbol can be stopped on the active line regardless of the timing of operating 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 the active line.

[0130] An example will be described in which the center push bell 1 is won and the left stop switch 42, the center stop switch 43, and the right stop switch 44 are operated in this order. In such a case, the reels 32L, 32M, and 32R are stopped to achieve the second small win, the seventh small win, or the ninth small win.

[0131] The second small win symbols on the left reel 32L are the "red bell" symbol and the "white bell" symbol. The "red bell" and "white bell" symbols also function as the seventh and ninth small win symbols. The second small win symbols (the seventh and ninth small win symbols) on the left reel 32L are arranged so that the interval between each other is four symbols or less. Therefore, when the left stop switch 42 is operated first, the "red bell" symbol or the "white bell" symbol stops on the top row regardless of the timing of the operation. For example, if the left stop switch 42 is operated when the number 4 "cherry" symbol on the left reel 32L has reached the middle row, the number 7 "red bell" symbol stops on the top row, as shown in Figure 20(a). As a result, there is room for the second, seventh, or ninth small win to be achieved on the downward-sloping right line L4.

[0132] The second small win symbol on the middle reel 32M is a "white bar" symbol. On the middle reel 32M, the "white bar" symbol is located only at position 18. Also, the seventh small win symbol on the middle reel 32M is a "red 7" symbol. On the middle reel 32M, the "red 7" symbol is located only at position 14. And the ninth small win symbol on the middle reel 32M is a "cherry" symbol. On the middle reel 32M, the "cherry" symbol is located only at position 11. Therefore, depending on the operation timing of the middle stop switch 43, the second small win symbol, the seventh small win symbol, or the ninth small win symbol may stop on an active line, or none of the second small win symbol, the seventh small win symbol, or the ninth small win symbol may stop on an active line.

[0133] Specifically, if the middle stop switch 43 is operated when any of the "First Replay" symbols (numbered 13 through 17) reach the bottom row, the "White BAR" symbol, which is the second small win symbol, will stop in the middle row. As a result, there will be room for the second small win symbol to be established on the downward-sloping right line L4. If the middle stop switch 43 is operated when any of the "Second Replay" symbols (numbered 9 through 13) reach the bottom row, the "Red 7" symbol, which is the seventh small win symbol, will stop in the middle row, as shown in FIG. 20(b). As a result, there will be room for the seventh small win symbol to be established on the downward-sloping right line L4. If the middle stop switch 43 is operated when any of the "White Bell" symbols (numbered 6 through 10) reach the bottom row, the "Cherry" symbol, which is the ninth small win symbol, will stop in the middle row. If the middle stop switch 43 is operated at any other time, the second, seventh and ninth small win symbols cannot be stopped in the middle row even if the middle reel 32M is stopped after sliding four symbols. If the middle stop switch 43 is operated at such a time, the No. 2 "LUCKY" symbol or the No. 6 "white bell" symbol will stop in the middle row.

[0134] When the 7th small winning symbol of the center reel 32M stops in the middle row, the stop information second setting process changes the stop information so that the 7th small winning symbol can be achieved.

[0135] The seventh small win symbol on the right reel 32R is a "white bell" symbol. The "white bell" symbol is located only at the number 10 position on the right reel 32R. Therefore, depending on the timing of operation of the right stop switch 44, the seventh small win symbol may or may not stop on the active line. Specifically, if the right stop switch 44 is operated when any of the "first replay" symbols (number 6) through the "white bell" symbol (number 10) has reached the bottom row, the "white bell" symbol, which is the seventh small win symbol, stops on the bottom row, as shown in Figure 20(c). As a result, the seventh small win symbol is established on the downward-sloping right line L4. If the right stop switch 44 is operated at any other time, the "watermelon" symbol or the "first replay" symbol stops on the bottom row. For example, if the right stop switch 44 is operated at the timing when the No. 3 "Second Replay" symbol has reached the bottom row, the No. 4 "Watermelon" symbol will stop at the bottom row as shown in Figure 20(d). The combination of the "Red Bell" symbol, the "Red 7" symbol, and the "Watermelon" symbol from the left is a transition result as shown in Figure 11.

[0136] When the 9th small winning symbol of the center reel 32M stops in the middle row, the stop information second setting process changes the stop information so that the 9th small winning symbol can be achieved.

[0137] The 9th minor winning symbol on the right reel 32R is a "Youth" symbol. The "Youth" symbol is located at position 15 on the right reel 32R. Therefore, depending on the timing of operation of the right stop switch 44, the 9th minor winning symbol may or may not stop on the active line. Specifically, if the right stop switch 44 is operated when any of the "First Replay" symbols (number 11) through the "Youth" symbols (number 15) have reached the bottom row, the "Youth" symbol, which is the 9th minor winning symbol, stops at the bottom row. As a result, the 9th minor winning symbol is established on the downward-sloping right line L4. If the right stop switch 44 is operated at any other time, the "Watermelon" symbol or the "First Replay" symbol stops at the bottom row. The combination of the "White Bell" symbol ("Red Bell" symbol), the "Cherry" symbol, and the "Watermelon" symbol ("First Replay" symbol) from left to right results in a transitional win, as shown in FIG. 11.

[0138] When the second small winning symbol of the center reel 32M stops in the middle row, the stop information second setting process changes the stop information so that the second small winning symbol can be achieved.

[0139] The second small win symbol on the right reel 32R is a "white bar" symbol. The "white bar" symbol is located at the 18th position on the right reel 32R. Therefore, depending on the timing of operation of the right stop switch 44, the second small win symbol may or may not stop on the active line. Specifically, if the right stop switch 44 is operated when any of the 14th "watermelon" symbol to the 18th "white bar" symbol has reached the bottom row, the "white bar" symbol, which is the second small win symbol, stops on the bottom row. As a result, the second small win symbol is established on the downward-sloping right line L4. If the right stop switch 44 is operated at any other time, the "watermelon" symbol or the "first replay" symbol stops on the bottom row. The combination of the "white bell" symbol ("red bell" symbol), the "white BAR" symbol, and the "watermelon" symbol ("first replay" symbol) from the left is a transition result as shown in FIG.

[0140] If the second, seventh and ninth small win symbols on the middle reel 32M do not stop in the middle row, i.e., if the "LUCKY" symbol or the "white bell" symbol on the middle reel 32M stops in the middle row, the second stop information setting process changes the stop information so that the "watermelon" symbol or the "first replay" symbol stops in the bottom row.

[0141] On the right reel 32R, the "watermelon" symbols and the "first replay" symbols are arranged so that the interval between each other is four symbols or less. Therefore, when the right stop switch 44 is operated, the "watermelon" symbol or the "first replay" symbol stops on the bottom row regardless of the timing of the operation. The combination of the "white bell" symbol ("red bell" symbol), the "lucky" symbol ("white bell" symbol), and the "watermelon" symbol ("first replay" symbol) from the left is a transition result as shown in FIG. 11.

[0142] In this way, if the middle push bell 1 is won and the left stop switch 42 → middle stop switch 43 → right stop switch 44 are operated in that order, the second small win will be made, the seventh small win will be made, the ninth small win will be made, or the transition result will stop.

[0143] Next, we will explain an example in which the center push bell 1 is won and the center stop switch 43 → left stop switch 42 → right stop switch 44 are operated in this order. In this case, the reels 32L, 32M, and 32R are stopped to achieve the first small win.

[0144] On the center reel 32M, the "red bell" symbols, which are the first minor winning symbols, are arranged so that the interval between each "red bell" symbol is four symbols or less. Therefore, when the center stop switch 43 is operated first, the "red bell" symbols will stop in the middle row regardless of the operation timing.

[0145] On the left reel 32L, the first minor winning symbols, "red bell" and "white bell," are arranged so that the interval between each first minor winning symbol is four symbols or less. Therefore, when the left stop switch 42 is operated second, the "red bell" or "white bell" symbol will stop on the top row regardless of the timing of the operation.

[0146] On the right reel 32R, the first minor winning symbols, "red bell" and "white bell," are arranged so that the interval between each first minor winning symbol is four symbols or less. Therefore, when the right stop switch 44 is operated third, the "red bell" or "white bell" symbol will stop on the bottom row regardless of the timing of the operation.

[0147] As described above, if the middle push bell 1 is won and the middle stop switch 43 → left stop switch 42 → right stop switch 44 are operated in that order, the first small prize will be won regardless of the timing of the operation.

[0148] When the push order bell is won, if the stop switches 42 to 44 are operated in one or two predetermined operation sequences, the first small win will be achieved regardless of the operation timing, and when the stop switches 42 to 44 are operated in a different operation sequence, the small win will be achieved or the transition result will stop on the active line depending on the operation timing. Incidentally, when the middle bell is won, the 38th small win will be achieved regardless of the operation sequence and operation timing, and when the no-question bell is won, the first small win will be achieved regardless of the operation sequence and operation timing.

[0149] 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.

[0150] After the payout determination process, a winning result process is performed in step S414. 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.

[0151] After the winning result processing is performed, a second interval display processing is executed in step S415. 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 S416, 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.

[0152] Next, the medal payout process in step S213 will be outlined.

[0153] 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 first to eighth replay winning combinations has been achieved, based on the winning combinations 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 game state to a replay state, 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 game state is a replay state, an automatic insertion process is performed.

[0154] 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.

[0155] Next, the RT state processing in step S214 will be described with reference to the flowchart of FIG.

[0156] In step S501, it is determined whether the transition result has stopped on an active line. If the transition result has stopped, the process proceeds to step S502, where it is determined whether the current gaming state is a normal gaming state. If the current gaming state is a normal gaming state, a first RT setting flag is set in the state information storage area 106c of the RAM 106 in step S503. Thereafter, this process ends. If it is determined in step S501 that the transition result has not stopped on an active line, the process proceeds to step S504, where it is determined whether a second replay win has been achieved based on the winning combination set in the previous payout determination process. If a second replay win has been achieved, the RT setting flag set in the state information storage area 106c is cleared in step S505, and the first RT setting flag is set in step S503. Thereafter, this process ends. In addition, if the transition result stops on an active line under a gaming state other than the normal gaming state, the RT setting flag set in the state information storage area 106c is cleared in step S505, and the first RT setting flag is set in step S503, and this process is terminated.

[0157] If the first RT setting flag is set in step S503, the game state transitions to the first RT state. Then, in step S302 of the lottery process, it is determined that the current game state is the first RT state based on the fact that the first RT setting flag is set in the state information storage area 106c, and a lottery table for the first RT state is selected.

[0158] Figure 22 is a lottery table for the first RT state selected in the first RT state of "setting 3." When compared with the lottery table for the normal gaming state (see Figure 17), the lottery table for the first RT state has different point values ​​PV for IV = 1 to 5, and the same point values ​​PV are set for the other index values ​​IV. Therefore, when determining whether a winning combination is achieved using this lottery table, the probability of winning when IV = 6 to 56 is equal to the respective winning probabilities in the normal gaming state, and the probability of winning when IV = 1 is approximately 1 in 67.0, and the probability of winning when IV = 2 to 5 is approximately 1 in 32.8. The probability of losing, i.e., not winning any combination, is approximately 1 in 1.94.

[0159] As shown in FIG. 22, if a win occurs when IV=1, it results in a normal replay win; if a win occurs when IV=2, it results in a first promotion replay 1 win; if a win occurs when IV=3, it results in a first promotion replay 2 win; if a win occurs when IV=4, it results in a first promotion replay 3 win; and if a win occurs when IV=5, it results in a first promotion replay 4 win. The probability of winning when IV=1 to 5 is approximately 1 in 7.30. The probability of winning a normal replay under normal gaming mode is also approximately 1 in 7.30. In other words, when the gaming mode transitions to the first RT mode, the winning probability for each of the small combination, replay, and bonus combinations is the same as in the normal gaming mode, but the winning pattern for awarding the replay bonus changes to one different from that under normal gaming mode. More specifically, in the normal game state, only the first replay win, which does not result in a transition to the game state, is achieved, and in the first RT state, in addition to the first replay win, a third replay win, which results in a transition to the second RT state, is achieved.

[0160] In the second stop information setting process (step S409), in addition to when the above-mentioned push order bell is won, when the first promotion replay 1 to first promotion replay 4 are won, stop information is set to change the winning pattern that is achieved depending on the operation order of the stop switches 42 to 44 that generated the stop command.

[0161] FIG. 23(a) is an explanatory diagram showing the correspondence between winning combinations, the operation sequence of the stop switches 42 to 44, and the winning patterns that are achieved. When the first promotion replay 1 to first promotion replay 4 are won, unlike when the push order bell is won, the first replay win or the third replay win is always achieved regardless of the operation timing of the stop switches 42 to 44. For the first promotion replay 1 to first promotion replay 4, one of six operation sequences is associated with the third replay, and the other operation sequences are associated with the first replay.

[0162] In the first promotion replays 2 to 4, in addition to the first replay and the third replay, the sixth replay, the seventh replay, and the eighth replay are also allocated as winning combinations. However, these sixth replay to eighth replay are not associated with any of the six operation sequences described above. Therefore, even if the sixth replay to eighth replay are winning combinations in the first promotion replays 2 to 4, they will not win regardless of the operation sequence of the stop switches 42 to 44.

[0163] More specifically, for the first promotion replays 1 to 4, the first promotion replay 1 is assigned the first replay and the third replay, the first promotion replay 2 is assigned the sixth replay in addition to the first replay and the third replay, the first promotion replay 3 is assigned the seventh replay in addition to the first replay and the third replay, and the first promotion replay 4 is assigned the eighth replay in addition to the first replay and the third replay, but for any of the first promotion replays 1 to 4, the winning replay is either the first replay or the third replay. This is to make it difficult to understand the operation sequence that results in the third replay winning. That is, for example, if there is one type of first promotion replay, the operation sequence corresponding to the third replay winning will also be one type, and when the first promotion replay is won, it may be possible to intentionally establish the third replay winning. Note that this relationship is not limited to the relationship between the first promotion replays 1 to 4, but the same can be said for other overlapping roles.

[0164] Returning to the explanation of the RT state processing, if it is determined in step S504 that the second re-game winning has not been achieved, the process proceeds to step S506, where it is determined whether or not the third re-game winning has been achieved, based on the winning combination set in the previous payout determination process. If the third re-game winning has been achieved, the RT setting flag set in the state information storage area 106c is cleared in step S507, and the second RT setting flag is set in step S508, and this process ends.

[0165] If the second RT setting flag is set in step S508, the game state transitions to the second RT state. Then, in step S302 of the lottery process, it is determined that the current game state is the second RT state based on the fact that the second RT setting flag is set in the state information storage area 106c, and a lottery table for the second RT state is selected.

[0166] FIG. 24 shows a lottery table for the second RT state selected in the second RT state of "Setting 3." Compared to the lottery table for the first RT state (see FIG. 22), the lottery table for the second RT state has different point values ​​PV for IV = 1 to 10, while the same point values ​​PV are set for the other index values ​​IV. Therefore, when determining whether a winning combination is achieved using this lottery table, the probability of winning when IV = 11 to 56 is equal to the respective winning probabilities in the first RT state. The probability of winning when IV = 1 is approximately 1 in 13.2, the probability of not winning when IV = 2 to 5 is approximately 1 in 10.5, and the probability of winning when IV = 6 to 8 is approximately 1 in 7.00. The probability of losing when neither combination is achieved is approximately 1 in 150. In other words, when transitioning to the second RT state, the probability of losing is lower than in the normal game state and the first RT state, which is advantageous for the player. In addition, in the second RT state, in addition to the first re-play winning event that does not result in a transition to the game state, the second re-play winning event that results in a transition to the first RT state, and the fourth and fifth re-play winning events that result in a transition to the third RT state are achieved.

[0167] In the second stop information setting process (step S409), in addition to when the above-mentioned first promotion replay 1 to first promotion replay 4 are won, stop information is set so as to change the winning pattern that is achieved depending on the operation order of the stop switches 42 to 44 that generated the stop command, even when the fall replay 1 to fall replay 3, second promotion replay 1, or second promotion replay 2 is won.

[0168] FIG. 23(b) 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. When Fall Replay 1 to Fall Replay 3 are won, the first replay win or the second replay win is always achieved, regardless of the operation timing of the stop switches 42 to 44. When Second Promotion Replay 1 is won, either the first replay win, the fourth replay win, or the fifth replay win is always achieved, regardless of the operation timing of the stop switches 42 to 44. When Second Promotion Replay 2 is won, either the first replay win or the fourth replay win is always achieved, regardless of the operation timing of the stop switches 42 to 44.

[0169] The numbers assigned to the fourth replay in the diagram correspond to the symbol combinations that result in the fourth replay winning. "1" corresponds to the symbol combination that results in a scatter, and "2" corresponds to the symbol combination that results in a red 7, red 7, and black bar stopping in the middle row (see Figure 11). For example, if the left stop switch 42 is operated first when the second promotion replay 1 is won, the symbol combination that results in a scatter will stop, resulting in the fourth replay winning, or the symbol combination that results in a red 7, red 7, and black bar stopping in the middle row will stop, resulting in the fourth replay winning.

[0170] Returning to the explanation of the RT state processing, if it is determined in step S506 that the third re-play winning has not been achieved, the process proceeds to step S509, where it is determined whether the fourth re-play winning or the fifth re-play winning has been achieved, based on the winning combination set in the previous payout determination process. If the fourth re-play winning or the fifth re-play winning has not been achieved, the process ends. If the fourth re-play winning or the fifth re-play winning has been achieved, the RT setting flag set in the state information storage area 106c is cleared in step S510, and the third RT setting flag is set in step S511, and the process ends.

[0171] If the third RT setting flag is set in step S511, the game state transitions to the third RT state. Then, in step S302 of the lottery process, it is determined that the current game state is the third RT state based on the fact that the third RT setting flag is set in the state information storage area 106c, and a lottery table for the third RT state is selected.

[0172] Figure 25 shows a lottery table for the third RT state selected in the third RT state of "Setting 3." Compared to the lottery table for the second RT state (see Figure 24), the lottery table for the third RT state has different point values ​​PV for IV = 9 to 12, while the same point values ​​PV are set for the other index values ​​IV. Therefore, when determining whether a winning combination is achieved using this lottery table, the probability of winning when IV = 1 to 8 and 13 to 56 is equal to the respective winning probabilities in the second RT state, while winning when IV = 9 and 10 is not achieved, and the winning probabilities when IV = 11 and 12 are approximately 1 in 7.00. The probability of losing, i.e., not winning any combination, is approximately 1 in 150. In other words, when the gaming state transitions to the third RT state, the winning probability for each combination of small combination, replay, and bonus is the same as in the second RT state, but the winning mode for awarding the replay privilege changes to one different from that in the second RT state. More specifically, in the third RT state, in addition to the first replay winning event which does not result in a transition to the game state and the second replay winning event which results in a transition to the first RT state, the sixth replay winning event, the seventh replay winning event, and the eighth replay winning event which does not result in a transition to the game state, and the third replay winning event which results in a transition to the second RT state are also achieved.

[0173] In the second stop information setting process (step S409), even if BAR Replay 1 or BAR Replay 2 is won, stop information is set to change the winning pattern that is achieved depending on the operation order of the stop switches 42 to 44 that generated the stop command.

[0174] 23(c) is an explanatory diagram showing the correspondence relationship between winning combinations, the operation order of the stop switches 42 to 44, and the winning patterns that are achieved. When BAR Replay 1 is won, any one of the first replay winning, sixth replay winning, seventh replay winning, and third replay winning is always achieved, regardless of the operation timing of the stop switches 42 to 44. When BAR Replay 2 is won, any one of the first replay winning, sixth replay winning, eighth replay winning, and third replay winning is always achieved, regardless of the operation timing of the stop switches 42 to 44.

[0175] Next, the bonus state processing in step S215 will be described with reference to the flowchart of FIG.

[0176] First, in step S601, it is determined whether the current gaming state is a bonus state, that is, whether the current gaming state is a BB state or a CB state. If it is not a bonus state, the bonus determination process shown in steps S602 to S613 is performed.

[0177] In the bonus determination process, in step S602, it is determined whether any of the first BB win flag, second BB win flag, and CB win flag is set. If any of the win flags is set, the process proceeds to step S603, where it is determined whether a CB win has been achieved based on the winning combination set in the previous payout determination process. If a CB win has been achieved, in step S604, a CB setting flag is set in the state information storage area 106c. In step S605, a remaining payout number counter, which is provided in the state information storage area 106c and is used to count the number of medals remaining that can be paid out during the bonus state, is set to 15. By performing the processes of steps S604 to S605, the gaming state transitions to the CB state.

[0178] Here, a brief explanation will be given of CB and the CB state.

[0179] A CB win occurs when the "red bell" or "white bell" symbol on the left reel 32L, the "red bell" symbol on the middle reel 32M, and the "watermelon", "first replay" or "black bar" symbol on the right reel 32R stop on an active line. The CB symbols are arranged on each reel 32L, 32M, and 32R so that the interval between each CB symbol is four symbols or less. Therefore, if a CB win occurs, the CB win occurs regardless of the operation order and timing of the stop switches 42 to 44.

[0180] When the CB setting flag is set in the state information storage area 106c, the main control device 101 determines that the gaming state is the CB state. Then, in step S205 of the normal processing, it determines whether the number of medals bet has reached "2" instead of "3", and in the activated line setting processing (step S209), it sets the lower line L3 and the right-downward line L4 as activated lines.

[0181] In step S302 of the lottery process, a lottery table for the CB state is selected. Although the illustration of the lottery table for the CB state is omitted, in the lottery table for the CB state, "0" is set as the point value PV for IV = 1 to 52, and "16384" is set as the point value for IV = 53 to 56 (see FIG. 17 etc. for the correspondence between IV and winning roles). Therefore, in the CB state, the probability of winning CB small / medium role 1 (the probability of winning when IV = 53) is approximately 1 in 4.00, the probability of winning CB small / medium role 2 (the probability of winning when IV = 54) is approximately 1 in 4.00, the probability of winning CB small / medium role 3 (the probability of winning when IV = 55) is approximately 1 in 4.00, and the probability of winning CB small / medium role 4 (the probability of winning when IV = 56) is approximately 1 in 4.00. No losing events occur.

[0182] FIG. 27(a) is an explanatory diagram showing the correspondence between winning combinations, the operation order of the stop switches 42-44, and the winning patterns that are achieved. Although detailed explanations are omitted, regardless of the order and timing of operation of the stop switches 42-44, regardless of which of the CB small / medium combinations 1 to 4 is won, some small combination will always be achieved. Since the CB state is a two-bet game, when the first small combination, the 27th small combination, the 31st small combination, the 36th small combination, and the 38th small combination are achieved, 15 medals are paid out. When the second small combination, the 26th small combination, the 28th small combination, the 30th small combination, and the 32nd small combination, the 35th small combination, and the 36th small combination are achieved, 14 medals are paid out. In other words, when the game transitions to the CB state, 14 or 15 medals are always paid out.

[0183] In addition, instead of or in addition to CB as a winning role and the CB state as a game state, a single bonus (SB) that allows one game (JAC game) to be played as a winning role, and an SB state to which transition is made based on winning the single bonus (winning), may be provided.

[0184] Returning to the explanation of the bonus state processing, if it is determined in step S603 that the CB win has not been achieved, it means that a bonus win flag other than the CB has been set. In such a case, the RT setting flag set in the state information storage area 106c is cleared in step S608, and it is determined in step S609 whether the first BB win or the second BB win has been achieved.

[0185] If any of the BB wins is achieved, the BB win flag set in the win flag storage area 106a of the RAM 106 is cleared in step S610, and a BB setting flag is set in the state information storage area 106c in step S611. After that, in step S612, the remaining payout number counter is set to 216, and processing is performed to display 216 in the remaining payout number display unit 61. The value set in step S612 is a value corresponding to the upper limit payout number in the BB state, and the BB state is ended on the condition that medals equal to or greater than this value have been paid out in the BB state.

[0186] By performing the processing of steps S610 to S612, the gaming state transitions to the BB state. Then, in step S302 of the lottery processing, it is determined that the current gaming state is the BB state based on the fact that the BB setting flag is set in the state information storage area 106c, and a corresponding lottery table for the BB state is selected.

[0187] 28 is a lottery table for the BB state, which is selected in the BB state to which a transition occurs in the first BB or second BB. In the lottery table for the BB state, the point value PV for IV = 1 to 28, 32 to 56 is set to "0," and the point value for IV = 29 to 31 is set to "21845." Therefore, in the BB state, the probability of winning the first role in the BB (the probability of winning when IV = 29) is approximately 1 in 1.11, the probability of winning the second role in the BB (the probability of winning when IV = 30) is approximately 1 in 20.0, and the probability of winning the third role in the BB (the probability of winning when IV = 31) is approximately 1 in 20.0. The probability of not winning any role is approximately 1 in 65,500.

[0188] The winning probabilities of these 1st in BB, 2nd in BB, and 3rd in BB are common to both 1st BB and 2nd BB. Also, the winning probabilities of the 1st in BB, 2nd in BB, and 3rd in BB are common to both 1st BB and 2nd BB regardless of the trigger for transitioning to the BB state in 1st BB or 2nd BB. For example, the winning probability of the 3rd in BB in 1st BB based on a special reply A overlap win is the same as the winning probability of the 3rd in BB in 1st BB based on a special reply AB overlap win. In other words, in both BB states, the lottery process is performed by referencing a common BB state lottery table.

[0189] FIG. 27(b) is an explanatory diagram showing the correspondence between winning combinations, the operation order of the stop switches 42 to 44, and the winning modes that are achieved. As described above, the first small combination is a winning mode that can be achieved regardless of the operation timing of the stop switches 42 to 44. Therefore, when the first combination in BB is won, regardless of the operation order and operation timing of the stop switches 42 to 44, one of the first small combination, the 39th small combination, or the 40th small combination is always achieved. In addition, the 9th replay winning is also a winning mode that can be achieved regardless of the operation timing of the stop switches 42 to 44. Therefore, when the second combination in BB is won, regardless of the operation order and operation timing of the stop switches 42 to 44, the 9th replay winning is always achieved.

[0190] The third combination in the BB that allows for the 9th and 10th replay wins differs depending on the operation timing of the stop switches 42-44, and if both are winable when the stop switches 42-44 are stopped, the stop drive control is performed so that the replay with the fewer slips wins. More specifically, the symbol combinations that result in the 9th and 10th replay wins are the same for the center reel 32M and the right reel 32R, that is, the "1st replay" symbol and the "2nd replay" symbol, but different for the left reel 32L. That is, on the left reel 32L, the target symbols for the 9th replay are the "red bell" symbol and the "white bell" symbol, while the target symbols for the 10th replay are the "young man" symbol and the "watermelon" symbol.

[0191] For example, in a three-bet game, if the left stop switch 42 is operated to stop when the fourth "cherry" symbol to the seventh "red bell" symbol on the left reel 32L reaches the top row, both the seventh "red bell" symbol, which is the target symbol for the ninth replay, and the eighth "watermelon" symbol, which is the target symbol for the tenth replay, can stop on the top row, which is on the pay line. However, in this case, the stop drive control is performed to stop the seventh "red bell" symbol, which has the least number of slips, on the top row. As a result, the ninth replay win is achieved, rather than the tenth replay win. Similarly, if the left stop switch 42 is operated to stop when the ninth "red 7" symbol to the twelfth "white bell" symbol on the left reel 32L reaches the top row, the drive control is performed to stop the twelfth "white bell" symbol on the top row, rather than the thirteenth "young man" symbol. For example, the ninth replay win is set to be more likely to be achieved than the tenth replay win. In other words, to win the 10th replay, the left stop switch 42 must be stopped when the 0th "Youth" symbol, the 8th "Watermelon" symbol, and the 13th "Youth" symbol reach the top row of the left reel 32L; if it is stopped at any other time, the 9th replay will be won.

[0192] Since the BB state is a three-bet game, nine medals are paid out when the first small win, the 39th small win, or the 40th small win is achieved during the BB state. Furthermore, when the second small win is achieved during the BB state, the 9th replay win is achieved, and even when the third small win is achieved during the BB state, the 9th replay win is often achieved. In other words, when the BB state is achieved, either a bell win (such as the first small win) or a replay win (the 9th replay) is frequently achieved. When a replay win is achieved, no medals are paid out, but a replay is awarded, allowing the next game to be played without medals. Since the probability of a miss during the BB state is approximately 1 in 65,500, the BB state can be said to be a game state in which nine medals are paid out with an extremely high probability.

[0193] If the determination in step S609 is negative and any BB winning has been achieved, a carry-over command is set in step S613. The carry-over command is a command sent to the display control device 81 to inform the display control device 81 that the bonus winning has not been achieved in the bonus winning game and that a so-called carry-over state has occurred, and this carry-over command is output to the display control device 81 in the command output process (step S110) of the timer interrupt process.

[0194] Here, in this embodiment, in a game played in the carryover state, winning of other bonuses is restricted. More specifically, in the lottery table for the normal gaming state (FIG. 17), if a combination of IV=32 to 49 with the bonus (first BB, second BB, CB) is won, the winning flags corresponding to these bonuses are not set. Therefore, for example, if a combination of IV=32 to 49 with each small combination or replay is won, the winning flags for these small combinations and replay are set, but the winning flags corresponding to the bonuses are not set, and only the winning of the small combination is valid. In other words, the carryover state can be said to be a state in which the bonus lottery is restricted.

[0195] If the gaming state has shifted to the CB state or the BB state, an affirmative determination is made in step S601, and an end determination process is performed in step S614. In the end determination process, it is determined whether the value of the remaining payout counter has reached 0, and if it has reached 0, a process is performed to clear the CB setting flag or the BB setting flag. Furthermore, in the end determination process, if the BB setting flag is cleared, an end flag is set to indicate that the BB state has ended in this game. The end determination process will be described in detail later.

[0196] As shown in steps S602 to S614, when a CB win occurs and a CB win is established, the CB setting flag is set without clearing the RT setting flag. Therefore, when the CB setting flag is cleared, i.e., when the CB state ends, the game returns to the gaming state when the CB win was established. For example, when a CB win is established during the normal gaming state, the game returns to the normal gaming state after the CB state ends. When a CB win is established during the third RT state, the game returns to the third RT state after the CB state ends. On the other hand, when the first BB or second BB win occurs, the RT setting flag is cleared in step S608 regardless of whether the corresponding BB win is established. Therefore, when the BB setting flag is cleared, i.e., when the BB state ends, the game returns to the normal gaming state even if a first BB win is established during the second RT state. Incidentally, when the game transitions to the CB state, the player can expect to gain 13 (= 15 - 2) or 25 (= 14 - 2 + 15 - 2) medals by the time the CB state ends. When the game shifts to the BB state, the player can expect to receive an increase of approximately 144 (=9×24−3×24) medals until the BB state ends.

[0197] Incidentally, if you win the 2nd or 3rd role in BB in BB state and a replay is awarded, the remaining payout counter will not be decremented. In other words, the number of times you win the 2nd or 3rd role in BB in BB state does not affect the number of medal increases you can expect in BB state.

[0198] If none of the first BB winning flag, second BB winning flag, and CB winning flag is set (if step S602 is NO), if none of the first BB winning, second BB winning, and CB winning is achieved and a carryover command is set (if the processing of step S613 is executed), if a predetermined value is set in the remaining payout counter in steps S605 and S612, or if an end determination process is performed in step S614, the process proceeds to step S606 and a status command is set. Here, the status command is a command sent to the display control device 81 to allow the player to grasp the game status at the end of the game (i.e., the game status of the next game). In step S606, a status command corresponding to the setting flag set in the status information storage area 106c is set. After setting the status command, in step S607, an external signal setting process is performed to set an external signal to be output from the external centralized terminal board 121 to the outside of the slot machine 10. Then, this process ends.

[0199] <Overview of game state transitions and display modes> Here, the transition of the gaming state will be explained using Figure 29. Note that the CB state is not shown in the figure.

[0200] When the game state is the BB state, if the number of medals paid out in the BB state reaches 216, the BB state ends and the game state transitions to the normal game state.

[0201] When the gaming state is the normal gaming state, the gaming state transitions to the first RT state when the transition result stops on an active line, and the gaming state transitions to the BB state when a BB win is achieved. The transition result stops on an active line when a miss occurs in a game in which the push order bell is won. In the lottery process using the lottery table for the normal gaming state, the first promotion replays 1 to 4, which trigger a transition to the second RT state, and the second promotion replays 1 and 2, which trigger a transition to the third RT state, are not won, so the normal gaming state does not transition to the second RT state or the third RT state (see Figure 17).

[0202] When the gaming state is the first RT state, the gaming state transitions to the second RT state by the establishment of the third replay winning. The third replay winning is established when one of the first promotion replays 1 to 4 is won and the stop switches 42 to 44 are operated in a predetermined operating sequence (see FIG. 23(a)). In the lottery process using the lottery table for the first RT state, the second promotion replays 1 and 2, which are the trigger for transition to the third RT state, are not won, so the first RT state does not transition to the third RT state.

[0203] In addition, if the corresponding BB winning is not achieved in the game in which each BB winning flag is set, that is, if the BB winning flag is carried over, the game state will shift to the normal game state, and if the corresponding BB winning is achieved in the game in which each 1 BB winning flag is set, the game state will shift to the BB state. There is no shift from the 1st RT state to the 3rd RT state.

[0204] When the gaming state is in the second RT state, the gaming state transitions to the third RT state when the fourth replay win or the fifth replay win is achieved. Furthermore, when the second replay win is achieved or when the transition result stops on an active line, the gaming state transitions to the first RT state. The fourth replay win and the fifth replay win are achieved when the second promotion replay 1 or the second promotion replay 2 is won and the stop switches 42 to 44 are operated in a predetermined order (see Figure 23(b)). The second replay win is achieved when one of the fall replays 1 to 3 is won and the stop switches 42 to 44 are operated in a predetermined order (see Figure 23(b)). The transition result stops on an active line when a miss occurs in the game that wins the push order bell. In addition, if the corresponding BB winning is not achieved in the game in which each BB winning flag is set, that is, if the BB winning flag is carried over, the game state shifts to the normal game state, and if the corresponding BB winning is achieved in the game in which each BB winning flag is set, the game state shifts to the BB state.

[0205] When the gaming state is in the third RT state, the gaming state transitions to the second RT state when the third replay win is achieved. Also, when the second replay win is achieved or when the transition result stops on an active line, the gaming state transitions to the first RT state. The third replay win is achieved when BAR Replay 1 or BAR Replay 2 is won and the stop switches 42 to 44 are operated in a predetermined order of operation (see Figure 23(c)). The second replay win is achieved when any of Fall Replay 1 to Fall Replay 3 is won and the stop switches 42 to 44 are operated in a predetermined order of operation (see Figure 23(b)). The transition result stops on an active line when a miss occurs in the game that wins the push order bell. In addition, if the corresponding BB win is not achieved in the game in which each win flag is set, that is, if the BB win flag is carried over, the game state shifts to the normal game state, and if the corresponding BB win is achieved in the game in which each BB win flag is set, the game state shifts to the BB state.

[0206] In this slot machine 10, the main control unit 101 manages six types of game states: normal game state, first RT state, second RT state, third RT state, BB state, and CB state, and also manages five types of display modes, broadly classified as normal mode, challenge mode, attack mode (including added-on specialized zone), VB mode (including added-on specialized zone), and BB mode.

[0207] FIG. 30 is a diagram showing transitions between display modes.

[0208] The BB mode is a display mode that is entered when the first or second BB win is achieved and ends when the BB state ends. In other words, the BB mode is a display mode that corresponds to the BB state. Therefore, when the mode is entered, the player can expect an increase of approximately 144 medals.

[0209] When transitioning from normal mode or challenge mode to BB mode, a lottery to transition to challenge mode and a lottery to transition to attack mode may be held in that BB mode. If the lottery to transition to attack mode is won, the game will transition to attack mode after the BB mode ends, and if the lottery to transition to challenge mode is won, the game will transition to challenge mode after the BB mode ends. If neither of the transition lotteries is won, the game will transition to normal mode after the BB mode ends. If transitioning from attack mode to BB mode, the game will return to attack mode after the BB mode ends. If transitioning from VB mode to BB mode, the game will return to VB mode after the BB mode ends.

[0210] Normal mode is a display mode in which the operation order of the stop switches 42 to 44 is not announced when the push order bell is won, or when 1st promotion replay 1 to 1st promotion replay 4, fall replay 1 to fall replay 3, 2nd promotion replay 1, 2nd promotion replay 2, BAR replay 1, and BAR replay 2 (hereinafter collectively referred to as "push order replays") are won. In normal mode, a lottery for transition to challenge mode and a lottery for transition to attack mode are held. If the lottery for transition to challenge mode is won, the mode will transition from normal mode to challenge mode, and if the lottery for transition to attack mode is won, the mode will transition from normal mode to attack mode. There is no transition from normal mode to VB mode.

[0211] The normal mode corresponds to each of the game states: normal game state, first RT state, second RT state, third RT state, and CB state. However, in the normal mode, the operation order of the stop switches 42 to 44 is not notified when the push order bell is won or when the push order replay is won, so transition to the second RT state and the third RT state is rare, and the game state almost always corresponds to the normal game state or the first RT state. In the normal mode, if the game state at that time is the normal game state or the first RT state, it can be expected that approximately 1.59 medals will be lost per game, and if the game state at that time is the second RT state or the third RT state, it can be expected that approximately 0.06 medals will be lost per game.

[0212] The challenge mode is a display mode in which, like the normal mode, the operation order of the stop switches 42 to 44 is not notified when the push order bell or push order replay is won. In the challenge mode, a lottery is held to determine whether to transition to the attack mode. However, the probability of winning the lottery to transition to the attack mode in the challenge mode is set higher than the probability of winning the lottery to transition to the attack mode in the normal mode. In other words, the challenge mode is set as a mode in which the operation order is not notified, just like the normal mode, but in which it is easy to transition to the attack mode. If the lottery to transition to the attack mode is won, the game will transition from the challenge mode to the attack mode. If the game has been played a predetermined number of times (for example, 10 times) without winning the transition lottery, the game will transition from the challenge mode to the normal mode. The game will not transition from the challenge mode to the VB mode.

[0213] The challenge mode corresponds to each of the game states: normal game state, first RT state, second RT state, third RT state, and CB state. However, in the challenge mode, the operation order of the stop switches 42 to 44 is not notified when a push order replay is won, so transition to the second RT state and the third RT state is rare, and the game almost always corresponds to the normal game state or the first RT state. In the challenge mode, if the game state at that time is the normal game state or the first RT state, it can be expected that approximately 1.59 medals will be lost per game, and if the game state at that time is the second RT state or the third RT state, it can be expected that approximately 0.06 medals will be lost per game.

[0214] The attack mode is a display mode in which the operation order of the stop switches 42 to 44 is displayed when the push order bell is won or when the push order replay is won. The attack mode is made up of four attack modes, the first attack mode to the fourth attack mode, which have different probabilities of transitioning to the VB mode, and the probability of transitioning to the VB mode is higher in each attack mode than in the normal mode. If the lottery for transitioning to the VB mode is won, the game will transition from the attack mode to the VB mode. If the game has been played a predetermined number of times (for example, 50 times) without winning the lottery for transitioning to the VB mode, the game will transition from the attack mode to the normal mode.

[0215] The first to fourth attack modes are set so that the probability of winning the lottery to switch to VB mode differs. More specifically, the probability of winning the lottery to switch to VB mode is set so that the fourth attack mode has the highest probability of winning, and the first attack mode has the lowest probability of winning, with the probability of winning increasing in the order of the first attack mode, the second attack mode, the third attack mode, and the fourth attack mode.

[0216] The attack mode corresponds to each of the game states: normal game state, first time (RT) state, second time (RT) state, third time (RT) state, and CB state. However, in attack mode, the operation sequence of the stop switches 42-44 is notified both when the push order bell is won and when the push order replay is won. Therefore, if the player operates the stop switches 42-44 in the notified operation sequence, it will approximately correspond to the second time (RT) state. In attack mode, if the game state at that time is normal game state or first time (RT) state, the player can expect to gain approximately 0.61 medals per game. If the game state at that time is second time (RT) state or third time (RT) state, the player can expect to gain approximately 1.90 medals per game. Since attack mode continues for at least 50 games after the game state transitions to the second time (RT) state, the player can expect to gain approximately 100 medals when transitioning to attack mode.

[0217] VB mode, like attack mode, is a display mode in which the operation sequence of stop switches 42 to 44 is announced when the push order bell is won and when the push order replay is won. The difference between VB mode and attack mode is that when the second promotion replay 1 or second promotion replay 2 is won, the attack mode announces the operation sequence for realizing the first replay win, while the VB mode announces the operation sequence for realizing the fourth replay win or the fifth replay win (see Figure 23(b)).

[0218] The VB mode corresponds to each of the game states: the normal game state, the first time (RT) state, the second time (RT) state, the third time (RT) state, and the CB state. However, in the VB mode, the operation sequence of the stop switches 42-44 is notified when the push order bell is won or when the push order replay is won. If the second promotion replay 1 or the second promotion replay 2 is won, the operation sequence for achieving the fourth replay prize or the fifth replay prize is notified. Therefore, the VB mode corresponds approximately to the third time (RT) state when the player operates the stop switches 42-44 in the notified operation sequence. In the VB mode, if the game state at that time is the normal game state or the first time (RT) state, an increase of approximately 0.61 medals can be expected per game. If the game state at that time is the second time (RT) state or the third time (RT) state, an increase of approximately 1.90 medals can be expected per game. In VB mode, the game state continues for at least 25 games after transitioning to the third RT state, so when transitioning to VB mode, the player can expect to gain an increase of approximately 50 medals.

[0219] Regarding the transition of display modes when a player's owned medals increase, the general flow is to transition from normal mode to challenge mode, from challenge mode to attack mode, and then from attack mode back to normal mode. In attack mode, a lottery is held to transition to VB mode, so if a loop occurs in which the player transitions from attack mode to VB mode and then back from VB mode to attack mode, the player can expect to increase the number of owned medals.

[0220] As described above, when comparing the normal mode and the challenge mode, the probability of winning the lottery to switch to the attack mode is set to be higher in the challenge mode than in the normal mode. Therefore, the challenge mode is also called a so-called chance zone, which encourages players to expect a switch to the attack mode.

[0221] Furthermore, the attack mode is set to first to fourth attack modes, and the probability of winning the lottery to transition to VB mode differs for each attack mode. When transitioning from normal mode or challenge mode to attack mode, the game basically transitions to the first attack mode. In the first attack mode, a lottery to transition to VB mode is held, and a lottery to transition to the second attack mode is held. If the lottery to transition to the second attack mode is won, the game transitions to the second attack mode, and the probability of winning the lottery to transition to VB mode increases. In the second attack mode, a lottery to transition to VB mode is held, and a lottery to transition to the third attack mode is held. If the lottery to transition to the third attack mode is won, the game transitions to the third attack mode, and the probability of winning the lottery to transition to VB mode increases. In the third attack mode, a lottery to transition to VB mode is held, and a lottery to transition to the fourth attack mode is held. If you win the lottery to transition to the 4th Attack Mode, you will transition to the 4th Attack Mode, and your chances of winning the lottery to transition to VB Mode will increase.

[0222] Therefore, when transitioning to attack mode, the attack mode is promoted from first attack mode to second attack mode to third attack mode to fourth attack mode, which increases the probability of transitioning to VB mode and makes it more likely that a loop between attack mode and VB mode will occur.

[0223] As described above, the slot machine 10 is configured so that the player can increase the number of medals they own in each display mode: attack mode, VB mode, and BB mode. In conjunction with each display mode, multiple RT states, BB state, and CB state are switched back and forth depending on the winning of each replay or the stopping of transition results. As described above, when a push order replay win or a push order bell win is won, the corresponding replay win is achieved or the transition results are stopped depending on the operation order of the stop switches 42-43. Furthermore, in attack mode or VB mode, when a push order bell win is won, the operation order that can achieve the first minor win is announced, allowing players to expect an increase in medals they own.

[0224] The configuration relating to the display mode will be described below.

[0225] The configurations related to the display modes are roughly divided into (1) processing related to the lottery for switching between display modes, (2) processing for switching the game state based on the result of the lottery for switching between display modes, (3) processing for switching the display mode based on the winning result, and (4) processing related to the notification effects on the sub-side. These will be explained in order below.

[0226] <Display mode transition lottery processing> <Lottery result processing> The process related to the display mode transition lottery in (1) is performed in the lottery result response process (step S312) of the lottery process (FIG. 16) by the main control device 101. Hereinafter, the lottery result response process will be described with reference to the flowchart in FIG.

[0227] In step S701, it is determined whether the first BB hit flag or the second BB hit flag has already been set before the current game, and whether the current game is in the carryover state of the first BB or the second BB.

[0228] If a negative determination is made in step S701, the display mode transition process and the like in steps S702 to S710 are executed. On the other hand, if a positive determination is made in step S701 and the bonus is in the carryover state, the display mode transition process and the like are not executed. In other words, during the bonus carryover state, the execution of the display mode transition process and the like is restricted.

[0229] Specifically, if a negative determination is made in step S701, a determination is made in step S702 as to whether the current gaming state is the normal gaming state or the first RT state. If a positive determination is made in step S702, a determination is made in step S703 as to whether an attack mode win flag is set in the various flag storage area 106d of RAM 106. The attack mode win flag is a flag that is set when the attack mode transition lottery is won and is cleared when transitioning to attack mode. If a negative determination is made in step S703, a first specific combination process is executed in step S704.

[0230] <First specific role processing> The first specific winning process will be explained with reference to the flowchart of FIG.

[0231] Here, the case where the first specific combination processing is performed is a state in which the game is in the normal game state or the first RT state and the attack mode has not been won. In this case, the display mode corresponds to the normal mode or the challenge mode. In the first specific combination processing, a transition lottery is performed to determine whether or not to transition the display mode to the challenge mode, and a transition lottery is performed to determine whether or not to transition to the attack mode. In addition, in the first specific combination processing, if the current display mode is the challenge mode, a process for adding to the number of continuing games in the challenge mode is performed.

[0232] That is, in step S801, it is determined whether the current display mode is in the challenge mode. If it is not in the challenge mode, it means that the current display mode is the normal mode. If the determination in step S801 is negative, in step S802, a normal time table is obtained from the various table storage area 105a of the ROM 105 as a table for the attack mode lottery. On the other hand, if the determination in step S801 is positive, in step S803, a challenge mode table is obtained from the various table storage area 105a of the ROM 105 as a table for the attack mode lottery. In the normal time table and the challenge mode table, the probability of transitioning to the attack mode is set respectively according to the type of lottery result (winning combination).

[0233] Specifically, the mode lottery table stored in the various table memory area 105a is set so that the probability of winning each mode transition lottery varies depending on the current display mode and the type of game result that triggers the lottery.

[0234] Here, as shown in FIG. 36, the game results that trigger the mode transition lottery are set as follows: strong cherry, weak cherry, strong watermelon, weak watermelon, Chance A, Chance B, middle bell, strong cherry overlap 1, weak cherry overlap 1, strong watermelon overlap 1, weak watermelon overlap 1, Chance A overlap 1, Chance B overlap 1, middle bell overlap 1, special lip A overlap 1, special lip A overlap 2, single 1st BB, and single 2nd BB (hereinafter, these are collectively referred to as "transition trigger roles"). Regardless of the setting value, the point value PV set for these transition trigger roles is the same, and there is no setting difference in the winning probability. Furthermore, there is no setting difference in the winning probability for each mode transition lottery. In contrast, Strong Cherry Duplicate 2, Weak Cherry Duplicate 2, Strong Watermelon Duplicate 2, Weak Watermelon Duplicate 2, Chance A Duplicate 2, Chance B Duplicate 2, Middle Bell Duplicate 2, Special Lip AB Duplicate 1, and Special Lip AB Duplicate 2 are set so that there is a setting difference in the winning probability, and the point value PV is set so that generally, setting 1 has the lowest winning probability and setting 6 has the highest winning probability (hereinafter, these are collectively referred to as "non-trigger roles"). And, for these non-trigger roles with setting differences in winning probability, the lottery for each mode transition is not conducted. In other words, a mode transition lottery with no setting difference in winning probability is conducted for transition trigger roles with a common appearance rate, and the transition rate for each mode transition is common.

[0235] In the lottery table for transition to attack mode acquired in step S802 or step S803, the winning probability of the transition lottery is set according to the type of transition trigger role. As shown in Fig. 37, for example, when the transition trigger role is a strong cherry, the winning probability of the transition lottery to attack mode is 45% on the normal time table, while the winning probability of the transition lottery to attack mode is 90% on the challenge mode table, so that it is easier to win the transition lottery to attack mode in the challenge mode than in the normal mode. Also, when the transition trigger role is a strong cherry, the winning probability of the transition lottery to attack mode is higher on both the normal time table and the challenge mode table than when the transition trigger role is a weak cherry, so that the lower the winning probability (appearance rate) in each game, the easier it is to win the transition lottery to attack mode.

[0236] After the table for the attack mode transition lottery is acquired in step S802 or step S803, attack mode lottery processing is executed in step S804. In this processing, the counter for the lottery is acquired from the various counter area 106e of the RAM 106, and the lottery for transition to the attack mode is executed by comparing it with the lottery table acquired in step S802 or step S803.

[0237] In step S805, based on the processing result of step S804, it is determined whether or not the lottery for transitioning to attack mode has been won. If the lottery for transitioning to attack mode has been won, in step S806 it is determined whether or not the currently won attack mode is super attack mode. Super attack mode is an attack mode that starts after passing through the bonus-specialized zone. For example, if the initial number of games in normal attack mode is 50, the attack mode starts with a number of games that is the initial number of games of 50 plus the number of games added in the bonus-specialized zone. Therefore, the normal attack mode and super attack mode have different degrees of advantage to the player, and super attack mode is more advantageous to the player than attack mode.

[0238] The lottery for transitioning to Super Attack Mode is held when the lottery for transitioning to Attack Mode is won (when the lottery processing in step S804 is won). This lottery is held based on a Super Attack Mode transition lottery table, which is set according to the transition trigger and the type of display mode. As shown in FIG. 37, the Super Attack Mode transition lottery table is set so that winning the lottery for transitioning to Super Attack Mode is easier when winning Attack Mode during Challenge Mode than when winning Attack Mode during Normal Mode, thereby ensuring the superiority of Challenge Mode. For example, in Normal Mode, the probability of winning the lottery for transitioning to Attack Mode triggered by a strong watermelon is 60%, and 5% of those who win the lottery will win Super Attack Mode. Therefore, when a strong watermelon is won during Normal Mode, 57% of the time, the game will transition to Attack Mode, and 3% of the time, the game will transition to Super Attack Mode. On the other hand, in Challenge Mode, the probability of winning the lottery to transition to Attack Mode triggered by a strong watermelon is 50%, and 50% of those who win this transition lottery will win Super Attack Mode, so essentially, 25% of those who win a strong watermelon during Challenge Mode will transition to Attack Mode, and 25% will transition to Super Attack Mode, making the transition rate to Super Attack Mode higher than in normal Mode. Furthermore, the winning probability of the lottery to transition to Super Attack Mode differs depending on the transition trigger role. For example, comparing a strong cherry and a strong watermelon, in normal Mode the winning probability of the lottery to transition to Super Attack Mode is the same for both strong cherry and strong watermelon (5% winning probability), but in Challenge Mode the winning probability of the lottery to transition to Super Attack Mode is set to be higher for strong watermelon than for strong cherry.

[0239] If it is determined in step S806 that the Super Attack Mode has been won, the process goes to step S807, where a special zone win flag is set.

[0240] If the determination in step S806 is negative, or after the process of step S807 has been executed, the process of setting the attack mode hit flag is performed in step S808. That is, when the attack mode is hit, the attack mode hit flag is set, and in some of those cases (when the super attack mode is hit), the specialized zone hit flag is set.

[0241] After the processing of step S808, processing for setting the premonition mode is performed in steps S809 to S812. The premonition mode is a mode in which a winning suggestion effect suggesting that an attack mode, a challenge mode, or the like has been won is more likely to occur. After each game in the premonition mode, a winning notification of the attack mode, the challenge mode, or the like is made. The premonition mode continues for 0 to 32 games, and the number of games that the premonition mode continues varies depending on the type of the attack mode, the challenge mode, or the like that has been won and whether or not a bonus has been won at the same time. Note that if the attack mode, the challenge mode, or the like has been won at the same time as a bonus, the bonus winning notification is made after the premonition mode has been completed, and after the bonus state has ended, a notification of the attack mode, the challenge mode, or the like has been won is made. Furthermore, if the number of premonition games is set to 0, a winning notification is made without going through the premonition mode.

[0242] Specifically, in step S809, a process is first performed to obtain a premonition game number table from the various table storage area 105a of the ROM 105. As shown in FIG. 38, in the premonition game number table, the number of premonition games selected varies depending on the current display mode (normal mode or challenge mode) and whether or not a bonus has been won simultaneously. Specifically, when the current display mode is normal mode and the attack mode has been won, if the bonus has not been won simultaneously, 1 to 5 games are selected with an 80% probability, and 6 to 10 games are selected with a 20% probability. On the other hand, even if the current display mode is normal mode, if the attack mode and the bonus have been won simultaneously, 1 to 5 games are selected with a 10% probability, 6 to 10 games are selected with a 20% probability, 11 to 20 games are selected with a 50% probability, and 21 to 32 games are selected with a 20% probability. In other words, when the display mode is normal mode and the bonus has been won simultaneously, a longer premonition game number is more likely to be selected than when the bonus has not been won simultaneously. In other words, if a bonus is not won simultaneously, the attack mode win will be announced in a relatively short number of games from the attack mode winning game. On the other hand, if the current display mode is the challenge mode, 0 games will be selected as the premonition game number regardless of whether a bonus is won simultaneously. In other words, in this case, the premonition mode will not be set, and the attack mode win will be announced in the game next to the winning game.

[0243] Furthermore, when the Super Attack Mode, an attack mode with a special zone for bonus bonuses, is selected, if a bonus is not also won, 1 to 5 games are selected with a 70% probability, and 6 to 10 games are selected with a 30% probability. On the other hand, if a bonus is also won when the Attack Mode is selected, 1 to 5 games are not selected, 6 to 10 games are selected with a 20% probability, 11 to 20 games are selected with a 30% probability, and 21 to 32 games are selected with a 50% probability. In other words, even when the Super Attack Mode is selected, if a bonus is also won at the same time, a longer number of premonition games is more likely to be selected than when a bonus is not won at the same time. If a bonus is not also won at the same time, the Super Attack Mode is announced a relatively short number of games after the Super Attack Mode winning game. Even when the Super Attack Mode is selected, if the current display mode is Challenge Mode, 0 games is selected as the premonition game number regardless of whether a bonus is also won at the same time. In other words, in this case, the premonition mode is not set, and the winning notification of the super attack mode is made in the game next to the winning game.

[0244] In addition, when a bonus and a bonus are won at the same time, the number of premonition games that are likely to be selected may differ depending on the type of overlapping role. For example, a combination of a replay (9th replay) and a bonus, such as Special Replay A Overlap 1 or Special Replay A Overlap 2, may be configured to select a longer premonition mode than a combination of a small role (strong cherry, weak cherry, etc.) and a bonus, such as Strong Cherry Overlap 1 or Weak Cherry Overlap 1, or the reverse may be true.

[0245] In step S810, a process is performed to determine the number of games to be played in the current premonition mode based on the premonition game number table obtained in step S809 and the counter for the lottery obtained from the various counter area 106e of RAM 106. Then, in step S811, a process is performed to input the premonition game number into the premonition counter provided in the various counter area 106e of RAM 106. The premonition counter is a counter that is decremented by 1 for each game, and when the premonition counter reaches 0, the premonition mode ends, and a notification is issued that the player has won the lottery to transition to the attack mode or the like.

[0246] In step S812, a process is executed to set the premonition command as an output target to the display control device 81, which is the sub-side control device. The premonition command includes information on the lottery result that triggered the premonition mode (the display mode to be transitioned to after the premonition mode, in the case of step S812 above, BB mode and attack mode) and the number of premonition games. The processing on the display control device 81 side based on receiving the premonition command will be explained in detail later. After the processing of step S812 is executed, the first specific role processing is terminated.

[0247] If it is determined in step S805 that the lottery for transitioning to the attack mode has not been won, the process proceeds to step S813. In step S813, a challenge mode lottery process is executed. In the challenge mode lottery process, a table for the challenge mode lottery is obtained from the various table storage area 105a of the ROM 105, and a counter for the lottery is obtained from the various counter area 106e of the RAM 106. In the table for the challenge mode lottery, the probability of transitioning to the challenge mode is set according to the type of transition trigger role (FIG. 37). For example, between a strong cherry and a weak cherry, the probability of transitioning to the challenge mode is set higher for the strong cherry than for the weak cherry.

[0248] The case where step S813 is performed includes when the display mode is the challenge mode, and in this case too, the challenge mode lottery process is executed in step S813, and the lottery table is a table common to the normal mode and the challenge mode. Note that, as in steps S801 to S803, the lottery table may be different depending on whether the display mode is the challenge mode or not.

[0249] In step S814, it is determined whether or not the challenge mode has been selected based on the processing result of step S813. If it is determined that the challenge mode has been selected, it is determined in step S815 whether or not the current display mode is the challenge mode. If the current display mode is the normal mode and not the challenge mode, in step S816, a process is executed to set a challenge mode selection flag in the various flags storage area 106d of the RAM 106.

[0250] After the processing of step S816 is performed, the setting processing for the premonition mode is performed in steps S817 to S820 in the same manner as in steps S809 to S812. That is, the premonition game number table is obtained in step S817, the premonition game number is selected in step S818, the premonition game number is set in step S819, the premonition command is set in step S820, and then the first specific winning combination processing is terminated.

[0251] In the premonition game number table acquired in step S817, as shown in Fig. 38, when the challenge mode is won alone, 1 to 5 games are selected with a 90% probability, and 6 to 10 games are selected with a 10% probability. On the other hand, when the challenge mode is won simultaneously with the bonus, 1 to 5 games are selected with a 20% probability, 6 to 10 games with a 30% probability, and 11 to 20 games with a 50% probability. In other words, even when the challenge mode is won simultaneously with the bonus, a longer premonition game number is more likely to be selected than when the bonus is not won simultaneously. When the bonus is not won simultaneously, the challenge mode win is announced a relatively short number of games after the challenge mode winning game.

[0252] Regarding the number of premonition games, regardless of whether a bonus is won simultaneously, a longer number of premonition games is more likely to be selected for Attack Mode than for Challenge Mode, and a longer number of premonition games is more likely to be selected for Super Attack Mode than for Attack Mode. If a display mode advantageous to the player is won, a longer number of premonition games is more likely to be selected. Furthermore, if a bonus is not won simultaneously, a premonition game number of 10 games or less is selected. If the premonition mode continues for 11 games or more, a simultaneous win of a bonus and a premonition game is confirmed. Even if a bonus is won simultaneously, if Challenge Mode and a bonus are won simultaneously, a premonition game number of 20 games or less is selected. However, if Attack Mode or Super Attack Mode and a bonus are won simultaneously, a premonition game number of 21 games or more is also selected. If the premonition mode continues for 21 games or more, a bonus + Attack Mode or Super Attack Mode is confirmed. In this way, the fun of predicting the winning outcome is added based on the number of premonition games.

[0253] Furthermore, in this embodiment, when a transition trigger role is won but the attack mode, challenge mode, etc. are not won, or when a non-trigger role is won, the mode may transition to the pseudo-premonition mode. This process will be described later, but the number of games set as the pseudo-premonition mode is anywhere from 1 to 20 games. Therefore, if the winning suggestion effect occurs frequently over 21 games or more, it is confirmed that the transitioned premonition mode or pseudo-premonition mode is the premonition mode.

[0254] If it is determined in step S815 that the challenge mode has been won again during the challenge mode, processing for adding additional games to be played in the challenge mode is performed in steps S821 to S825. That is, in step S821, it is determined whether or not the bonus win flag is set. If the bonus win flag is not set, the process proceeds to step S822, where a lottery process for the number of games to be played in the challenge mode is performed.

[0255] Here, "addition" refers to adding the number of continuing games in the challenge mode or attack mode, and the number of additional games corresponds to the value to be added to the number of continuing games. In step S822, the value to be added to the number of continuing games in the challenge mode is determined by lottery.

[0256] Specifically, in the lottery process for the number of added games, a table for lotterying the number of added games in the challenge mode is obtained from the various table storage area 105a of the ROM 105, and a counter for the lottery is obtained from the various counter area 106e of the RAM 106. The table for lotterying the number of added games in the challenge mode is set so that the number of added games increases depending on the type of game result that triggers the lottery. Specifically, as shown in FIG. 39, for example, a strong cherry adds 2 to 20 games in the challenge mode, with the average number of added games being 15. Similarly, a weak cherry adds 5 to 30 games, with the average number of added games being 10. While a weak cherry may select a larger number of games than a strong cherry, the average number of games (expected number of added games) is set so that a strong cherry will have a larger number of games.

[0257] In step S823, a process for adding the number of games in the challenge mode is performed. In this process, a process is performed in which a value corresponding to the number of added games selected in step S822 is added to a counter that manages the number of continued games in the challenge mode (more specifically, a challenge mode continuation counter provided in the various counter area 106e of the RAM 106). Then, in step S824, a process is performed in which the added command is set as an output target to the display control device 81, and then this first specific combination process is terminated. The added command includes information that an added game has occurred, the number of added games, and the target for the added game (challenge mode or attack mode). The process on the display control device 81 side that has received the added command will be explained in detail later, but the display control device 81 performs an added notification (additional effect) to notify the information included in the added command based on the reception of the added command.

[0258] If the bonus win flag is set in step S821, the process proceeds to step S825. In step S825, a challenge mode addition flag is set in the various flag storage area 106d of the RAM 106, and then the first specific combination process is terminated. The challenge mode addition flag is a flag that the CPU 102 uses to determine whether the condition for adding the number of games in the challenge mode has been met. As will be described in detail later, if the bonus ends while the challenge mode addition flag is set, the challenge mode is added at the end of the bonus. In other words, the game for which the addition notification is made is set to differ depending on whether or not a bonus is simultaneously won.

[0259] Returning to the explanation of the lottery result response processing (FIG. 31), if a negative judgment is made in step S702 or a positive judgment is made in step S703, the process proceeds to step S705. In step S705, it is determined whether or not the current gaming state is the second RT state. If it is the second RT state, it is determined in step S706 whether or not a VB mode win flag is set in the various flag storage area 106d of the RAM 106. The VB mode win flag is set when the VB mode transition lottery is won and is cleared when transitioning to VB mode. If a negative judgment is made in step S706, a second specific combination process is executed in step S707. Also, if a negative judgment is made in step S705, it is determined in step S708 whether or not the bonus state is in progress. If the bonus state is not in progress or if a positive judgment is made in step S706, a third specific combination process is executed in step S709. If the bonus state is in progress, a fourth specific combination process is executed in step S710.

[0260] <Second specific role processing> The second specific winning process will be explained with reference to the flowchart of FIG.

[0261] Here, the second specific role processing is performed when the second RT state is reached and the VB mode has not been won. The display mode in this case corresponds to the attack mode. In the second specific role processing, a transition lottery is performed to determine whether or not to transition the display mode to the VB mode or the add-on specialized zone. The add-on specialized zone indicates a state in which the number of continued games in the attack zone is added with a high probability over multiple games. In addition, in the second specific role processing, a lottery is performed to promote the rank of the attack mode, and processing for adding the number of continued games in the attack mode is performed.

[0262] That is, in step S901, a process is performed to determine the rank of the attack mode. As already explained, in this embodiment, four attack mode ranks, from first attack mode to fourth attack mode, are provided, and the probability of transition to VB mode differs for each rank. Therefore, in step S901, it is determined whether the rank of the current attack mode is one of the first attack mode to fourth attack mode.

[0263] In step S902, a VB mode lottery table corresponding to the attack mode rank determined in step S901 is obtained from the various table storage area 105a of the ROM 105. In the VB mode lottery table, the probability of transition to VB mode is set according to the type of game result that triggers the lottery. As shown in FIG. 37, for example, between Strong Cherry 1 and Weak Cherry, Strong Cherry 1 is set to have a higher probability of transition to VB mode than Weak Cherry. Furthermore, in the VB mode lottery table for each rank, the probability of transition to VB mode is generally different, and is set so that the second attack mode has a higher probability of transition to VB mode than the first attack mode, the third attack mode has a higher probability of transition to VB mode than the second attack mode, and the fourth attack mode has a higher probability of transition to VB mode than the third attack mode.

[0264] In step S903, a lottery for transition to VB mode is performed using the table acquired in step S902 and the lottery counter acquired from the various counter area 106e of RAM 106. Then, in step S904, it is determined whether the lottery result of step S903 corresponds to a win in VB mode. In this embodiment, when a lottery for transition to VB mode is performed using a combination that overlaps with a bonus as a transition trigger role, the lottery for transition to VB mode is not won. In other words, transitions to BB mode and transitions to VB mode are prevented from overlapping as much as possible, so that the advantage of combinations with these bonuses is not too high.

[0265] If the determination in step S904 is affirmative, a process of setting a VB mode winning flag in the various flag storage area 106d of the RAM 106 is performed in step S905. Thereafter, a process for setting the number of premonition games is performed in steps S906 to S909. That is, a premonition game number table is obtained in step S906, the number of premonition games is drawn in step S907, the number of premonition games is set in step S908, and the premonition command is set in step S909, after which the second specific combination processing is terminated. However, in this embodiment, as shown in FIG. 38, for VB mode winning during attack mode, the number of premonition games is set to 0. Therefore, if VB mode is won during attack mode, the winning notification will be made in the next game.

[0266] If it is determined in step S904 that the result of the VB mode lottery process is not a VB mode win, the process proceeds to step S910. Steps S910 to S913 are processes for promoting the rank of the attack mode.

[0267] In step S910, an attack mode promotion lottery process is performed. In this process, a promotion lottery table is obtained from the various table storage area 105a of the ROM 105, and a lottery counter is obtained from the various counter area 106e of the RAM 106. A plurality of promotion lottery tables are provided according to the rank of the attack mode. Specifically, there are three tables for the first attack mode, a table for the second attack mode, and a table for the third attack mode (promotion lottery is not performed when the player is in the fourth attack mode). Each table has a different winning probability for the promotion lottery, depending on the type of game result that triggers the lottery. For example, the winning probability of a strong cherry is set higher than that of a weak cherry. Furthermore, the tables for each attack mode are set so that the table for the second attack mode has a lower promotion probability than the table for the first attack mode, and so that the table for the third attack mode has a lower promotion probability than the table for the second attack mode, and so that as the attack mode rank is promoted, it becomes more difficult to be promoted to the next rank.

[0268] In step S911, it is determined whether the result of the lottery in step S910 was a promotion win. If a promotion win was found, in step S912, an attack mode promotion process is performed. In this process, the rank flag stored in the various flag storage area 106d of the RAM 106 is rewritten from the rank flag corresponding to the current attack mode rank to a rank flag one rank higher. Thereafter, in step S913, a promotion command is set as an output target to the display control device 81. The promotion command includes information about the attack mode to be promoted. Upon receiving the promotion command, the display control device 81 controls the auxiliary display unit 65, etc., to perform an effect for the attack mode of the rank to be promoted. As an attack mode effect in the auxiliary display unit 65, for example, different background colors are set depending on the rank of the attack mode, and when the display control device 81 receives the above promotion command, it notifies the player that the attack mode rank has been promoted, and controls the display so that the attack mode effect is performed in a background color according to the rank to which the player has been promoted.

[0269] If it is determined in step S911 that the player has not won the promotion lottery, or after the process of step S913 has been executed, the process for adding the number of continuing games in the attack mode is carried out in steps S914 to S921.

[0270] That is, in step S914, a lottery process for adding the number of games in the attack mode is performed. In this lottery process, a table for the attack mode add-on lottery is obtained from the various table storage area 105a of the ROM 105, and a counter for the lottery is obtained from the various counter area 106e of the RAM 106. As shown in FIG. 40, the table for the attack mode add-on lottery is set so that the probability of winning the add-on lottery differs depending on the type of lottery result.

[0271] Here, in this embodiment, the push order bell and push order replay are also set to trigger the lottery for the attack mode number of games addition lottery. As shown in FIG. 36, the push order bell and push order replay (hereinafter collectively referred to as "push order roles") are set to a common point value PV regardless of the setting value, and there is no setting difference in the probability of winning. Furthermore, there is no setting difference in the probability of winning the number of games addition lottery triggered by the push order role or the number of added games when won. In other words, there is no setting difference in the add-on performance triggered by the push order role. Note that these push order roles, including the transition trigger role, are also referred to as specific roles in the following explanation as roles that trigger a lottery for the instruction function.

[0272] As shown in Figure 40, among the specific roles, the push order role has a lower probability of winning the lottery for the attack mode game count increase compared to the transition trigger role. Therefore, the appearance of the transition trigger role as the lottery result for each game is more likely to result in an increase in the attack mode game count. Therefore, players are likely to proceed with the game with this assumption in mind, hoping to win the transition trigger role. On the other hand, the push order role has a higher winning probability in each game compared to the transition trigger role, making it a relatively easy game result to appear. By configuring roles in this way, the push order role is less prominent as a role that triggers an increase, increasing the surprise when an increase occurs. Moreover, the opportunities for an increase based on these push order roles are realistically possible during attack mode (more specifically, the occurrence rate is such that it will occur once if the initial number of games, 50, is played 2-3 times). Therefore, it is possible to favorably generate an increase triggered by the unexpected push order role described above.

[0273] If it is determined that the bonus lottery has been won, in step S916, it is determined whether the bonus win flag is set. If the bonus win flag is not set, the process proceeds to step S917, where a lottery process for the number of bonus games in attack mode is performed. In this lottery process for the number of bonus games, a table for determining the number of bonus games in attack mode is obtained from the various table storage area 105a of ROM 105, and a lottery counter is obtained from the various counter area 106e of RAM 106. The table for determining the number of bonus games in attack mode is set so that the number of bonus games varies depending on the type of specific combination, as shown in FIG. 39. For example, a strong cherry adds 20 to 200 games in attack mode, with the average number of bonus games being 30. Similarly, a weak cherry adds 5 to 300 games, with the average number of bonus games being 20. Although a weak cherry may select a larger number of games than a strong cherry, the strong cherry is set to select a larger number of games on average.

[0274] In step S918, processing for adding the number of games in attack mode is performed. In this processing, a value corresponding to the number of additional games drawn in step S917 is added to a counter that manages the number of continuing games in attack mode (more specifically, an attack mode continuation counter provided in the various counter area 106e of RAM 106). In the following step S919, processing for notifying the player that they have won the additional lottery and the number of games played is performed. Then, in step S920, a processing for setting an additional command including the processing result of the additional notification processing as an output target to the display control device 81 is performed, and then the second specific combination processing is terminated. The additional notification processing will be explained in detail later.

[0275] If the bonus win flag is set in step S916, the process proceeds to step S921. In step S921, an attack mode addition flag is set in the various flag storage area 106d of the RAM 106, and then the second specific combination process is terminated. The attack mode addition flag is a flag that the CPU 102 uses to determine whether the condition for adding the number of games in the attack mode has been met. As will be described in detail later, if the bonus ends while the attack mode addition flag is set, the attack mode addition is performed at the end of the bonus. In other words, similar to the notification of the number of games added in the challenge mode, the game for which the addition notification is performed is set to differ depending on whether or not a bonus is simultaneously won.

[0276] If it is determined in step S915 that the additional lottery has not been won, the process proceeds to step S922. In step S922, a lottery for transition to the specialized zone is executed. That is, if a specific combination is won during the attack mode but the lottery for transition to the VB mode or the lottery for the additional number of games in the attack mode is not won, a lottery for transition to the specialized zone is executed. In the specialized zone lottery process, a table for the specialized zone transition lottery is obtained from the various table storage area 105a of the ROM 105, and a lottery is performed using a lottery counter or the like to determine whether or not to transition the display mode to the specialized zone. As shown in FIG. 39, the table for the specialized zone transition lottery is set so that the winning probability of the transition lottery differs depending on the type of transition trigger combination among the specific combinations. As already explained, among the transition trigger combinations, combinations that overlap with a bonus are not set to win the lottery for transition to the VB mode, while combinations that overlap with the bonus are set to always win the lottery for the additional number of games in the attack mode (100% probability of winning), as shown in FIG. 40. Therefore, the Specialized Zone Transition Lottery is not triggered by overlapping roles with these bonuses. The Specialized Zone Transition Lottery is set up so that it can be won when a strong cherry or weak cherry, which is not an overlapping role with a bonus, is won, and when the VB Mode Transition Lottery and the Game Number Addition Lottery are not won. For example, the Specialized Zone Transition Lottery based on a strong cherry has a 5% chance of winning, while the Specialized Zone Transition Lottery based on a weak cherry has a 0.5% chance of winning. On the other hand, the Specialized Zone Transition Lottery based on a strong watermelon has a 15% chance of winning, and the Specialized Zone Transition Lottery based on a weak watermelon has a 5% chance of winning.

[0277] In step S923, it is determined whether or not the lottery for shifting to the specialized zone has been won based on the processing result of step S922. If the lottery has not been won, the second specific combination processing is terminated. If the lottery has been won, the specialized zone win flag is set in the various flag storage area 106d in step S924. Then, in step S925, a process for acquiring a premonition game number table is performed, in step S926, a process for drawing the premonition game number is performed, in step S927, a process for setting the premonition game number is performed, and in step S928, a process for setting the premonition command is performed, and then the second specific combination processing is terminated. The processing of steps S925 to S928 is similar to the processing of steps S906 to S909, for example, and is processing for setting the premonition mode.

[0278] If the result of step S923 is negative and the player has not won any of the lottery for switching to VB mode, the lottery for adding the number of games in attack mode, or the lottery for switching to the specialized zone, the pseudo-addition notification process is performed in step S929, and then the second specific role processing is terminated. The pseudo-addition notification process is a process for maintaining the sense of anticipation by generating an effect similar to that of a winning combination, even if the player has not won any of these lotteries. The pseudo-addition notification process will be explained in detail later.

[0279] <Third specific role processing> Next, the third specific winning process executed in step S709 will be described with reference to the flowchart of FIG.

[0280] The third specific combination process is performed when the player is in the third RT state, or in the second RT state and has won the VB mode. In this case, the display mode corresponds to the attack mode or the VB mode. In the third specific combination process, a process for adding the number of continuing games in the attack mode and a lottery for transitioning to the specialized zone are performed.

[0281] That is, in step S1001, a lottery process for adding the number of games in the attack mode is performed. This process is the same as the process in step S914. Note that the winning probability of the additional lottery may be different between the lottery process in step S914 and the lottery process in step S1001.

[0282] In step S1002, it is determined whether the result of the lottery in step S1001 is a winning result for the bonus. If it is determined that the bonus lottery has been won, in step S1003, it is determined whether the bonus winning flag is set. If the bonus winning flag is not set, the process proceeds to step S1004, where a lottery process for the number of bonus games in attack mode is performed. Then, in step S1005, a process for adding the number of games in attack mode is performed, in step S1006, a process for notifying the bonus is performed, and in step S1007, a process for setting the bonus command as an output target to the display control device 81 is performed, and then this third specific combination process is terminated. The processes in steps S1003 to S1007 are the same as the processes in steps S916 to S920. The number of bonus games may be different in the lottery process in step S916 and the lottery process in step S1004.

[0283] If the determination in step S1002 is negative, the process proceeds to step S1009. In step S1009, a lottery for transition to the specialized zone is executed. That is, even if a specific combination is won during VB mode but the lottery for the number of games added to the attack mode is not won, a lottery for transition to the specialized zone is executed. The specialized zone lottery process is the same as the process in step S922 above, and is executed based on a table for the lottery for transition to the specialized zone (FIG. 37). The processes in steps S1010 to S1016 are the same as the processes in steps S923 to S929 above. Furthermore, if it is determined in step S1003 that the bonus win flag is set, the attack mode addition flag is set in step S1007, and then the third specific combination process is terminated. The attack mode addition flag is as described above.

[0284] In the lottery result corresponding process (FIG. 31), the fourth specific combination process in step S710 is a process during the bonus state, and will be described in detail later.

[0285] If it is determined in step S701 that the carryover state is in progress, or after executing any of the processes in steps S704, S707, S709, and S710, it is determined in step S711 whether the result of this lottery process was a push order replay or a push order bell push order role win. If a push order role win is found, push order role processing is executed in step S712. Such push order role processing will be explained in detail later.

[0286] If a negative determination is made in step S711, or after the processing of step S712 has been executed, the process proceeds to step S713. In step S713, it is determined whether or not a specialized zone flag corresponding to the added specialized zone has been set in the various flag storage area 106d of the RAM 106. As described above, the specialized zone flag is a flag that is set when a transition to the specialized zone occurs (when the seventh re-play win is achieved) after the specialized zone win flag has been set based on winning the transition lottery to the super attack mode or the transition lottery to the specialized zone. If the specialized zone flag is set in step S713, specialized zone processing is executed in step S714. If a negative determination is made in step S713, or after the processing of step S714 has been executed, this lottery result response processing is terminated.

[0287] <Specialized zone treatment> The specialized zone process will be described with reference to the flowchart of FIG.

[0288] In the specialized zone processing, first, in step S1101, the result of the current lottery processing is grasped. In the following step S1102, a lottery processing for the number of additional games in attack mode is performed. In the following step S1103, a processing for adding the number of games in attack mode is performed. Then, in step S1104, a processing for notifying the addition is executed, and in step S1105, an addition command is set, and then the specialized zone processing is terminated. The processing of steps S1102 to S1105 is the same as the processing of steps S917 to S920. However, the number of games selected in the lottery processing for the number of additional games in step S1102 is greater than the number of games selected in the lottery processing for the number of additional games in step S917 (FIG. 39). Furthermore, in the specialized zone, the number of games added in attack mode is always set to be added regardless of the game result (FIG. 40).

[0289] As described above, in the lottery result response processing, provided that the game is not in the carryover state, a lottery for transitioning to the challenge mode, attack mode, or VB mode, and processing for increasing the number of games continued in the challenge mode or attack mode, etc., are performed. In other words, even if a specific role is won, during the carryover state, the lottery for transitioning to the challenge mode, attack mode, or VB mode, and processing for increasing the number of games continued in the challenge mode or attack mode, etc., are not performed, and their implementation is restricted. If the lottery for transitioning to the challenge mode, attack mode, or VB mode is won, a premonition game is played, and then a notification that the transition lottery has been won is made. Therefore, the following describes the processing for transitioning the game state based on the result of the lottery for transitioning the display mode.

[0290] <Process for transitioning the gaming state based on the result of the lottery for transitioning the display mode> (2) In the process for transitioning the gaming state based on the result of the lottery for transitioning the display mode, a process for notifying the player that the lottery for transitioning the display mode has been won and a process for notifying the player that the gaming state has been transitioned are performed. Therefore, first, the process for notifying the player that the lottery for transitioning the display mode has been won will be described.

[0291] <Mode transition notification processing> The notification of winning the transition lottery is performed in the mode transition notification process (step S206) in the normal process (FIG. 15). The mode transition notification process is performed when a predetermined bet operation is performed (when it is determined that the number of bets in step S205 is the specified number). The mode transition notification process will be described below with reference to the flowchart in FIG.

[0292] In step S1201, it is determined whether the number of premonition games is 0. The number of premonition games is counted in the winning result corresponding process described below, and the number of premonition games is subtracted by 1 each time a game is played. If the number of premonition games is not 0, the mode transition notification process is terminated.

[0293] If the number of premonition games is 0, it is determined in step S1202 whether or not the bonus win flag is set. That is, it is determined whether or not the current premonition mode was a premonition mode triggered by a bonus win. If the bonus win flag is set, in step S1203, a bonus win notification command is set as an output target to the display control device 81, and then the mode transition notification process is terminated. Upon receiving the bonus win notification command, the display control device 81 notifies the user that a bonus has been won, for example, by displaying "BONUS CONFIRMED!!" on the auxiliary display unit 65. Note that the type of bonus that has been won (either the first BB or the second BB) may also be notified.

[0294] Incidentally, in this embodiment, when a bonus and an attack mode, a challenge mode, or the like are simultaneously won, a win notification of the attack mode, etc. is made at the end of the bonus notified in step S1203. The process related to such a win notification will be explained in detail later, but when a win notification of the attack mode, etc. is made in conjunction with a win notification of the bonus, it is preferable to set a win notification command of the attack mode, etc. in accordance with the bonus win notification command set in step S1203.

[0295] If the determination in step S1202 is negative, the process proceeds to step S1204. In step S1204, it is determined whether or not the challenge mode win flag is set. That is, it is determined whether or not the current premonition mode was a premonition mode triggered by a challenge mode win. If the challenge mode win flag is set, the challenge mode win flag is cleared in step S1205. Then, in step S1206, a challenge mode flag is set in the various flag storage area 106d of RAM 106. The challenge mode flag is a flag that allows the CPU 102 to determine that the current display mode is challenge mode. In step S1207, a challenge mode start command is set as an output target to the display control device 81. Upon receiving the challenge mode start command, the display control device 81 notifies the user that the challenge mode is about to start by using the auxiliary display unit 65 or the like. This notification will be described in detail later.

[0296] Thereafter, in step S1208, counting the number of continuations of the challenge mode is started. Specifically, an initial value (e.g., 10) of the number of continuation games of the challenge mode is set in the challenge mode continuation counter provided in the various counter area 106e of the RAM 106. After the processing of step S1208 is performed, the processing for notifying transition to this mode is terminated.

[0297] If it is determined in step S1204 that the challenge mode win flag is not set, it is determined in step S1209 whether the attack mode win flag is set. That is, it is determined whether the current premonition mode was a premonition mode triggered by the attack mode win. If the attack mode win flag is set, the attack mode win flag is cleared in step S1210. Then, in step S1211, an attack notification flag is set in the various flag storage area 106d of RAM 106. The attack notification flag is a flag for transitioning the gaming state to the second RT state in response to a win in the attack mode transition lottery. Then, in step S1212, an attack mode win notification command is set to be output to the display control device 81. Upon receiving the attack mode win notification command, the display control device 81 notifies the player that the attack mode transition lottery has been won via the auxiliary display unit 65, etc. This notification will be described in detail later. After the process of step S1212 is executed, the mode transition notification process ends.

[0298] Incidentally, in this embodiment, the winning notification mode for the Super Attack mode is different from the winning notification mode for the Attack mode. Therefore, in step S1212, the attack mode winning notification command may be set so as to include information on whether or not the Super Attack mode is being used. The winning notification mode for the Attack mode and the winning notification mode for the Super Attack mode may be different enough to be distinguishable by a player, and more preferably, the winning notification mode for the Super Attack mode, which is more advantageous, may be more flashy than the winning notification mode for the Attack mode.

[0299] The winning notification mode for the attack mode and the super attack mode may be configured to be the same. By doing so, it is possible to make it appear as if the winning content has been upgraded from the attack mode to the super attack mode between the attack mode winning notification game and the start notification game, thereby eliminating the delay caused by the difference between the attack mode winning notification game and the start notification game.

[0300] If it is determined in step S1209 that the attack mode win flag is not set, it is determined in step S1213 whether the VB mode win flag is set. That is, it is determined whether the current premonition mode was a premonition mode triggered by a VB mode win. If the attack mode win flag is set, the VB mode win flag is cleared in step S1214. Then, in step S1215, a VB notification flag is set in the various flag storage area 106d of RAM 106. The VB notification flag is a flag for transitioning the gaming state to the third RT state in response to a win in the VB mode transition lottery. Then, in step S1216, a VB mode win notification command is set to be output to the display control device 81. Upon receiving the VB mode win notification command, the display control device 81 notifies the player of the win in the VB mode transition lottery via the auxiliary display unit 65, etc. This notification will be described in detail later. After the process of step S1216 is executed, the mode transition notification process ends.

[0301] If it is determined in step S1213 that the VB mode win flag is not set, the process proceeds to step S1217. In step S1217, it is determined whether the specialized zone win flag is set. If it is not set, the mode transition notification process is terminated. If it is set, the specialized zone win flag is cleared in step S1218. Then, in step S1219, a specialized zone notification flag is set in the various flag storage area 106d. The specialized zone notification flag is a flag for executing a push order notification corresponding to the seventh re-play win. After executing the process in step S1219, a specialized zone win notification command is set as an output target to the display control device 81 in step S1220, and then the mode transition notification process is terminated. Upon receiving the specialized zone win notification command, the display control device 81 controls the auxiliary display unit 65 and speaker 64 to notify the player that the specialized zone has been won. If the determination in step S1217 is negative, the mode change notification process ends.

[0302] That is, among the challenge mode, attack mode, VB mode, and specialized zone, which transition via the premonition mode, the challenge mode is initiated based on a bet operation when the premonition game count in the premonition mode reaches 0. On the other hand, for the attack mode, VB mode, and specialized zone, only a notification of winning the attack mode transition lottery or VB mode transition lottery is made based on a bet operation when the premonition game count in the premonition mode reaches 0. Even if the premonition game count reaches 0, the attack mode, VB mode, and specialized zone are not initiated. This is due to the difference between the two modes: the challenge mode as a display mode does not involve a transition in the game state, while the attack mode and VB mode involve a transition in the game state. Specifically, the attack mode is initiated by transitioning to the second RT state, and the VB mode is initiated by transitioning to the third RT state. Note that the specialized zone may not involve a transition in the game state (from the third RT state to the third RT state), but in this embodiment, the seventh replay winning game in the third RT state is set as the starting game, resulting in the above processing configuration.

[0303] As already explained, the second RT state is entered when the first promotion replays 1 to 4 are won and the third re-game win is achieved, and the third RT state is entered when the second promotion replays 1 and 2 are won and the fourth and fifth re-game wins are achieved. The first promotion replays 1 to 4 are won and the third re-game win is achieved, or the second promotion replays 1 and 2 are won and the fourth and fifth re-game wins are achieved when the operation sequence of the stop switches 42 to 44 at the time of winning these promotion replays corresponds to the third re-game win, etc. Therefore, when the lottery for transitioning to the attack mode or VB mode is won, the operation sequence of the stop switches 42 to 44 is notified in the game in which the winning combination that will transition the game state is subsequently won, enabling the transition of the game state. In addition, from the time when a notification is made that the player has won the lottery to transition to attack mode or VB mode, until attack mode or VB mode begins (until the game state transitions), a notification of the preparation state (for example, a notification that "preparing") is made.

[0304] <Explanation about transitioning display modes> The notification process for shifting the game state is performed in the push order combination process (step S712) in the lottery result corresponding process (Fig. 31). Prior to explaining the push order combination process, an overview of the case where the operation order of the stop switches 42 to 44 is notified will be explained with reference to Fig. 42.

[0305] <Outline of the push order notification effect> Notification of the operation order when a push order role is won (push order notification, push order notification effect, sequence notification, mode notification) is mainly performed by the auxiliary display unit 65 and the instruction monitor 68. Here, the push order notification effect on the auxiliary display unit 65 will be explained using the example of a case where a push order role is won when the operation order to be notified this time is center → right → left. The push order notification on the instruction monitor 68 will be explained in detail later.

[0306] As shown in FIG. 42(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 to indicate 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.

[0307] When the player operates the middle stop switch 43, as shown in Figure 42(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.

[0308] When the player operates the right stop switch 44, as shown in Figure 42 (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.

[0309] 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.

[0310] <Push order processing> Next, the push order combination process executed in step S712 in the lottery result response process (FIG. 31) will be described with reference to the flowchart of FIG.

[0311] In step S1301, it is determined whether the result of this lottery is one of the first promotion replays 1 to 4. A positive determination is made in step S1301 when the first replay or the third replay wins based on the operation sequence of this game. In this case, the process proceeds to step S1302, where it is determined whether an attack notification flag is set in the various flag storage area 106d of RAM 106. As already explained, the attack notification flag is a flag that is set when the number of premonition games in the premonition mode becomes 0 after the lottery for transitioning to the attack mode is won in the mode transition notification process (Figure 41).

[0312] If the attack notification flag is set, in step S1303, processing for notifying the push order for the third replay is executed. Specifically, of the first replay and the third replay, the operation sequence corresponding to the third replay winning is notified (see Figure 23(a)). Then, in step S1304, processing is performed to set the push order notification command as an output target to the display control device 81, which is the sub-side control device, and then this push order role processing is terminated. The push order notification command includes information on the current display mode and information on the lottery result. The processing on the display control device 81 side based on receiving the push order notification command will be explained in detail later.

[0313] In step S1303, the notification of the operation sequence corresponding to the third re-play win basically occurs after the lottery for transitioning to attack mode is won, and after the premonition mode is reached and the attack mode win notification is made, but before the transition to attack mode. That is, in the lottery table for the second RT state and the third RT state, the first promotion replays 1 to 4 are not winnable, and the first promotion replays 1 to 4 are winnable only in the first RT state. However, even during attack mode, there are cases where the game state falls from the second RT state to the first RT state due to an incorrect operation or the like, and even in such a case, it is possible to quickly return to the second RT state by winning the first promotion replays 1 to 4.

[0314] If a negative determination is made in step S1301, then in step S1305 it is determined whether the current lottery result is one of Fall Replays 1 to 3. A positive determination is made in step S1305 when the first replay or the second replay wins based on the operation sequence of the current game. In this case, in step S1306 it is determined whether the attack notification flag is set. If the attack notification flag is set, then in step S1307 processing for notifying the push order for the first replay is executed. Specifically, of the first replay and the second replay, the operation sequence corresponding to the first replay winning is notified (see Figure 23(b)). Thereafter, in step S1308, a push order notification command is set, and then this push order winning processing is terminated.

[0315] In this way, if the first promotion replays 1 to 4 are won in the situation where the transition lottery to the attack mode has been won, the operation sequence corresponding to the third replay win is notified, and it becomes possible to transition the gaming state to the second RT state. On the other hand, if the determination in step S1302 is negative, the push order notification process is not performed and the push order role process is terminated as is. Therefore, for example, even if the first promotion replays 1 to 4 are won without winning the attack mode in the first RT state, there are cases where the first replay win is achieved and cases where the third replay win is achieved.

[0316] In addition, when the attack notification flag is set and Fall Replays 1 to 3 are won, the operation sequence corresponding to the first replay win is notified, making it possible to prevent the game state from transitioning to the first RT state. On the other hand, if a negative judgment is made in step S1306, the push order notification process is terminated without performing the push order notification process. Therefore, for example, when the attack mode ends, the attack notification flag is cleared, and the display mode transitions to the normal mode, the second replay win may be established by winning Fall Replays 1 to 3, and the RT state will transition from the second RT state to the first RT state.

[0317] Also, for example, in the first RT state, if the first promotion replays 1 to 4 are won without winning the attack mode, and the operation sequence happens to correspond to the third replay winning and the third replay winning is achieved (even if the state transitions to the second RT state), the second replay winning may be achieved by winning the fall replays 1 to 3. Therefore, as described above, even if the state transitions to the second RT state by chance without winning the attack mode, the state will immediately transition to the first RT state afterwards.

[0318] If a negative determination is made in step S1305, then in step S1309 it is determined whether the result of this lottery is either the second promotion replay 1 or 2. A positive determination is made in step S1309 when the first replay, the fourth replay, or the fifth replay wins, depending on the operation order of this game. In this case, in step S1310 it is determined whether the attack notification flag is set. If the attack notification flag is set, then in step S1311 it is determined whether the VB notification flag or the specialized zone notification flag is set in the various flag storage area 106d of RAM 106. As already explained, the VB notification flag is a flag that is set in the mode transition notification process (FIG. 41) when the number of premonition games in the premonition mode becomes 0 after the lottery for transition to VB mode is won. The specialized zone notification flag is set when the number of premonition games in the premonition mode becomes 0 after the lottery for transition to the specialized zone is won in the mode transition notification process (FIG. 41).

[0319] If the VB notification flag or the specialized zone notification flag is set, in step S1312, the process for notifying the push order for the 4th replay or the 5th replay is executed. Specifically, among the 1st replay, the 4th replay, and the 5th replay, the operation sequence corresponding to the 4th replay winning or the 5th replay winning is notified (see Figure 23 (b)). After that, in step S1313, the process for setting the push order notification command is executed, and then this push order role processing is terminated.

[0320] If a negative judgment is made in step S1310, the push order notification process is not performed and the push order role processing is terminated. On the other hand, if a negative judgment is made in step S1311, the push order notification process for the first replay is executed in step S1307, and the push order notification command is set in step S1308, after which the push order role processing is terminated. Therefore, if the second promotion replay 1 or 2 is won without winning the VB mode or specialized zone, if the attack mode is active, the push order notification effect corresponding to the first replay win is performed, but if the attack mode is not active, the push order notification effect is not performed.

[0321] If a negative determination is made in step S1309, then in step S1314 it is determined whether the result of this lottery is BAR Replay 1. A positive determination in step S1314 means that any one of the first replay, third replay, and sixth to eighth replays will win, depending on the operation sequence of this game. In this case, in step S1315 it is determined whether an attack notification flag is set. If the attack notification flag is set, then in step S1316 it is determined whether a specialized zone notification flag is set. If the attack notification flag is set and the specialized zone notification flag is set, then in step S1317 processing for notifying the push order for the seventh replay is executed. Specifically, out of the first replay, third replay, and sixth to eighth replays, the operation sequence corresponding to the seventh replay winning is notified (see FIG. 23(c)). Then, in step S1318, the push order notification command is set, and then the push order processing is terminated.

[0322] If a negative judgment is made in step S1315, the push order notification process is not performed and the push order role processing is terminated. On the other hand, if a negative judgment is made in step S1316, the push order notification process for the first replay is executed in step S1307, and the push order notification command is set in step S1308, after which the push order role processing is terminated. Therefore, if BAR Replay 1 is won without winning VB mode or the specialized zone, if the attack mode is active, the push order notification effect corresponding to the first replay win is performed, but if the attack mode is not active, the push order notification effect is not performed.

[0323] If a negative judgment is made in step S1314, then in step S1319 it is determined whether the result of this lottery is a win for the push order bell. If a win for the push order bell is made, then in step S1320 it is determined whether the current display mode is normal mode or challenge mode. If it is not normal mode or challenge mode, then in step S1321 a process for notifying the push order notification is executed to notify the operation sequence corresponding to the first small win (see Figure 19). Then, in step S1322 a process for setting the push order notification command is executed, and then the main push order role processing is terminated. If a negative judgment is made in step S1319 or a positive judgment is made in step S1320, the main push order role processing is terminated without executing the process for notifying the push order.

[0324] In addition, when the configuration is such that push order notification is executed at least a predetermined number of times (once) in the challenge mode, it is preferable to determine in step S1302 or step S1320 whether or not the push order notification has been executed a predetermined number of times during the challenge mode. If the determination is negative, it is preferable to count the predetermined number of times and proceed to the push order notification processing in step S1303 or step S1321.

[0325] <Processing for transitioning display modes based on winning results> <Winning result processing> Next, the process when a winning combination corresponding to the transition of the gaming state is won as a result of the notification for transitioning the gaming state as described above will be explained (3). This process is performed in the winning result corresponding process (step S414) in the reel control process (FIG. 18). The winning result corresponding process will be explained below with reference to the flowchart in FIG.

[0326] In step S1401, a game count management process is executed. As will be described in detail later, this game count management process counts the number of premonition games in the premonition mode, as well as the number of continued games in challenge mode, attack mode, VB mode, and specialized zone. In the following step S1402, a subsequent bonus notification process is executed. The subsequent bonus notification process is a process for performing a subsequent bonus notification, which is one notification mode of a bonus notification. The subsequent bonus notification process will be described in detail later.

[0327] In the next step S1403, it is determined whether the current stop result is the establishment of the third re-game winning. As described above, if the third re-game winning has been established, the RT state processing (FIG. 21) performs processing to transition the game state to the second RT state. In this case, in step S1404, it is determined whether the attack notification flag is set. If the attack notification flag is not set, this means that the third re-game winning has been established without the transition condition to the attack mode being established. In this case, the winning result response processing is terminated without performing processing to start the attack mode. If the attack notification flag is set, it is determined in step S1405 whether the current display mode is in the attack mode. Specifically, it is determined whether the attack mode flag is set in the various flag storage area 106d. The attack mode flag is a flag that the CPU 102 uses to identify that the display mode is the attack mode. Incidentally, in addition to the attack mode flag, a challenge mode flag, a VB mode flag, a specialized zone flag, and a BB mode flag are provided as flags for specifying the display mode. In this embodiment, when the display mode is a mode corresponding to a higher RT state than the attack mode (VB mode, added specialized zone), the attack mode flag coexists with the flag corresponding to that mode (VB mode flag, specialized zone flag). Therefore, for example, in step S1405, cases in which it is determined that the attack mode flag is set include cases in which the attack mode is in progress, the VB mode, or the specialized zone.

[0328] If the attack mode flag is set in step S1405, the display mode is already attack mode, so this winning result processing ends. On the other hand, if the attack mode flag is not set, processing for starting attack mode is performed in steps S1406 to S1409.

[0329] That is, in step S1406, an attack mode flag is set. In the following step S1407, an attack mode start command is set as an output target to the display control device 81. Upon receiving the attack mode start command, the display control device 81 notifies the user, via the auxiliary display unit 65 or the like, that the attack mode will start from the next game. This notification will be described in detail later. Thereafter, in step S1408, counting the number of attack mode continuations is started. Specifically, an initial value (e.g., 50) for the number of continuing games in attack mode is set in an attack mode continuation counter provided in the various counter area 106e of the RAM 106.

[0330] After the processing of step S1408, it is determined in step S1409 whether or not the specialized zone flag is set. If the determination in step S1409 is affirmative, it means that the attack mode that was won this time is the super attack mode, in which case the specialized zone win flag is cleared in step S1410, and then the processing for starting the added specialized zone (steps S1419 to S1421) proceeds. The processing for starting the added specialized zone will be explained later. If the determination in step S1409 is negative, the winning result processing ends as is.

[0331] If it is determined in step S1403 that the third replay win has not been achieved, the process proceeds to step S1411. In step S1411, it is determined whether the fourth and fifth replay wins have been achieved as the current stop result. As described above, if the fourth and fifth replay wins have been achieved, the RT state process (FIG. 21) performs processing to transition the game state to the third RT state. In this case, in step S1412, it is determined whether the VB notification flag is set. If the VB notification flag is not set, this means that the fourth and fifth replay wins have been achieved without winning the VB mode transition lottery. In this case, the winning result response process is terminated without performing the VB mode start process. If the VB notification flag is set, it is determined in step S1413 whether the VB mode flag is set. If the VB mode flag is set, the display mode is already VB mode, so the winning result response process is terminated. On the other hand, if the VB mode flag is not set, processing for starting the VB mode is performed in steps S1414 to S1416.

[0332] That is, in step S1414, a process of setting the VB mode flag is performed. In this case, the attack mode flag and the VB mode flag coexist in the various flag storage area 106d. This is because VB mode is a mode that transitions via attack mode, and after VB mode ends, the transition to attack mode is always made.

[0333] Then, in step S1415, a VB mode start command is set as an output target to the display control device 81. Upon receiving the VB mode start command, the display control device 81 notifies the user, via the auxiliary display unit 65 or the like, that VB mode will start from the next game. This notification will be described in detail later. Then, in step S1416, counting the number of VB mode continuations is started. Specifically, an initial value (e.g., 25) for the number of VB mode continuation games is set in a VB mode continuation counter provided in the various counter area 106e of RAM 106. After the processing of step S1416 has been performed, this winning result response processing is terminated.

[0334] If it is determined in step S1411 that neither the fourth nor the fifth replay win has been achieved, the process proceeds to step S1417. In step S1417, it is determined whether or not the seventh replay win has been achieved as a result of the current stop. In this embodiment, if the seventh replay win has been achieved, that is, if the "black BAR" symbol stops in the middle row of the left reel 32L, the "black BAR" symbol stops in the middle row of the middle reel 32M, and the "black BAR" symbol stops in the middle row of the right reel 32R, and the "black BAR" symbol stops on the middle row combination line, the process transitions to the bonus-specialized zone. Note that the seventh replay win is achieved when BAR Replay 1 is won and the stop switches 42 to 44 are operated in the operation sequence corresponding to the seventh replay win (FIG. 23(c)).

[0335] If the seventh re-game winning has been achieved, it is determined in step S1418 whether or not the notification flag for the specialized zone is set. If the notification flag for the specialized zone is set, processing for starting the specialized zone is performed in steps S1419 to S1421. As already explained, at the start of the super attack mode, even if a positive determination is made in step S1409 and the processing of step S1410 is performed, the processing of steps S1419 to S1421 is performed.

[0336] Specifically, in step S1419, a process is performed to set a specialized zone flag in the various flag storage area 106d of the RAM 106. The specialized zone flag is a flag that allows the CPU 102 to determine that the above-mentioned bonus specialized zone is in place, and when the specialized zone flag is set, counting the number of continued games in the VB mode is stopped. In this case, the various flag storage area 106d may contain an attack mode flag, a VB mode flag, and a specialized zone flag.

[0337] Thereafter, in step S1420, the specialized zone start command is set as an output target to the display control device 81. Upon receiving the specialized zone start command, the display control device 81 notifies the player that the specialized zone will start from the next game using the auxiliary display unit 65 or the like. This notification will be described in detail later. Then, in step S1421, counting the number of times the specialized zone will continue is started. Specifically, an initial value (e.g., 5) for the number of times the specialized zone will continue is set in a specialized zone continuation counter provided in the various counter area 106e of the RAM 106. After the processing of step S1421 is performed, this winning result response process is terminated. Furthermore, if a negative determination is made in step S1417 or step S1418, the winning result response process is terminated.

[0338] As described above, based on the winning combination (third to fifth replays) corresponding to the transition of the gaming state, processing for transitioning the display mode is performed separately from the RT state processing (Fig. 21). This is to avoid the attack mode, etc. being started based on the winning combination corresponding to the transition of the gaming state by chance, even though the lottery for transitioning the display mode has not been won.

[0339] Furthermore, when transitioning between display modes, among those involving a transition of the game state, transitions to higher modes, i.e., transitions from normal mode or challenge mode to attack mode, transitions from attack mode to VB mode, or transitions from attack mode or VB mode to a specialized zone, are configured to be transitions based on the winning result of the corresponding winning combination. Therefore, the transition of the display mode and the transition of the game state are performed as a set in the same game. On the other hand, in the case of a transition to a lower mode, for example, when the game state is transitioned due to a second replay win as a fall replay or the stopping of a transition result, the transition of the display mode is not performed. When transitioning to a lower mode, the game state is managed by the winning result (RT state processing), while the display mode is managed by the number of games. Therefore, when transitioning to a lower mode, the transition of the game state and the transition of the display mode may occur in separate games.

[0340] <Game Count Management Processing> The number-of-games management process executed in step S1401 of the winning result response process will be described with reference to the flowchart in Figure 45. In the number-of-games management process, the number of premonition games in the premonition mode is counted, and the number of continued games in the challenge mode, attack mode, VB mode, and specialized zone is counted, and when the number of continued games in these display modes reaches 0, processing is performed to end the corresponding display mode.

[0341] In the game count management process, first, in step S1501, it is determined whether the number of bets is a specific number. As already explained, in this embodiment, each game can be played with a bet number of 1 to 3, and in step S1501, it is determined whether the specific number is 3 bets. If it is not 3 bets, the game count management process ends. In other words, in games with 1 or 2 bets, the number of games in the premonition mode and the number of continued games in the challenge mode, etc. are not counted. Note that the counting may be performed regardless of the number of bets.

[0342] If the game to be ended this time is a 3-bet game, the process proceeds to step S1502. In step S1502, it is determined whether the bonus win flag is set or whether the game is in a bonus state. If the determination is affirmative in step S1502, the process clears the display mode flags, namely the challenge mode flag, the attack mode flag, the VB mode flag, and the specialized zone flag, in step S1503, and then ends this game count management process. In other words, if the bonus win flag is set or during a bonus, the number of games played in attack mode, etc. is not counted. Note that if any flag is not set in step S1503, the state is maintained.

[0343] Incidentally, in step S1503, the attack mode flag, VB mode flag, etc. are cleared, but the attack notification flag and VB notification flag are not cleared. Therefore, after the bonus ends, after going through the preparation state of the attack mode, etc., these flags are used to notify the push order to transition the gaming state, making it possible to return to the gaming state before the bonus. On the other hand, if a bonus is won during the challenge mode or specialized zone, the challenge mode or specialized zone ends upon winning the bonus. Also, in step S1503, the challenge mode win flag, attack mode win flag, etc. are not cleared. Therefore, if the attack mode, etc. and the bonus are won simultaneously, a win notification based on these win flags is made after the bonus ends.

[0344] If a negative judgment is made in step S1502, in step S1504 it is judged whether the number of premonition games is 0. If it is not 0, in step S1505 the number of premonition games is subtracted by 1. If the number of premonition games is 0 in step S1504 (if not in premonition mode), or after the processing of step S1505 has been executed, in steps S1506 to S1528 the number of continued games in each mode is counted.

[0345] That is, in step S1506, it is determined whether the current display mode is the challenge mode. If it is the challenge mode, the process proceeds to step S1507, where the challenge mode continuation counter is decremented by 1, thereby decrementing the number of games to continue in the challenge mode. Then, in step S1508, it is determined whether the challenge mode continuation counter is 0. If it is not 0, the number-of-games management process ends. If it is 0, the challenge mode flag is cleared in step S1509, and a challenge mode end command is set as an output target to the display control device 81 in step S1510. Upon receiving the challenge mode end command, the display control device 81 notifies the auxiliary display unit 65 or the like that the challenge mode will end with the current game. After the process of step S1510 has been performed, the number-of-games management process ends.

[0346] If it is determined in step S1506 that the mode is not the challenge mode, the process proceeds to step S1511. In step S1511, it is determined whether the current display mode is the attack mode. If it is the attack mode, the process proceeds to step S1512, where it is determined whether it is a specialized zone in the attack mode. That is, if there is a transition to the specialized zone at the start of the attack mode, such as in the super attack mode, the determination in step S1512 is affirmative. If it is in the specialized zone, the number-of-games management process for the specialized zone is performed in steps S1525 to S1528. These processes will be described later.

[0347] If it is determined in step S1512 that the zone is not a specialized zone, the attack mode continuation counter is decremented by 1 in step S1513, thereby subtracting the number of games to continue in attack mode. Then, in step S1514, it is determined whether the attack mode continuation counter is 0. If it is not 0, the number-of-games management process ends. If it is 0, the attack mode flag is cleared in step S1515, and the attack notification flag is cleared in step S1516. Then, in step S1517, an attack mode end command is set as an output target to the display control device 81. Upon receiving the attack mode end command, the display control device 81 notifies the auxiliary display unit 65 or the like that the attack mode will end in this game. This notification will be described in detail later. After the process of step S1517 is performed, the number-of-games management process ends.

[0348] If it is determined in step S1511 that the mode is not attack mode, the process proceeds to step S1518. In step S1518, it is determined whether the current display mode is VB mode. If it is VB mode, the process proceeds to step S1519, where it is determined whether it is in an add-on specialization zone. If it is not in an add-on specialization zone, the VB mode continuation counter is decremented by 1 in step S1520, thereby subtracting the number of games to continue in VB mode. Then, in step S1521, it is determined whether the VB mode continuation counter is 0. If it is not 0, the number-of-games management process ends. If it is 0, the VB mode flag is cleared in step S1522, and the VB notification flag is cleared in step S1523. Thereafter, in step S1524, a VB mode end command is set as an output target to the display control device 81. Upon receiving the VB mode end command, the display control device 81 notifies the auxiliary display unit 65 or the like that VB mode will end in the current game. This notification will be described in detail later. After the processing of step S1524 is performed, the number-of-games management processing ends.

[0349] If step S1519 determines that the zone is an added specialized zone, the process proceeds to step S1525. As already explained, if step S1512 determines that the zone is a specialized zone in attack mode, the process also proceeds to step S1525. In step S1525, the specialized zone continuation counter is decremented by 1, thereby subtracting the number of games to be played in the specialized zone. Then, in step S1526, it is determined whether the specialized zone continuation counter is 0. If the counter is 0, the specialized zone flag is cleared in step S1527, and a specialized zone end command is set as an output target to the display control device 81 in step S1528. Upon receiving the specialized zone end command, the display control device 81 notifies the auxiliary display unit 65 or the like that the specialized zone will end with this game. As such notification, for example, the total number of games in which the addition was successful in the current specialized zone is notified. After the processing of step S1528 is performed, the number-of-games management process is terminated. If a negative judgment is made in step S1518 or step S1526, the number of games played management process is terminated.

[0350] <End determination process> Next, the end determination process, which is the process at the end of the bonus, will be described with reference to the flowchart in Figure 46. As already explained, the end determination process is the process carried out in step S615 in the bonus state process (Figure 26). In the end determination process, it is determined whether the bonus end condition is met, and when the bonus is to be ended, a process for notifying a win in the attack mode or the like that has been won in combination with the bonus is performed, and a process for adding to the number of games in the attack mode or the like that has been won in combination with the bonus is performed.

[0351] That is, in step S1601, it is determined whether a small win has been achieved. As already explained, during the first BB or second BB bonus, the first win in the BB has a high probability of being achieved, and occasionally the second or third win in the BB is achieved (FIG. 28). When the first win in the BB is achieved, the first small win is achieved, and a predetermined number (9 medals) of medals are paid out. The second and third wins in the BB are replays of the 9th or 10th replay, and no medals are paid out even if a win is achieved. Also, during the CB, any of the CB small / medium wins 1 to 4 is won, and regardless of which win is achieved, the first small win is achieved, and a predetermined number (15 medals) of medals are paid out. Step S1601 is a process for determining whether a small win that results in a medal payout has been achieved among the wins during these bonuses or CBs.

[0352] If it is determined in step S1601 that a small winning combination has been achieved, then in step S1602, a process is performed in which the payout amount for this game is subtracted from the remaining payout amount. If a negative determination is made in step S1601, or after the process of step S1602 has been executed, then in step S1603, it is determined whether the remaining payout amount is 0. If it is not 0, the end determination process is terminated. If it is 0, then in step S1604, a bonus end command is set as an output target to the display control device 81, and then in steps S1605 to S1619, processing for notifying of a win such as in attack mode and processing for adding to the number of continued games such as in attack mode are performed.

[0353] That is, in step S1605, it is determined whether or not the attack mode hit flag is set. If the attack mode hit flag is set, a lottery process for the number of premonition games is performed in step S1606, the number of premonition games is set in step S1607, and a premonition command is set in step S1608. Incidentally, in this embodiment, in the lottery process for the number of premonition games in step S1606, a lottery is performed in which the number of premonition games is 0 with a 100% probability. That is, in step S1607, the number of premonition games is always set to 0, and a win notification for the attack mode, etc. is made in the game next to the bonus end game. After executing the process in step S1608, the end determination process is terminated.

[0354] If the attack mode hit flag is not set in step S1605, it is determined in step S1609 whether or not the challenge mode hit flag is set. If the challenge mode hit flag is set, the premonition mode processing of steps S1606 to S1608 is performed, and then the end determination processing is terminated. If the challenge mode hit flag is not set in step S1609, it is determined in step S1510 whether or not the VB mode hit flag is set. If the VB mode hit flag is set, the premonition mode processing of steps S1606 to S1608 is performed, and then the end determination processing is terminated. In other words, if the bonus ends while the challenge mode or VB mode has also been won, after the bonus ends, a premonition game is played, and then a win notification for the challenge mode or VB mode is made.

[0355] Note that the bonus ends when the attack mode win flag or challenge mode win flag is set if the attack mode, challenge mode, etc. and the bonus are won simultaneously, or if the bonus is won during the premonition mode of the win notification for the attack mode, challenge mode, etc. On the other hand, the bonus ends when the VB mode win flag is set if the VB mode and the bonus are won simultaneously during the attack mode, or if the bonus is won during the premonition mode of the win notification for the VB mode (in this case, the premonition mode for game 0 is selected, so the game following the win in the VB mode).

[0356] If the VB mode hit flag is not set in step S1610, the process proceeds to step S1611. In step S1611, it is determined whether the attack mode addition flag is set. If the attack mode addition flag is set, an attack mode addition game number lottery process is performed in step S1612, an attack mode game number addition process is performed in step S1613, an addition notification process is performed in step S1614, and an addition command is set in step S1615. The processes of steps S1612 to S1615 are the same as the processes of steps S917 to S920. After the process of step S1615 is executed, the end determination process is terminated.

[0357] If the attack mode addition flag is not set in step S1611, it is determined in step S1616 whether or not the challenge mode addition flag is set. If the challenge mode addition flag is set, a lottery process for the number of added games in challenge mode is performed in step S1617, an addition process for the number of games in challenge mode is performed in step S1618, and an addition command is set in step S1619. The processes of steps S1617 to S1619 are the same as the processes of steps S822 to S824. If a negative determination is made in step S1616, or after the process of step S1619 has been executed, the end determination process is terminated.

[0358] As described above, the main control unit 101 performs the following processes: (1) processing related to the display mode transition lottery, (2) processing for transitioning the game state based on the result of the display mode transition lottery, and (3) processing for transitioning the display mode based on the winning result.As a result, a push order notification effect is generated by the auxiliary display unit 65, and the game state also transitions to follow the transition of the display mode.Furthermore, the push order notification effect by the auxiliary display unit 65 makes it possible to generate a push order bell win, allowing for the possibility of winning a large number of medals.

[0359] Here, when a push order replay or push order bell is won, if a push order notification effect is performed by the auxiliary display unit 65 (a push order notification effect by the display control device 81), in addition to the push order notification effect, a push order notification is also performed by the instruction monitor 68 connected to the main control device 101. The configuration of this instruction monitor 68 will be explained with reference to Figure 47. Figure 47(a) is a front view of the instruction monitor 68, and Figure 47(b) is a diagram for explaining the relationship between the display mode of the instruction monitor 68 and the display content.

[0360] As shown in FIG. 47(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.

[0361] 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 "."

[0362] 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.

[0363] 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. 47(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.

[0364] The eighth display segment N8 is lit when the display mode is normal mode and the player wins the lottery to switch to attack mode, super attack mode, or challenge mode, or when the player wins the bonus (first BB) that can simultaneously switch to attack mode, super attack mode, or challenge mode. It is also turned off when the attack mode, super attack mode, challenge mode, or first BB ends and the player switches back to normal mode (excluding the case where the player switches back to attack mode, etc. after passing through a premonition mode, etc.).

[0365] In other words, advantageous zones (specific game states, specific modes) include navigation states (attack mode, super attack mode, high frequency mode) in which the operation sequence of the push order bell and push order replay is more easily notified, making it easier for the player to win in an advantageous manner, chance states (challenge mode, 1st BB, high probability mode) in which it is easier to win the lottery to transition to the navigation state, or winning states (winning modes) in which the player has won the lottery to transition to the navigation state or chance state but has not transitioned to these navigation states or chance states, and the eighth display segment N8 lights up during the advantageous zone and turns off during normal zones that are not advantageous zones, thereby forming a zone indicator (specific notification means) that clearly indicates whether or not the zone is advantageous.

[0366] The eighth display segment N8 starts lighting up as an indication that the advantageous zone has been entered, at a timing before the player is permitted to perform a gaming operation in the game following the starting game, regardless of whether the gaming result that triggered the advantageous zone, such as the navigation state, chance state, or winning state, is achieved (e.g., a specific combination such as a strong cherry). More specifically, in this embodiment, regardless of whether the gaming result winning that triggered the advantageous zone is achieved or not, that is, regardless of whether a miss occurs or not, the game in which the gaming result winning is entered is set as the starting game, and the eighth display segment N8 starts lighting up at a timing before the player is permitted to perform a betting operation as a gaming operation in the next game. In other words, the eighth display segment N8 starts lighting up before the start of the game following the game in which the player has won the lottery for transitioning to the advantageous zone.

[0367] 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.

[0368] 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.

[0369] Hereinafter, the first section display process and the second section display process will be described as processes relating to the lighting / extinguishing of the eighth display segment N8.

[0370] <First section display process> First, the first interval display process will be described with reference to Fig. 48. The first interval display process is a process carried out in step S316 in the lottery process (Fig. 16), 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.

[0371] In step S1701, it is determined whether the eighth display segment N8, which serves as a zone indicator, is being displayed, or more specifically, whether the eighth display segment N8 is being lit. As described above, when the eighth display segment N8 is being lit, this indicates that the player has won the lottery to transition to the advantageous zone, Attack Mode, Super Attack Mode, or Challenge Mode, or is in one of these modes. If the determination in step S1701 is negative and it is determined that the eighth display segment N8 is being turned off, the process proceeds to step S1702.

[0372] In step S1702, it is determined whether or not either the challenge mode win flag or the attack mode win flag is set. When the eighth display segment N8 is off and either the challenge mode win flag or the attack mode win flag is set, this means that the transition lottery to challenge mode or the transition lottery to attack mode or super attack mode has been won in this lottery process. As already explained, in the first specific role process (Figure 32), if the transition lottery to challenge mode is won, the challenge mode win flag is set, and if the transition lottery to attack mode or super attack mode is won, the attack mode win flag is set. In step S1702, if neither flag is set, the first section display process is terminated.

[0373] If either the challenge mode win flag or the attack mode win flag is set, the process proceeds to step S1703, where the eighth display segment N8 is lit to start displaying the section indicator. In addition, when the main control device 101 starts displaying the eighth display segment N8 as a section indicator with the eighth display segment N8 lit, it outputs a sound output command to the display control device 81 so that a predetermined sound effect (for example, a mechanical "gag!" sound) is output from the speaker 64. Based on the sound output command, the display control device 81 controls the speaker 64 to emit the predetermined sound effect. Note that, when display of the eighth display segment N8 starts, a configuration may be adopted in which an effect is generated in the auxiliary display unit 65 or another display unit. In this case, a corresponding command may be output to the display control device 81, and the display control device 81 may control the auxiliary display unit 65, etc., so that a corresponding effect is generated.

[0374] After executing the processing of step S1703, in step S1704, a process is executed to start measuring the number of games continued in the advantageous zone, and then the first zone display process is terminated. The number of games continued in the advantageous zone is measured by measuring the advantageous zone game number AG provided in the various counter areas 106e of RAM 106, and in step S1704, a process is executed to set the advantageous zone game number AG to an initial value of 0. A process is executed to add 1 to the advantageous zone game number AG for each game in the advantageous zone.

[0375] If it is determined in step S1701 that the eighth display segment N8 is being displayed as a section indicator, then in step S1705, processing is performed to continue display during the favorable section, and then this section display first processing is terminated. Specifically, in step S1705, processing is performed to continue the situation in which the eighth display segment N8 is lit. In other words, processing to terminate the display of the section indicator is not performed in this section display first processing.

[0376] <Second section display process> Next, the second section display process will be described with reference to the flowchart in Fig. 49. As already explained, the second section display process is a process that is performed in step S415 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.

[0377] In step S1801, it is determined whether the eighth display segment N8 is currently lit as a zone indicator. If it is off (not lit, not displayed), the second zone display process is terminated. If it is currently lit, the process proceeds to step S1802. In step S1802, a process is executed to count the number of games played in the advantageous zone. Specifically, a process is executed to increment the advantageous zone game count AG by 1. The advantageous zone game count AG is a counter that allows CPU 102 to grasp the number of games played in the advantageous zone, and it measures the number of games played while the eighth display segment N8 is lit. After executing the process of step S1802, in step S1803, a remaining game number management process is executed. The remaining game number management process is a process for managing whether the advantageous zone will reach the upper limit number of games with the current remaining number of games, based on the number of games remaining in attack mode, etc.

[0378] Specifically, as shown in the flowchart of FIG. 50, first, in step S1901, the premonition game count G1 is determined. For example, when the current situation is premonition mode in an advantageous zone, the premonition game count G1 represents the number of remaining premonition mode games, and is decremented by one for each game in the game count management process (FIG. 45). In step S1902, the challenge mode continuation count G2 is determined. For example, when the current situation is challenge mode in an advantageous zone, the challenge mode continuation count G2 represents the number of remaining challenge mode games, and is decremented by one for each game in the game count management process (FIG. 45). In step S1903, the attack mode continuation count G3 is determined. For example, when the current situation is attack mode in an advantageous zone, the attack mode continuation count G3 represents the number of remaining attack mode games, and is decremented by one for each game in the game count management process (FIG. 45). In step S1904, the VB mode continuation count G4 is determined. The VB mode continuation count G4 represents the number of remaining VB mode games, for example, when the current state is VB mode in an advantageous zone, and is decremented by one for each game in the game count management process (FIG. 45). In step S1905, the specialized zone continuation count G5 is determined. For example, when the current state is a specialized zone in an advantageous zone, the specialized zone continuation count G5 represents the number of remaining specialized zone games, and is decremented by one for each game in the game count management process (FIG. 45). In step S1906, the BB remaining game count G6 is determined. For example, when the current state is BB mode (bonus state) in an advantageous zone, the BB remaining game count G6 represents the number of remaining BB mode games, and is decremented by one each time the game count management process (FIG. 45) is started, provided that the game is in BB mode, by a decrement process (not shown).

[0379] Here, these continuation numbers G1 to G6 may have values ​​greater than or equal to 0 even if the current mode or zone is not the corresponding mode or zone. Specifically, for example, if a player wins the lottery to switch to VB mode but has not yet switched to VB mode, the current mode is attack mode, and the VB mode continuation number G4 remains set to "25," which is the initial value of the number of continuation games in VB mode. Also, if a player wins the lottery to switch to Super Attack mode during Challenge mode but has not yet switched to Super Attack mode, the current mode is challenge mode, and the specialized zone continuation number G5 remains set to "5," which is the initial value of the number of continuation games in the specialized zone, and the attack mode continuation number G3 remains set to "50," which is the initial value of the number of continuation games in Attack mode.

[0380] In step S1907, the remaining number of games ZG in the advantageous zone is calculated by accumulating G1 to G6 determined in the processes of steps S1901 to S1906 above. By performing this process, it is possible to determine how many more games the advantageous zone will continue. In the following step S1908, the total number of advantageous zone games SG is calculated by adding the number of games in the advantageous zone that have been played so far (number of advantageous zone games AG) and the remaining number of games ZG. Then, in step S1909, the total number of advantageous zone games SG is subtracted from 1500G, which is the upper limit number of games that the advantageous zone can continue, to calculate the number of available games FG (number of available games that can be added, number of remaining games).

[0381] After processing step S1909, in step S1910, it is determined whether the number of available games FG is greater than 0, i.e., whether there is an available number of games and whether an additional game can be played. If the number of available games FG is greater than 0, the remaining game number management process is terminated. On the other hand, if the number of available games FG is 0 or less, in step S1911, a process is executed to set an excess flag in the various flag storage area 106d, and then the remaining game number management process is terminated. The excess flag is a flag that allows CPU 102 to understand that the number of continued games in the advantageous zone cannot be increased, or more specifically, that even if an additional game is played, the additional game will not be played due to a forced termination at 1500 games.

[0382] In this embodiment, by setting the excess flag, even if a specific role is won during the advantageous zone, the implementation of a lottery for adding the number of games during the attack mode is restricted. More specifically, for example, if the excess flag is set in the lottery process for adding the number of games in the attack mode, such as step S914 or step S1001, the implementation of such a lottery process is restricted, and an additional win will not be obtained (or even if a win is obtained, an additional 0 games will be obtained). This makes it possible to prevent the misunderstanding that an advantageous zone will continue beyond the upper limit number of games by adding an amount that cannot be continued.

[0383] In addition, once the excess flag is set, the remaining game number management process may not be performed during the current advantageous period.

[0384] Returning to the explanation of the second interval display process (FIG. 49), after executing the process of step S1803, it is determined in step S1804 whether the number of advantageous interval games AG in the current game has reached the upper limit of "1500". If it has reached "1500", in step S1805 the number of advantageous interval games AG is cleared to 0, and then in step S1806 the eighth display segment N8 is turned off as the display termination process of the interval display. Then, in step S1807 data initialization process is performed, and the second interval display process is terminated.

[0385] The data initialization process resets flags and counters set upon transition to the current advantageous zone and during the current advantageous zone to their initial values. For example, if a challenge mode win flag or attack mode win flag is set upon transition to the advantageous zone, or if a VB mode win flag is set during attack mode, and these flags remain set until the initialization process, these win flags are cleared. Furthermore, the initialization process also clears flags such as attack notification flags, attack mode flags, VB mode flags, and specialized zone flags if they are set. Furthermore, if counters for the number of games continued, such as premonition counters and attack mode counters, are greater than 0, these counters are all reset to 0. In other words, the initialization process initializes all variables and parameters that affect the performance of push order notifications for advantageous zones that use push order notifications, and clears RAM for such variables and parameters.

[0386] If it is determined in step S1804 that the number of games in the advantageous zone AG has not reached the upper limit, the process proceeds to step S1808, where it is determined whether the advantageous zone has ended. That is, in step S1808, it is determined whether neither the challenge mode win flag nor the attack mode win flag is set, and in step S1809, it is determined whether neither the challenge mode flag nor the attack mode flag is set. A positive determination in both step S1808 and step S1809 means that the advantageous zone ended before reaching the upper limit of the number of games in the advantageous zone. In this case, the process proceeds to step S1805, where the number of games in the advantageous zone AG is cleared to 0, and in step S1806, the display of the zone indicator is terminated. In step S1807, data initialization is performed, and the second zone display process is terminated. If a negative determination is made in either step S1808 or step S1809, it is determined that the advantageous zone is still in progress, and the second zone display process is terminated. In this case, the zone indicator (eighth display segment N8) continues to be illuminated.

[0387] <About the push order indicator and section indicator and game progress> The relationship between the start and end of the advantageous zone and the display of the eighth display segment N8 as a zone indicator will be explained with reference to Figure 51.

[0388] In this slot machine 10, as shown in FIG. 51, in the normal zone, which is not an advantageous zone, the eighth display segment N8 as a zone indicator is turned off (not lit). In this normal zone, the push order notification effect is not performed. In other words, while the advantageous zone has the performance related to the instruction function such as the push order notification, the normal zone can be said to be a zone that does not have such instruction function. The situation in which the display mode is in the normal mode mainly corresponds to the normal zone.

[0389] In the normal zone, for example, if a player wins the lottery to move to a favorable zone such as challenge mode or attack mode by winning a weak watermelon role, the game in which the game result that triggered the winning is realized will be the starting game, and the eighth display segment N8, which serves as a zone indicator, will light up and notification of the favorable zone will begin before the player is allowed to place a bet in the game following the starting game.

[0390] In this case, in the game in which the weak watermelon role is won as described above, the game is in a state before the transition to the advantageous zone, and is a game included in the normal zone. If we consider that the notification of the advantageous zone by the eighth display segment N8 as a zone indicator indicating the advantageous zone is made at the timing when betting operations for the game following the starting game in which the weak watermelon role is won, that is, at the timing when the game in which the advantageous zone starts becomes playable, then the notification of the eighth display segment N8 being lit in the weak watermelon role winning game (starting game) as described above can be said to be a prior notification made before the notification of the advantageous zone (state notification, mode notification).

[0391] After that, when the player is notified that the advantageous zone is in effect, a push order notification is generated using the first display segment N1 to the seventh display segment N7. In this case, the push order information ("1" to "6") is displayed by the first display segment N1 to the seventh display segment N7 as described above, and the player can understand the push order based on this push order information. In the push order notification, the push order information begins to be displayed when the start lever 41 is operated in the game, and ends when the third reel is stopped and turned on in the game. If the game is not the final game in the advantageous zone, when the third reel is stopped and turned on, only the display of the push order information by the first display segment N1 to the seventh display segment N7 ends, and the display of the advantageous zone by the eighth display segment N8 continues. Then, if a push order combination is won again in the next game or later, the push order information corresponding to that push order combination is displayed by the first display segment N1 to the seventh display segment N7.

[0392] When the number of continuing games in the advantageous zone reaches the upper limit, etc., and it is the final game of the advantageous zone, the eighth display segment N8 also goes out and the notification of the advantageous zone ends. The number of games in the advantageous zone is counted in the games in which the eighth display segment N8 is lit, and specifically, the game following the starting game is counted as the first game, and the number of games in the advantageous zone is up to the final game in which the eighth display segment N8 goes out.

[0393] In this embodiment, in the final game of the advantageous zone, the eighth display segment N8 is turned off when medal payout is completed (by the second zone display process, which is the process after the payout determination process). If medal payout is not performed in the final game, the eighth display segment N8 is turned off when the third reel is stopped and turned off. This allows the player to clearly understand that the game in question was the final game of the advantageous zone.

[0394] In this way, the eighth display segment N8 lights up when a favorable zone is reached, and turns off when the favorable zone ends. The eighth display segment N8 not only lights up when a mode transitions to the Challenge mode, Attack mode, or the like, but also when a player wins the transition lottery to the Challenge mode, Attack mode, or the like. In other words, even if a notification is not given in a game in which a player wins the transition lottery to these modes, by checking whether or not the eighth display segment N8 is lit, it is possible to clearly determine whether or not a player has won the transition lottery. This prevents a difference in the degree of advantage between a player who wins the transition lottery to these modes but quits the game without knowing it and the successor player who takes his or her seat.

[0395] In addition, the slot machine 10 is configured so that there is no difference in the degree of advantage depending on the setting value for the playability that changes the degree of advantage depending on the push order notification such as challenge mode or attack mode. Therefore, by making the playability based on the push order notification a uniform degree of advantage for each gaming machine (setting value) and each game (situation), it is possible to eliminate advantages / disadvantages between players, and to fully enjoy the original playability of the slot machine 10, which is to aim for symbols to obtain benefits, while also making it possible to create a well-balanced gaming machine in relation to the playability based on the accompanying push order notification.

[0396] <Processing related to notification effects on the sub-side> Next, as processing related to (4) sub-side notification effects, various notification processing performed by the sub-side display control device 81 will be described. As processing for various notifications, a performance setting process executed at a predetermined cycle (1.49 msec cycle) is provided. Therefore, this performance setting process will be described with reference to the flowchart in FIG.

[0397] In the performance setting process, first, in step S2001, 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 S2002, a process is executed to store the received command in RAM 183. RAM 183 is provided with a command storage area, which is configured as a ring buffer capable of individually storing multiple commands and from which previously stored commands can be read.

[0398] If a negative determination is made in step S2001, or after the processing of step S2002 has been executed, it is determined in step S2003 whether the newly received command is a betting command. A betting command is a command output from main control device 101 in response to a betting operation, and includes the betting command set in step S207 of the normal processing, as well as the challenge mode start command in the mode transition notification processing (FIG. 41), the attack mode winning notification command, the VB mode winning notification command, the bonus winning notification command, etc. If the command is one of these betting commands, a betting effect setting processing is executed in step S2004.

[0399] If a negative determination is made in step S2003, or after the processing of step S2004 has been executed, it is determined in step S2005 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 S313 of the lottery processing, as well as a premonition command or an added command set in the first to third specific combination processing (Figs. 32 to 34), a push order notification command set in the push order combination processing (Fig. 43), etc. If it is one of these start commands, a start performance setting process is executed in step S2006.

[0400] If a negative determination is made in step S2005, or after the processing of step S2006 has been executed, in step S2007 it is determined whether the newly received command is a command at the time of each stop operation. Each stop operation command 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 S405 of the reel control processing (FIG. 18). If the stop command is one of such stop operation commands, in step S2008 a process for setting the effect at each stop operation is executed.

[0401] If a negative determination is made in step S2007, or after the processing of step S2008 has been executed, in step S2009 it is determined whether the newly received command is an all-stop command. An all-stop command is a command output from main control device 101 when all reels 32L, 32M, and 32R have stopped, and includes the winning result command set in step S411 of the reel control processing (FIG. 18), as well as the attack mode start command, VB mode start command, specialized zone start command, challenge mode end command, attack mode end command, VB mode end command, specialized zone end command, etc., which are set in the winning result response processing (FIG. 44). If the command is one of these all-stop commands, in step S2010 an all-stop effect setting processing is executed.

[0402] If a negative decision is made in step S2009, or after the processing of step S2010 has been executed, other processing is executed in step S2011, and then the effect setting processing is terminated. In step S2011, 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 (effect switch detection sensors, etc.) connected without going through the main control device 101, settings for error notification, etc.

[0403] The bet effect setting process, start effect setting process, each stop operation effect setting process, and all stop effect setting process will be explained below. Note that the explanation of each effect setting process will be given with reference to the outline diagrams of the display effects in Figures 58 and 63 to 68.

[0404] <Bet effect setting process> The bet time effect setting process will be described with reference to the flowchart of FIG.

[0405] In step S2101, it is determined whether or not the currently received bet command includes a challenge mode start command. If a challenge mode start command is included, in step S2102, processing is performed to set a challenge mode start effect. In the challenge mode start effect, for example, as shown in FIG. 63(a), the auxiliary display unit 65 displays the text "Challenge Mode Start" and also displays a display (for example, a predetermined character display) suggesting that the display mode to be transitioned to is a chance mode in which it is easy to win the attack mode transition lottery. In addition, in the challenge mode start effect, control is performed so that a corresponding sound effect (for example, a man's deep voice saying "Seize attack mode!") is emitted from the speaker 64.

[0406] If a challenge mode start command is not included in step S2101, it is determined in step S2103 whether or not the currently received betting command includes an attack mode winning notification command. If an attack mode winning notification command is included, processing is performed in step S2104 to set up an attack mode winning notification effect. In the attack mode winning notification effect, for example, as shown in FIG. 64(a), the auxiliary display unit 65 displays the text "Attack mode confirmed." Additionally, in the attack mode winning notification effect, control is performed so that a corresponding sound effect (for example, a high-pitched female voice saying "Attack number one!") is emitted from the speaker 64.

[0407] If an attack mode winning notification command is not included in step S2103, it is determined in step S2105 whether or not a VB mode winning notification command is included as a bet time command received this time. If a VB mode winning notification command is included, processing for setting a VB mode winning notification effect is performed in step S2106. In the VB mode winning notification effect, for example, as shown in FIG. 64(b), the auxiliary display unit 65 displays the text "VICTORY BONUS confirmed." Additionally, in the VB mode winning notification effect, control is performed so that a corresponding sound effect (for example, a male and female voice saying "Victory!") is emitted from the speaker 64.

[0408] If a VB mode winning notification command is not included in step S2105, it is determined in step S2107 whether or not a bonus winning notification command is included as a bet time command received this time. If a bonus winning notification command is included, processing is performed to set a bonus winning notification effect in step S2108. In the bonus winning notification effect, for example, the auxiliary display unit 65 displays the text "Yay! Bonus confirmed." In addition, in the bonus winning notification effect, control is performed so that a corresponding sound effect (for example, a male and female voice saying "Yay!") is emitted from the speaker 64.

[0409] If a bonus winning notification command is not included in step S2107, it is determined in step S2109 whether or not a specialized zone winning notification command is included as a bet time command received this time. If a specialized zone winning notification command is included, processing is performed in step S2110 to set a specialized zone winning notification effect. In the specialized zone winning notification effect, for example, the auxiliary display unit 65 displays the text "Get on with it!!" In addition, in the specialized zone winning notification effect, control is performed so that a corresponding sound effect (for example, the deep voice of an ecstatic man saying "Let's get into it!") is emitted from the speaker 64.

[0410] After executing any of the processes in step S2102, step S2104, step S2106, step S2108, and step S2110, or if a negative determination is made in step S2109, other bet effects are set in step S2111, and then this effect setting process is terminated. The process in step S2111 may, for example, perform a process in response to the reception of a bet command, such as turning off the lamps around (or inside) the credit insertion switches 56-58 for the corresponding bet number to notify that the operation has been accepted, a process to return from demo mode which transitions to a certain condition when no play has been made for a predetermined period of time, or a process to turn on the lamp around the start lever 41 to notify that the operation has been validated.

[0411] <Start-up performance setting process> Next, the start-time effect setting process will be described with reference to the flowchart in FIG.

[0412] In step S2201, a display mode setting process is performed. In this process, the display mode currently set on the main control device 101 side is determined to be normal mode, challenge mode, attack mode, VB mode, or specialized zone mode, and the display effect of the auxiliary display unit 65 is set to the corresponding display mode. Specifically, the various flag storage area 183a of the RAM 183 on the display control device 81 side also has areas for setting a challenge mode flag, attack mode flag, VB mode flag, and specialized zone flag as flags for identifying the display mode. The corresponding flag is set when each mode starts and cleared when the mode ends. For example, in the process of setting the challenge mode start effect in step S2102 above, the challenge mode flag is set. In step S2201, these various mode-corresponding flags are identified to identify the current display mode, and the auxiliary display unit 65, speaker 64, upper lamp 63, etc. are controlled to perform the corresponding effect.

[0413] In the next step S2202, it is determined whether the lottery result of the game to be started this time is a push order role win based on the received lottery result command. If the push order role wins, in step S2203, push order notification processing is performed. Here, the push order notification processing will be explained with reference to the flowchart in FIG.

[0414] In step S2301, it is determined whether the currently received start command includes a push order notification command. If a push order notification command is not included, the push order notification process is terminated. If a push order notification command is included, the process proceeds to step S2302.

[0415] In step S2302, it is determined whether the result of this lottery...

Claims

[Claim 1] A plurality of rotating bodies having a plurality of patterns applied thereto in a circumferential direction; A display unit that allows some of the patterns on each of the rotating bodies to be viewed; A start operation means for starting rotation of each of the rotating bodies when the start operation means is operated; A stop operation means for stopping the rotation of each of the rotating bodies when the stop operation means is operated; a drive control means for starting rotation of each of the rotating bodies when the start operation means is operated and for stopping the rotation of each of the rotating bodies when the stop operation means is operated; a lottery means for holding a lottery to determine whether or not to award a special benefit to a player based on an operation of the start operation means; a bonus awarding means for awarding a bonus corresponding to a predetermined result when a result of the lottery by the lottery means is a predetermined result; a means for transitioning the game state to a special state advantageous to a player when a predetermined transition condition is established in a situation where a right to transition the game state to the special state advantageous to a player has been acquired; A setting means for setting a plurality of setting values ​​capable of causing a change in the rate of increase or decrease or the manner of increase or decrease of the game media, and for setting one of the plurality of setting values; A gaming machine comprising: A normal state and a specific state that is more advantageous to a player than the normal state are set, means for terminating the specific state when a predetermined termination condition is met; A means for grasping the remaining number of the specific state; a means for executing an increasing process for increasing the remaining number when a predetermined specific condition is met; an increase number notifying means capable of notifying an increase number when the increase process is performed; Equipped with The increase number notifying means includes: A first means for executing the notification of the increase in the game in which the increase process is performed; A second means for executing the increase number notification in a game subsequent to the game in which the increase process is performed; Equipped with In the special state, the notification of the increase number by the second means in a predetermined manner is executable regardless of the set value set by the setting means, The increase number notification by the second means in the predetermined manner executed in the special state has at least a part of the notification manner in common with the increase number notification executed in a state other than the special state, a means for executing a process of setting numerical information according to a game result of a predetermined game in the special state; A gaming machine characterized in that, in a game after the specified game in the special state, the increase number notification of the second means is executed in the specified manner based on the numerical information.

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