Gaming Machines
The integration of orbiting bodies with patterns, a lottery system, and mode notifications in gaming machines addresses the lack of engagement, offering varied and engaging gameplay experiences.
Patent Information
- Application Number
- JP2022175563
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-11-01
- Publication Date
- 2025-01-15
- Estimated Expiration
- 2039-10-21
AI Technical Summary
Existing gaming machines lack mechanisms to enhance player engagement and interest.
Incorporation of orbiting bodies with visible patterns, a starting operation mechanism, lottery system for benefits, and mode notification features to provide varied gameplay experiences, including carryover results and transition states.
Enhances player engagement by introducing unpredictability and variety in gameplay, improving overall interest and enjoyment.
Smart Images

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Abstract
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] 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 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 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 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 gaming machine comprising: The lottery results by the lottery means include a first result that allows a prize to be won when the stop operation means is operated in a first operation mode, and a second result that allows a prize to be won when the stop operation means is operated in a second operation mode different from the first operation mode, a mode notifying means capable of executing mode notification including the first operation mode and the second operation mode by a predetermined notifying means; a specific state is set in which the mode notification means can issue the mode notification, a means for transitioning to the specific state based on a predetermined transition condition; means for terminating the specific state based on a predetermined termination condition; When the lottery result by the lottery means is a predetermined specific result, information about winning the specific result can be carried over to a game after the game that resulted in the specific result, When the transition condition is established in a predetermined game in which the lottery result by the lottery means becomes the specific result, in the next game of the game, the result of a predetermined process regarding the notification of the mode in the specific state based on the operation of the start operation means is predetermined To make it a result, When the transition condition is established in a predetermined game that is started in a situation where information on the winning of the specific result is carried over, in the next game of the game, the result of the predetermined processing regarding the notification of the mode in the specific state based on the operation of the start operation means is predetermined The outcome differs from the degree of advantage to the player. specific The present invention is characterized in that it is configured to be able to achieve the result. [Effects of the Invention]
[0008] According to the present invention, it is possible to increase the enjoyment of the game. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a front view of a slot machine according to an embodiment. [Figure 2] 1 is a perspective view of the slot machine with the front door closed. FIG. [Figure 3] 1 is a perspective view of the slot machine with the front door open. FIG. [Figure 4] FIG. [Figure 5] FIG. [Figure 6] FIG. 10 is a diagram showing the arrangement of symbols on each reel. [Figure 7] 10 is an explanatory diagram showing the relationship between the symbols visible through the display window and the pay lines. FIG. [Figure 8] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 9] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 10] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 11] FIG. 10 is a diagram for explaining an example of a winning mode. [Figure 12] FIG. 10 is a diagram for explaining an example of a winning mode. [Figure 13] FIG. 2 is a block diagram showing the electrical configuration of the main control device. [Figure 14]FIG. 2 is a block diagram showing the electrical configuration of the display control device. [Figure 15] 10 is a flowchart showing timer interrupt processing by the main control device. [Figure 16] 10 is a flowchart showing normal processing by the main control device. [Figure 17] 10 is a flowchart showing lottery processing. [Figure 18] FIG. 10 is a diagram showing an example of a lottery table for a normal gaming state. [Figure 19] FIG. 10 is a diagram showing an example of a lottery table for a carryover state. [Figure 20] 10 is a flowchart showing a reel control process. [Figure 21] FIG. 10 is an explanatory diagram showing the relationship between the operation sequence of the stop switches and the winning patterns that are achieved. [Figure 22] 10 is a flowchart showing bonus state processing. [Figure 23] FIG. 10 is a diagram showing an example of a lottery table for a BB state. [Figure 24] FIG. 10 is a diagram for explaining the difference in the degree of advantage of each game state. [Figure 25] 10 is a flowchart showing lottery result handling processing. [Figure 26] 10 is a flowchart showing the lottery process for transition to a favorable zone. [Figure 27] 10 is a flowchart showing the AT lottery processing. [Figure 28] A figure showing an example of a favorable zone transition lottery table and an AT mode transition lottery table. [Figure 29] 10 is a flowchart showing the AT top-up processing. [Figure 30] FIG. 10 is a diagram showing an example of an additional lottery table. [Figure 31] FIG. 2 is a diagram for explaining an overview of an instruction monitor and a section indicator. [Figure 32] An explanatory diagram showing an overview of the push order notification display performed on the auxiliary display unit. [Figure 33] 10 is a flowchart showing a winning result response process. [Figure 34] 10 is a flowchart showing an AT type determination process. [Figure 35] 10 is a flowchart showing a first section display process. [Figure 36] 10 is a flowchart showing a second section display process. [Figure 37] This is a flowchart showing the processing when transitioning to a favorable zone. [Figure 38] FIG. 10 is a diagram showing an example of a ceiling game number table. [Figure 39] 10 is a flowchart showing a performance setting process performed by a display control device serving as a sub-side control device. [Figure 40] 10 is a flowchart showing a start-up effect setting process. [Figure 41] 10 is a flowchart showing a process for setting effects when all the devices are stopped. [Figure 42] 10 is a flowchart showing the AT effect setting process. [Figure 43] 10 is a flowchart showing a BB effect setting process. [Figure 44] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 45] A diagram to explain the relationship between the display effects by the auxiliary display unit and the ceiling number of games. [Figure 46] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 47] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 48] 10 is a diagram for explaining the relationship between the display effects by the auxiliary display unit and the game result. FIG. [Figure 49] This is a timing chart for explaining the relationship between the advantageous zone and BB. [Figure 50] In variant example 1, (a) is an explanatory diagram showing the relationship between the winning mode and the benefits awarded, (b) is a diagram showing a portion of the lottery table for the BB state, and (c) is a diagram showing an example of an AT mode transition lottery table at the time of transition. [Figure 51]This is a flowchart showing the processing when transitioning to a favorable zone. [Figure 52] 10 is a flowchart showing a first section display process in Modification 2. [Figure 53] A figure showing an example of an AT mode transition lottery table at the time of transition. [Figure 54] 13 is a flowchart showing a first section display process in Modification 3. [Figure 55] 10 is a flowchart showing a second section display process. [Figure 56] A flowchart showing the processing when transitioning to a favorable zone in variant example 4. [Figure 57] 10A is a diagram showing an example of an AT mode transition lottery table at the time of transition, and FIG. 10B is a diagram showing an example of an AT type table. [Figure 58] 13 is a flowchart showing lottery result response processing in Modification 5. [Figure 59] FIG. 10 is a diagram showing an example of a notification lottery table. [Figure 60] 13 is a flowchart showing the remaining game number management process in Modification 6. [Figure 61] 10 is a flowchart showing a remaining number management process. [Figure 62] FIG. 10 is a diagram showing an example of a notification lottery table. [Figure 63] 13 is a flowchart showing bonus state processing in Modification 7. [Figure 64] (a) is a diagram showing a portion of the lottery table for the normal game state, (b) is a diagram showing an example of the lottery table for transitioning to AT mode, and (c) is a diagram for explaining the relationship between the AT mode and the BB state. [Figure 65] 13 is a flowchart showing a second section display process in Modification 8. [Figure 66] A figure showing an example of a lottery table for transition to an advantageous zone in variant example 9. [Figure 67] A figure showing an example of an AT mode transition lottery table at the time of transition. [Figure 68]10 is a flowchart showing a second section display process in the second embodiment. [Figure 69] 10 is a flowchart showing a part of the process for setting effects when all the devices are stopped. [Figure 70] 10A is a flowchart showing the BB effect setting process, and FIG. 10B is a diagram showing an example of a display effect by the auxiliary display unit. [Figure 71] This is a timing chart for explaining the relationship between the advantageous zone and BB. [Figure 72] 10 is a flowchart showing bonus state processing in Modification 1. [Figure 73] 10 is a flowchart showing a second section display process. [Figure 74] 10 is a flowchart showing bonus state processing in Modification 2. [Figure 75] 10 is a flowchart showing a second section display process. [Figure 76] In the third modification, (a) is a diagram showing a part of a lottery table for a normal gaming state, and (b) is a flowchart showing a second interval display process. [Figure 77] 10 is a flowchart showing a part of the process for setting effects when all the devices are stopped. [Figure 78] 10 is a flowchart showing a BB effect setting process. [Figure 79] 13 is a flowchart showing bonus state processing in Modification 4. [Figure 80] 10 is a flowchart showing a second section display process. [Figure 81] A figure showing an example of an AT mode transition lottery table at the time of transition. [Figure 82] 10A is a flowchart showing the BB effect setting process, and FIG. 10B is a diagram showing an example of a display effect by the auxiliary display unit. [Figure 83] 10A is a flowchart showing a part of the process for setting the effect when all the lights are stopped, and FIGS. 10B and 10C are diagrams showing examples of the display effect by the auxiliary display unit. [Figure 84]13 is a flowchart showing bonus state processing in Modification 5. [Figure 85] A figure showing an example of an AT mode transition lottery table at the time of transition. [Figure 86] A flowchart showing the processing when transitioning to a favorable zone in the third embodiment. [Figure 87] FIG. 10 is a diagram showing an example of a ceiling game number table. [Figure 88] 10 is a flowchart showing lottery result handling processing. [Figure 89] FIG. 10 is a diagram showing an example of a notification lottery table. [Figure 90] 10 is a flowchart showing a second section display process. [Figure 91] A flowchart showing the processing when transitioning to a favorable zone in variant example 1. [Figure 92] FIG. 10 is a diagram showing an example of a specific flag set lottery table. [Figure 93] FIG. 10 is a diagram showing an example of a notification lottery table in Modification 2. [Figure 94] 13 is a flowchart showing bonus state processing in Modification 3. [Figure 95] 10 is a flowchart showing a second section display process. [Figure 96] A diagram to explain the frequency at which processing is performed when transitioning to a favorable zone depending on the type of BB state. DETAILED DESCRIPTION OF THE INVENTION
[0010] First Embodiment An embodiment of the present invention, which is applied to a reel-type gaming machine, specifically a slot machine, will be described in detail below with reference to the drawings. Figure 1 is a front view of the slot machine 10, Figure 2 is a perspective view of the slot machine 10 with the front door 12 closed, Figure 3 is a perspective view of the slot machine 10 with the front door 12 open, Figure 4 is a rear view of the front door 12, and Figure 5 is a front view of the cabinet 11.
[0011] As shown in Figures 1 to 5, the slot machine 10 has a housing 11 that forms its outer shell. The housing 11 is formed in a box shape with an open front as a whole, and is attached to so-called island equipment by nailing it when installed in an amusement hall.
[0012] A front door 12 is attached to the front side of the housing 11 in an openable and closable manner. A pair of upper and lower support shafts 13a and 13b are provided on the left side of the housing 11 when viewed from the front. The front door 12 is provided with bearings 14a and 14b at positions corresponding to the support shafts 13a and 13b. When the support shafts 13a and 13b are inserted into the bearings 14a and 14b, the front door 12 is rotatably supported relative to the housing 11 about an opening / closing axis extending in the vertical direction connecting the support shafts 13a and 13b. Rotation of the front door 12 allows the front open side of the housing 11 to be opened or closed. The front door 12 is locked and cannot be opened by a locking device 20 provided on its back surface. A key cylinder 21 integrated with the locking device 20 is provided at the upper right end of the front door 12. The locked state is released by operating a predetermined key on the key cylinder 21.
[0013] A game panel 25 that notifies the player of the game status is provided near the upper center of the front door 12. The game panel 25 has three vertically long display windows 26L, 26M, and 26R formed side by side, and the interior of the slot machine 10 can be seen through each of the display windows 26L, 26M, and 26R. The display windows 26L, 26M, and 26R may be combined into one common display window.
[0014] As shown in FIG. 3, the interior of the housing 11 is divided into two sections, upper and lower, by a partition plate 30, and a reel unit 31 constituting a variable display means is attached to the upper part of the partition plate 30. The reel unit 31 includes a left reel 32L, a center reel 32M, and a right reel 32R, each formed in a cylindrical (annular) shape. Each reel 32L, 32M, and 32R is rotatably supported so that its central axis coincides with the axis of rotation of the reel. The axes of rotation of the reels 32L, 32M, and 32R are arranged on the same axis extending substantially horizontally, and each reel 32L, 32M, and 32R corresponds one-to-one to each display window 26L, 26M, and 26R. Therefore, a portion of the surface of each reel 32L, 32M, and 32R is visible through the corresponding display window 26L, 26M, and 26R. Furthermore, when the reels 32L, 32M, and 32R rotate forward, the surfaces of the reels 32L, 32M, and 32R are projected through the respective display windows 26L, 26M, and 26R as if they were moving from top to bottom.
[0015] Here, the configuration of the reel unit 31 will be briefly described.
[0016] Each of the reels 32L, 32M, and 32R is connected to a stepping motor, and each of the reels 32L, 32M, and 32R can be rotated individually, i.e., independently, by driving each stepping motor. The stepping motor is set to rotate once by applying a drive signal (hereinafter also referred to as an excitation pulse) of, for example, 500 pulses, and this excitation pulse controls the rotational position of the stepping motor, i.e., the rotational position of the reel. Furthermore, the reel unit 31 is provided with a reel index sensor on each of the reels 32L, 32M, and 32R to detect when the reel has rotated once. Each time the reel index sensor detects that the reel has rotated once, it outputs a detection signal to the main control device 101, which will be described later. Therefore, the main control unit 101 can check and correct the angular position of each reel 32L, 32M, 32R for each rotation based on the detection signal of the reel index sensor and the number of excitation pulses output before the detection signal is input.
[0017] On the outer periphery of each reel 32L, 32M, 32R, a plurality of symbols are drawn along the long side (circumference direction) of the reel, serving as identification information. More specifically, 20 symbols are drawn at equal intervals. Therefore, to switch from one symbol to the next symbol at a predetermined position, 25 excitation pulses (= 500 pulses ÷ 20 symbols) must be output. Furthermore, the main control device 101 can determine which symbols are visible through the display windows 26L, 26M, 26R, and can stop a predetermined symbol at a position visible through the display windows 26L, 26M, 26R, based on the number of excitation pulses output after the reel index sensor detection signal is input.
[0018] Next, the symbols depicted on the reels 32L, 32M, and 32R will be described.
[0019] FIG. 6 shows the arrangement of symbols on the left reel 32L, center reel 32M, and right reel 32R. As shown in FIG. 6, 20 symbols are arranged in a row on each of the reels 32L, 32M, and 32R. Numbers ranging from 0 to 19 are assigned to the reels 32L, 32M, and 32R, respectively. However, these numbers are used by the main control device 101 to identify the symbols visible through the display windows 26L, 26M, and 26R, and are not actually assigned to the reels 32L, 32M, and 32R. However, these numbers will be used in the following explanation.
[0020] There are ten types of symbols: a "bell" symbol (e.g., the first symbol on the left reel 32L), a "replay" symbol (e.g., the zeroth symbol on the left reel 32L), a "red 7" symbol (e.g., the fourteenth symbol on the left reel 32L), a "watermelon" symbol (e.g., the second symbol on the left reel 32L), a "cherry" symbol (e.g., the eighth symbol on the left reel 32L), a "bar" symbol (e.g., the ninth symbol on the left reel 32L), a "white 7" symbol (e.g., the third symbol on the left reel 32L), a "youth" symbol (e.g., the eighteenth symbol on the left reel 32L), a "red shell" symbol (e.g., the fourth symbol on the left reel 32L), and a "white shell" symbol (e.g., the nineteenth symbol on the left reel 32L). As shown in Figure 6, the number and arrangement order of the various symbols are completely different on each of the reels 32L, 32M, and 32R.
[0021] Each of the display windows 26L, 26M, and 26R is formed so that only three of the 20 symbols on the corresponding reel are visible in their entirety. Therefore, when each of the reels 32L, 32M, and 32R is stopped, 3 x 3 = 9 symbols are visible through the display windows 26L, 26M, and 26R.
[0022] In the slot machine 10, the game result of each game is announced using a combination of three symbols, one for each of the reels 32L, 32M, and 32R, among the visible symbols. As described above, 3 × 3 = 9 symbols are visible, and as combinations of these three symbols, for example, as shown in Fig. 7, there are combinations of symbols that stop on an upper line L1 connecting the upper symbols of the reels 32L, 32M, and 32R, combinations of symbols that stop on a middle line L2 connecting the middle symbols of the reels 32L, 32M, and 32R, and combinations of symbols that stop on a lower line L3 connecting the lower symbols of the reels 32L, 32M, and 32R. There are also combinations of symbols that stop on a downward-sloping line L4 connecting the top symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the bottom symbol on the right reel 32R, and combinations of symbols that stop on an upward-sloping line L5 connecting the bottom symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the top symbol on the right reel 32R. There are also combinations of symbols that stop on a curved line L6 connecting the middle symbol on the left reel 32L, the top symbol on the middle reel 32M, and the top symbol on the right reel 32R. The above lines L1 to L5 are straight lines when the symbols are lined up, while the curved line L6 is a line that bends when the symbols are lined up. There are other combinations of symbols that stop on curved lines besides the curved line L6, but we will not explain them here.
[0023] Of these lines L1 to L6, some are activated by betting medals, and some are not, and when symbols stop in a predetermined combination on an activated line, i.e., an activated line, a win is achieved and a bonus is awarded in which a predetermined number of medals, which are game media, are paid out, or a bonus is awarded in which the game state is changed.On the other hand, when symbols stop in a predetermined combination on an inactivated line, a win is not achieved and the bonus is not awarded.
[0024] In the slot machine 10, of the above lines L1 to L6, the bent line L6 is set as the activated line. More specifically, in the slot machine 10, a game is started by betting three medals. In this case, only the bent line L6 is set as the activated line, and the other lines L1 to L5 are not set as activated lines. In the following description, the bent line L6 may be referred to as the activated line ML. Also, hereinafter, a game started by betting three medals is referred to as a 3-bet game, a game started by betting two medals is referred to as a 2-bet game, and a game started by betting one medal is referred to as a 1-bet game. Note that in this embodiment, 1-bet games and 2-bet games are not set. That is, in this embodiment, only 3-bet games are set.
[0025] 8 and 9 are diagrams showing the correspondence between winning symbol combinations and the benefits awarded when a winning symbol combination is obtained.
[0026] The small prize winnings that result in medal payouts are the 1st small prize winning to the 27th small prize winning.
[0027] When the "Replay" symbol on the left reel 32L, the "Bell" symbol on the middle reel 32M, and the "Bell" symbol on the right reel 32R stop on the active line ML, the first small win is achieved. When the first small win is achieved, seven medals are paid out.
[0028] As shown in Figure 10(a), when the symbol corresponding to the first small win stops on the activated line ML, the "bell" symbol stops on the upper line L1. Therefore, the player can easily understand that the small win corresponding to the bell has been achieved.
[0029] If the "bell" symbol on the left reel 32L, the "white 7" symbol, the "cherry" symbol, the "red shell" symbol or the "young man" symbol on the middle reel 32M, and the "white 7" symbol, the "white shell" symbol or the "young man" symbol on the right reel 32R stop on the active line ML, the second small win will be awarded. If the second small win is established, 7 medals will be paid out.
[0030] As shown in Figure 11(b), when the symbol corresponding to the second small win stops on the activated line ML, the "watermelon" symbol stops on the downward sloping line L4, so the player can easily understand that the small win corresponding to the watermelon has been achieved.
[0031] When the "bell" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "watermelon" symbol on the right reel 32R stop on the active line ML, the third small win is won. When the third small win is won, seven medals are paid out.
[0032] As shown in Figure 11(c), when the symbol corresponding to the third small win stops on the activated line ML, the "watermelon" symbol stops on the upper line L1. Therefore, the player can easily understand that the small win corresponding to the watermelon has been achieved.
[0033] The 4th to 27th small wins are mainly so-called missed wins that are won when the 1st small win is missed. When the 4th to 27th small wins are won, one medal is paid out. For the 4th to 27th minor winning combinations, a winning combination is achieved when the corresponding combination of the "replay" symbol, "red 7" symbol, "BAR" symbol, "red shell" symbol, "white shell" symbol, "young man" symbol or "bell" symbol on the left reel 32L, the "white 7" symbol, "cherry" symbol, "red shell" symbol, "young man" symbol, "red 7" symbol, "watermelon" symbol, "replay" symbol, "BAR" symbol, "bell" symbol or "white shell" symbol on the middle reel 32M, and the "red 7" symbol, "white 7" symbol, "white shell" symbol, "young man" symbol, "watermelon" symbol, "red shell" symbol, "BAR" symbol or "replay" symbol on the right reel 32R stops on the active line ML. As shown in Figure 8, the combinations of symbols corresponding to the 4th to 27th small wins are set so that the "bell" symbols do not line up and stop on a straight line (L1 to L5), making it easy to understand that the small win corresponding to the bell has not been achieved.
[0034] Incidentally, in the configuration in which medals are paid out based on the winning of the above-mentioned 1st to 27th minor winning combinations, the paid out medals are a kind of benefit that is given according to the result of the game. In this specification, the paid out medals may also be referred to as "out balls," and the ratio of the number of paid out medals (out balls) to the number of inserted (betted) medals may also be referred to as "out ball rate."
[0035] The winning combinations that can be awarded with a replay privilege, which allows a player to play the next game without inserting a medal, are the 1st replay winning combination to the 11th replay winning combination. As shown in Figure 9, winning symbol combinations are set for the 1st replay winning combination to the 11th replay winning combination.
[0036] The first replay wins when the "replay" symbol on the left reel 32L, the "watermelon" symbol on the center reel 32M, and the "red 7," "white 7," "white shell" or "young man" symbol on the right reel 32R stop on the active line ML. As shown in FIG. 10(d), when the symbol corresponding to the first replay win stops on the active line ML, the "replay" symbols stop in line on the center line L2. This allows the player to easily understand that a replay win corresponding to the replay has been achieved.
[0037] A second replay win occurs when the "replay" symbol on the left reel 32L, the "bell" symbol on the center reel 32M, and the "bar" or "cherry" symbol on the right reel 32R stop on the active line ML. When the symbols corresponding to the second replay win stop on the active line ML, the "bar" symbols may stop aligned on the upward-sloping line L5, as shown in FIG. 12(a), or the "red 7" symbol, "bar" symbol, and the "red 7" symbol may stop on the upward-sloping line L5, in order from left to right, as shown in FIG. 12(b). When a second replay win occurs, the game state does not change, but the game state changes to a notification mode that is advantageous to the player, and the AT mode, in which the player can expect to win medals, is initiated. The AT mode will be described in detail later.
[0038] The third and fourth replays are adjustment replays in the event that multiple replays result in overlapping wins.
[0039] In the fifth replay, a win is achieved when the "bell" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "red 7", "white 7", "bar", "cherry", "white shell" or "young man" symbol on the right reel 32R stop on the activated line ML. As shown in FIG. 10(e), when the symbols corresponding to the fifth replay win stop on the activated line ML, the "watermelon" symbols stop on the upper row of the left reel 32L and the upper row of the middle reel 32M, but the "watermelon" symbol does not stop on the upper row of the right reel 32R (the "watermelon" symbol stops on the lower row of the right reel 32R), resulting in a stop pattern where the upper row watermelon is not in the "tenpai" state. Furthermore, when the symbol corresponding to the fifth replay win stops on the valid line ML, the "watermelon" symbol stops on the top row of the left reel 32L and the bottom row of the right reel 32R, but the "watermelon" symbol does not stop on the middle row of the middle reel 32M (the "watermelon" symbol stops on the top row of the middle reel 32M), resulting in a stopping pattern that is known as a right-downward watermelon tenpai miss.
[0040] In the sixth replay, a win is achieved when the "bell" symbol on the left reel 32L, the "white 7" symbol, the "cherry" symbol, the "red shell" symbol or the "young man" symbol on the middle reel 32M, and the "watermelon" symbol or the "red shell" symbol on the right reel 32R stop on the activated line ML. As shown in FIG. 10(f), when the symbols corresponding to the sixth replay win stop on the activated line ML, the "watermelon" symbols stop on the upper row of the left reel 32L and the upper row of the right reel 32R, but the "watermelon" symbol does not stop on the upper row of the middle reel 32M (the "watermelon" symbol stops on the middle row of the middle reel 32M), resulting in a stop pattern where the upper row watermelon is not in a tenpai state. Furthermore, when the symbol corresponding to the sixth replay win stops on the valid line ML, the "watermelon" symbol stops on the top row of the left reel 32L and the middle row of the middle reel 32M, but the "watermelon" symbol does not stop on the bottom row of the right reel 32R (the "watermelon" symbol stops on the top row of the right reel 32R), resulting in a stopping pattern that is known as a right-downward watermelon tenpai miss.
[0041] The seventh replay wins when the "watermelon" symbol on the left reel 32L, the "white 7" symbol, the "cherry" symbol, the "red shell" symbol or the "young man" symbol on the center reel 32M, and the "replay" symbol on the right reel 32R stop on the active line ML. As shown in Figure 11(a), when the symbol corresponding to the seventh replay win stops on the active line ML, the "watermelon" symbols stop in alignment on the center line L2.
[0042] The eighth replay wins when the "replay" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "watermelon" symbol or the "ark shell" symbol on the right reel 32R stop on the activated line ML. As shown in FIG. 11(b), when the symbols corresponding to the eighth replay win stop on the activated line ML, the "replay" symbols stop on the middle row of the left reel 32L and the middle row of the middle reel 32M, but the "replay" symbol does not stop on the middle row of the right reel 32R (the "bell" symbol stops on the middle row of the right reel 32R), resulting in a stop pattern where the so-called middle row replay is not ready.
[0043] The 9th replay is won when the "BAR" symbol on the left reel 32L, the "white 7", "BAR", "cherry", "red shell" or "young man" symbol on the center reel 32M, and the "red 7", "white 7", "BAR", "cherry", "white shell" or "young man" symbol on the right reel 32R stop on the active line ML. The 11th replay is won when the "BAR" symbol on the left reel 32L, the "BAR" symbol on the center reel 32M, and the "bell", "watermelon" or "red shell" symbol on the right reel 32R stop on the active line ML. As shown in Figures 11(c) and 11(d), when a symbol corresponding to a 9th or 11th replay win stops on the pay line ML, a "cherry" symbol stops on the bottom row of the left reel 32L. If a 9th or 11th replay wins, and the player performs a stop operation aiming for a "cherry" symbol on the right reel 32R, the "cherry" symbol stops on the top row in the case of a 9th replay win, and the "cherry" symbol stops on the middle or bottom row in the case of an 11th replay win, making it possible to distinguish between a 9th replay win and an 11th replay win. A 10th replay win is achieved when a 9th or 11th replay win is not possible, i.e., when a miss occurs.
[0044] More specifically, the tenth replay win is achieved when the ninth replay win is won but the ninth replay win cannot be achieved, or when the eleventh replay win is won but the eleventh replay win cannot be achieved. In other words, when the tenth replay win is achieved, it is difficult to distinguish whether the ninth replay win or the eleventh replay win has been achieved. In other words, in order to determine whether the ninth replay or the eleventh replay win has been achieved, it is necessary to operate the left reel 32L aiming for "cherry."
[0045] The state transition winning events that only result in a transition of the gaming state include the first BB winning event and the second BB winning event.
[0046] When the "white 7" symbol on the left reel 32L, the "white shell" symbol on the center reel 32M, and the "cherry" symbol on the right reel 32R stop on the activated line ML, the first BB win is achieved. When the first BB win is achieved, the game state transitions to the first BB state. As shown in Figure 11(e), when the symbols corresponding to the first BB win stop on the activated line ML, the "white 7" symbols stop in a line on the center line L2.
[0047] When the "white 7" symbol on the left reel 32L, the "white shell" symbol on the middle reel 32M, and the "BAR" symbol on the right reel 32R stop on the pay line ML, a second BB win is achieved. When the second BB win is achieved, the game state transitions to the second BB state. As shown in FIG. 11(f), when the symbols corresponding to the second BB win stop on the pay line ML, the "white 7" symbol stops in the middle row of the left reel 32L and the middle reel 32M, and the "red 7" symbol stops in the middle row of the right reel 32R.
[0048] 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.
[0049] Button-like stop switches 42-44 that are operated to individually stop the spinning 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.
[0050] Stop switches 42-44 are connected to stop detection sensors 42a-44a (FIG. 15), respectively, and the stop detection sensors 42a-44a are connected to main control device 101, which will be described later. Main control device 101 determines that stop switches 42-44 have been operated based on the detection signals from the stop detection sensors 42a-44a. Specifically, when stop switches 42-44 have not been operated, stop detection signals of LOW signals are output from stop detection sensors 42a-44a, and when stop switches 42-44 are operated, the detection signals switch from LOW to HI. Main control device 101 determines that stop switches 42-44 have been operated by detecting this signal switch. When main control device 101 determines that stop switches 42-44 have been operated, it controls the reel corresponding to the operated switch to stop spinning.
[0051] 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.
[0052] 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.
[0053] 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.
[0054] 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.
[0055] 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.
[0056] A first credit insertion switch 56 is provided below and to the left of the display windows 26L, 26M, and 26R for inserting a predetermined number of virtual medals, which are credited as gaming media, at one time out of the specified number of medals for the game. The specified number is set depending on the progress of the game. For example, when the specified number of medals for the game is set to three and the specified number is set to three, operating the first credit insertion switch 56 causes three virtual medals to be inserted, provided that there are credits. When the specified number of medals is set to two and the specified number is set to two, operating the first credit insertion switch 56 causes two virtual medals to be inserted, provided that there are credits. When the specified number is set to three or two and the specified number is set to three, operating the first credit insertion switch 56 causes three virtual medals to be inserted, provided that there are credits. When the specified number is set to three or two and the specified number is set to two, operating the first credit insertion switch 56 causes two virtual medals to be inserted, provided that there are credits. Furthermore, a second credit insertion switch 57 is provided to the left of the first credit insertion switch 56. The second credit insertion switch 57 is used to insert one virtual medal. The credit insertion switches 56, 57, together with the medal insertion slot 45, constitute an input means for inputting game media. Furthermore, while the medal insertion slot 45 involves the player directly inserting medals, the credit insertion switches 56, 57 merely involve the insertion of virtual medals based on stored memory. Considering this, they can also be said to constitute indirect input means for indirectly inputting game media. Note that the slot machine 10 does not have a credit insertion switch because two virtual medals are inserted.
[0057] The first credit insertion switch 56 is set to have a larger operation surface operated by the player than the second credit insertion switch 57, and the first credit insertion switch 56 is easier to operate than the second credit insertion switch 57. Therefore, it is expected that a player will normally proceed with a game by operating the first credit insertion switch 56. In other words, it is expected that a player will normally insert a set specific number of coins out of the specified number to play a game.
[0058] To the right of the first credit insertion switch 56 and the second credit insertion switch 57, there is provided an effect switch 66 which is operated when an effect occurs.
[0059] 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.
[0060] 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.
[0061] Below the display windows 26L, 26M, and 26R on the gaming panel 25 and to the right of the payout number display unit 62, there is provided an instruction monitor 68 having a push order indicator that notifies the operation order of the stop switches 42 to 44, and an interval indicator that notifies the operation order and indicates an advantageous interval that is an interval in which the winning rate of minor winning combinations can be changed and the game can proceed in an advantageous situation for the player. The instruction monitor 68 will be described in detail later.
[0062] 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.
[0063] On the front door 12, below the game panel 25 and below the stop switches 42 to 44, there is provided a lower display section 69 on which the model name of the gaming machine is written or which may constitute a predetermined display screen. The lower display section 69 may be configured as a liquid crystal display section, or the lower display section 69 may be provided with an operating means for effecting the game, or the entire lower display section 69 may be an operating means that can operate the lower display section 69.
[0064] 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. That is, 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 clear various stored information of the slot machine 10 and change the winning probability.
[0065] Above the reel unit 31, a main control device 101 for controlling the overall game is attached to the cabinet 11.
[0066] The main control device 101 is provided with a hand ratio monitor 77 for indicating the ratio between advantageous and unfavorable game states for the player. The hand ratio monitor 77 is installed on the side of the main control device 101 facing the front of the gaming machine so that it is visible from the front of the gaming machine when the front door 12 is open and invisible from the front of the gaming machine when the front door 12 is closed. More specifically, the hand ratio monitor 77 is housed in a board box that houses the main control device 101 so that the display screen of the hand ratio monitor 77 is visible through the board box. Incidentally, when the front door 12 is closed, the hand ratio monitor 77 is not visible through the gaps between the display windows 26L-26R, etc., and cannot be viewed unless the front door 12 is unlocked by a predetermined key operation on the key cylinder 21 and opened. The hand ratio monitor 77 will be described in detail later.
[0067] Next, the electrical configuration of the slot machine 10 will be described with reference to the block diagrams of FIGS.
[0068] 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.
[0069] Various sensors are connected to the input side of the main control device 101, including the reel unit 31 (more specifically, a reel index sensor that individually detects when each reel 32L, 32M, and 32R has made one rotation), a start detection sensor 41a that detects the operation of the start lever 41, stop detection sensors 42a to 44a that individually detect the operation of each stop switch 42 to 44, an inserted medal detection sensor 45a that detects medals inserted through the medal insertion slot 45, a payout detection sensor 51a that detects medals paid out from the hopper device 51, a first credit insertion detection sensor 56a that individually detects the operation of the first credit insertion switch 56, a second credit insertion detection sensor 57a that individually detects the operation of the second credit insertion switch 57, a settlement detection sensor 59a that detects the operation of the settlement switch 59, a reset detection sensor 72a that detects the operation of the reset switch 72, and a setting key detection sensor 73a that detects when a setting key is inserted into the setting key insertion hole 73 and turned ON, and signals from these various sensors are output to the CPU 102 via the input / output port 104.
[0070] 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.
[0071] 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.
[0072] 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.
[0073] The output side of the main control device 101 is connected via input / output port 104 to the reel unit 31 (more specifically, the stepping motor for rotating each of the reels 32L, 32M, and 32R), the medal passage switching solenoid 46a provided on the selector 46, the hopper device 51, the credit display unit 60, the remaining number of coins to be paid out display unit 61, the number of coins to be paid out display unit 62, the instruction monitor 68, the role ratio monitor 77, the display control device 81, and an external centralized terminal board 121 that can transmit information to a hall management device (not shown), etc.
[0074] 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.
[0075] The RAM 106 is configured to be able to retain (back up) data by receiving a backup voltage from the power supply device 91 even after the power to the slot machine 10 is cut off. The RAM 106 is provided with a backup area in addition to memory for temporarily storing various data, a win flag storage area 106a for storing the lottery results of winning combinations, a stop information storage area 106b for storing stop information used when controlling the stop of each of the reels 32L, 32M, and 32R, and a setting value information storage area 106c for storing setting values.
[0076] 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) in the event that 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 15) 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.
[0077] 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.
[0078] 14, 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.
[0079] 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.
[0080] The input side of the display control device 81 is connected to the effect switch 66 (more specifically, an effect switch detection sensor that detects the operation of the effect switch 66). The various display units 60 to 62, 68 may also be configured to be driven and controlled by the display control device 81.
[0081] 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 that is started when the power is turned on, timer interrupt processing that is started periodically (every 1.49 msec in this embodiment), and NMI interrupt processing that 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, namely the timer interrupt processing and the main processing, out of these processes.
[0082] FIG. 15 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.
[0083] 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.
[0084] Here, the power outage process will be outlined.
[0085] 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.
[0086] 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.
[0087] 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.
[0088] 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 each of the reels 32L, 32M, and 32R to rotate. In step S107, a sensor monitoring process is performed to read the status of various sensors (see FIG. 15) 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 the values of 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 count results to the external centralized terminal board 121.
[0089] In step S110, a command output process is performed to transmit various commands, such as a lottery result command (described later), to the display control device 81. In step S111, a segment data setting process is performed to set the segment data to be displayed in the credit display unit 60, the remaining payout number display unit 61, the payout number display unit 62, and the instruction monitor 68. In step S112, a segment data display process is performed to supply the segment data set in the segment data setting process to each display unit 60-62, 68 and display the corresponding numbers, symbols, etc. In step S113, a port output process is performed to output data corresponding to the I / O device from the input / output port 104. In step S114, the values of each register saved to the backup area in the previous step S101 are restored to the corresponding register in the CPU 102. Thereafter, in step S115, an interrupt enable process is performed to enable the next timer interrupt, and this series of timer interrupt processes is terminated.
[0090] Next, the normal processing for carrying out main control relating to the game will be described with reference to the flowchart of FIG.
[0091] First, in step S201, an interrupt permission process is performed to permit the next timer interrupt. In step S202, a pre-start process is performed to enable a game. In the pre-start process, the process waits until the display control device 81 and the like have completed initialization. When the initialization of the display control device 81 and the like has completed, a game management process shown in steps S203 to S212 is performed.
[0092] 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. After that, in step S204, a start waiting process is performed.
[0093] In the start waiting process, it is determined whether any replay winnings were achieved in the previous game. If any replay winnings were achieved, an automatic insertion process is performed to automatically insert virtual medals in the same number as the previous bet number, and the start waiting process is terminated. Specifically, for example, if a replay winning is achieved in a 3-bet game, a process to automatically insert three virtual medals is performed, and if a replay winning is achieved in a 2-bet game, a process to automatically insert two virtual medals is performed.
[0094] 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.
[0095] After the medal return process is completed or if the settlement switch 59 has not been operated, it is determined whether medals have been inserted or the credit insertion switches 56, 57 have been operated between the previous start waiting process and the current start waiting process, and if either has been done, a medal insertion process is carried out to change the number of bets, etc., and the start waiting process is terminated. Also, if neither medals have been inserted nor the credit insertion switches 56, 57 have been operated between the previous start waiting process and the current start waiting process, the start waiting process is terminated.
[0096] 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 bonus state (BB state) is set to "3," and the specified number in the game states other than the bonus state is also set to "3." That is, in the bonus state, a positive determination is made in step S205 on the condition that the number of medals bet is "3," and a positive determination is made in step S205 on the condition that the number of medals bet is "3" even in the state other than the bonus state. In other words, if no medals have been bet, or if the number of medals bet is "1" or "2," a negative determination is made in step S205. If the number of medals bet has not reached the specified number, the process returns to the start waiting process of step S204, and the processes from the sensor abnormality confirmation process onward are performed.
[0097] If the number of bets has reached the specified number, a bet command including information on the number of bets that resulted in a positive determination in step S205 is set as an output target to the display control device 81, which serves as a sub-side control device, in step S206. The command set here is output to the display control device 81 in step S110 of the timer interrupt processing. Upon receiving the bet command, the display control device 81 executes processing for notification based on the bet operation (for example, notification that a game start condition has been met or notification of the lottery result of a previous game), and controls the speaker 64 and auxiliary display unit 65.
[0098] After executing the process of step S206, it is determined in step S207 whether or not the start lever 41 has been operated. If the start lever 41 has not been operated, the process returns to the start waiting process of step S204, and the processes from the sensor abnormality confirmation process onwards are performed.
[0099] On the other hand, if the start lever 41 is operated, this means that a start command has been issued to start the game, since the game can be started by operating the start lever 41 when a specified number of medals have been bet. In this case, in step S208, an active line setting process is performed to set the combination of lines corresponding to the number of bets as active lines. In other words, only the bent line L6 is set as an active line. In step S209, the medal path switching solenoid 46a is switched to a non-excited state to prohibit bet acceptance. Thereafter, the lottery process in step S210, the reel control process in step S211, and the medal payout process in step S212 are executed in this order, and then the process returns to step S203.
[0100] Next, the lottery process in step S210 will be described with reference to the flowchart in FIG.
[0101] 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.
[0102] After obtaining the random number, in step S302, a lottery table for determining whether the winning combination will be achieved is obtained. In the slot machine 10, the game states are broadly classified into a normal game state and a bonus state, and a lottery table is set for each game state.
[0103] That is, in step S302, a lottery table corresponding to the gaming state is selected. For example, if the current gaming state is the normal gaming state, a lottery table for the normal gaming state is selected. In addition, in this slot machine 10, six levels of winning probability, from "Setting 1" to "Setting 6," are prepared in advance, 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 value is "Setting 1," a lottery table with the lowest expected value of medal payout is selected, and when the setting value is "Setting 6," a lottery table with the highest expected value of medal payout is selected.
[0104] Here, a supplementary explanation will be given regarding the process for setting the winning probability.
[0105] The winning probability setting process is executed in the main process launched by the main control device 101 when the power is turned on. More specifically, the winning probability setting process is launched after the initialization process of the RAM 106 when the power is turned on while the setting key detection sensor 73a detects that the setting key is inserted into the setting key insertion hole and turned ON. In the winning probability setting process, the setting value is updated by one each time the start lever 41 is operated, as a predetermined operation. For example, each time the start lever 41 is operated, the setting value is updated as follows: "Setting 1" → "Setting 2" → "Setting 3" → "Setting 4" → "Setting 5" → "Setting 6" → "Setting 1." Note that each setting value is displayed, for example, on the credit display unit 60, and the display is updated each time the setting value is updated. Then, operating the start lever 41 while the setting key detection sensor 73a is turned OFF is considered to be the setting value confirmation operation, and the setting value at that time is set as the current setting value, and the winning probability setting process is terminated. Upon completion of the winning probability setting process, the display on the credit display unit 60 also terminates. The setting values set in the process of setting the winning probability are stored and held in the setting value information storage area 106c of the 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 setting values.
[0106] In step S302, if the current game has not won a bonus such as the first BB or the second BB and is in a normal game state, a lottery table for the normal game state is acquired in step S302. Fig. 18 shows the lottery table for the normal game state acquired in the normal game state. Index values IV are set in the lottery table, and each index value IV is uniquely associated with a winning combination and is also set with a point value PV.
[0107] After obtaining the 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 obtained 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.
[0108] Then, in step S305, a win / loss determination is made for the combination corresponding to the index value IV. In the combination win / loss determination, it is determined whether the judgment value DV has exceeded 65535. If it has exceeded 65535, in step S306, a process is executed to set the win flag of the game result corresponding to the index value IV determined to be positive in step S305 in the win flag storage area 106a. For example, if the judgment value DV exceeds 65535 when IV=23, the second small win flag and the third small win flag are set in step S306. Also, if the judgment value DV exceeds 65535 when IV=24, the first BB win flag and the first replay win flag are set in step S306, and if the judgment value DV exceeds 65535 when IV=25, the second BB win flag and the first replay win flag are set in step S306.
[0109] 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.
[0110] In the state where the first BB hit flag or the second BB hit flag is carried over, the lottery table for the carryover state is referenced and the lottery process of the game is performed. In the lottery table for the carryover state (FIG. 19), each index value IV and point value PV are set so that the first BB and the second BB are not won.
[0111] In addition, rather than preparing a separate lottery table for the carryover state, in step S306 when the 1st BB winning flag or the 2nd BB winning flag is carried over, if a role other than those corresponding to the 1st BB and the 2nd BB (lip overlap 1st BB, lip overlap 2nd BB) is won, the corresponding winning flag may be set, and if a role other than those corresponding to the 1st BB and the 2nd BB is not won, the corresponding winning flag may not be set.
[0112] 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=24, the first BB winning flag and the first replay winning flag may not be set, and in a state where the first BB winning flag is carried over, if the judgment value DV exceeds 65535 when the index value IV=11, the first small win flag, the fourth small win flag, the fifth small win flag and the eighth small win flag may be set.
[0113] If the judgment value DV does not exceed 65535 in step S305, this means that the hand corresponding to the index value IV has not been obtained. In this case, the index value IV is incremented by 1 in step S307, and the following step S308 determines whether or not there is a hand corresponding to the index value IV, i.e., whether or not there is a target for judgment of whether or not there is a winning or losing hand. Specifically, it determines whether or not the index value IV incremented by 1 exceeds the maximum value of the index value IV set in the lottery table. If there is a target for judgment of whether or not there is a winning or losing hand, the process returns to step S304, and the judgment of whether or not the hand is a winning or losing hand 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 hand (i.e., the current judgment value DV) to obtain a new judgment value DV, and in step S305, the winning or losing hand is judged based on the judgment value DV.
[0114] When determining whether a winning combination is achieved using the lottery table shown in FIG. 18, i.e., when playing in normal game mode, the probability of winning normal lip A (probability of winning when IV = 1) is approximately 1 in 27.3. The probability of winning normal lip B (probability of winning when IV = 2) and normal lip C (probability of winning when IV = 3) are approximately 1 in 26.2. The probability of winning chance eye A (probability of winning when IV = 4) is approximately 1 in 164, the probability of winning chance eye B (probability of winning when IV = 5) is approximately 1 in 262, and the probability of winning chance eye C (probability of winning when IV = 6) is approximately 1 in 16,400. The tables are set so that chance eye B is more likely to win than chance eye C, and chance eye A is more likely to win than chance eye B. The probability of winning Cherry A (probability of winning when IV = 7) is approximately 1 in 107. The probability of winning Cherry B (probability of winning when IV = 8) is approximately 1 in 215, and the probability of winning Cherry C (probability of winning when IV = 9) is approximately 1 in 13,100, so that Cherry B is easier to win than Cherry C, and Cherry A is easier to win than Cherry B. The probability of winning a common bell (probability of winning when IV = 10) is approximately 1 in 6,550. The probability of winning a normal push bell 1, normal push bell 2, pinch push bell 1, pinch push bell 2, middle normal push bell 1, middle normal push bell 2, middle reverse push bell 1, middle reverse push bell 2, reverse pinch bell 1, reverse pinch bell 2, reverse push bell 1, reverse push bell 2 (hereinafter collectively referred to as push order bells) (probability of winning when IV = 11 to 22) is approximately 1 in 18.2. The probability of winning a watermelon (probability of winning when IV = 23) is approximately 1 in 219. The probability of winning the first BB of a lip duplicate (probability of winning when IV = 24) is approximately 1 in 20.1. The probability of winning the second BB of a lip duplicate (probability of winning when IV = 25) is approximately 1 in 6.7. The probability of winning either the first BB of a lip duplicate or the second BB of a lip duplicate (probability of winning when IV = 24, 25) is approximately 1 in 5, which is set higher than the probability of winning other roles (replays, small roles, IV = 1 to 23).
[0115] In the lottery table for the carryover state (FIG. 19) acquired when the first BB or second BB has been won, the winning probabilities of the RIP Duplicate 1 BB and RIP Duplicate 2 BB corresponding to the first BB or second BB are different from those in the lottery table for the normal gaming state, but the other lottery probabilities are the same in the normal gaming state and the carryover state. That is, in the lottery table for the carryover state, the probability of winning the RIP Duplicate 1 BB and RIP Duplicate 2 BB (the probability of winning when IV=24, 25) is zero. In addition, in the lottery table for the carryover state, since the RIP Duplicate 1 BB or RIP Duplicate 2 BB is not won, the probability of not winning any of the roles (the probability of a losing result) is approximately 1 in 5.02. The lottery table for the normal gaming state and the lottery table for the carryover state are acquired according to the state in the processing of step S302 described above.
[0116] By the way, in normal game mode, excluding the increase or decrease in the 1st BB state or the 2nd BB state, you can expect a decrease of about 0.91 medals per game (net increase of about minus 0.91 medals), and in carryover mode, excluding the increase or decrease in the 1st BB state or the 2nd BB state, you can expect a decrease of about 1.51 medals per game (net increase of about minus 1.51 medals).
[0117] After the winning flag is set in step S306, or if it is determined in step S308 that there is no target to be determined as a winning combination, it means that the winning combination determination has been completed. In such a case, the process proceeds to step S309, and a freeze lottery process is performed to determine whether or not to execute a freeze effect that disables the operation of the stop switches 42 to 44 for a predetermined period of time.
[0118] In the following step S310, a lottery result response process is performed. In the lottery result response process, a process of whether to shift the gaming state or not depending on the result of the lottery in steps S301 to S308, a process of notifying the push order combination, etc. are performed. The lottery result response process will be described in detail later.
[0119] After executing the processing of step S310, a lottery result command is set in step S311. Here, the lottery result command is a command sent to the display control device 81 to let the user know the result of the winning / losing role determination. However, in normal processing, various commands such as the lottery result command are simply set in the ring buffer, and no command is sent to the display control device 81. The command is sent to the display control device 81 in the command output processing (step S110) of the timer interrupt processing described above.
[0120] Then, in step S312, a stop information setting process is executed to set symbols that can be stopped on each of the reels 32L, 32M, and 32R based on the lottery results of this game. In the stop information setting process, stop symbol information corresponding to the winning combinations that can be won is set based on the win flags set in step S306. For example, if the push order bell 1 is won (won when IV = 11) and the first small role win flag, the fourth small role win flag, the fifth small role win flag, and the eighth small role win flag are set, stop symbol information is set so that symbols corresponding to the first small role, the fourth small role, the fifth small role, and the eighth small role win can be stopped on each of the reels 32L, 32M, and 32R. Also, if the watermelon is won (won when IV = 23) and the second small role win flag and the third small role win flag are set, stop symbol information is set so that symbols corresponding to the second and third small role wins can be stopped on each of the reels 32L, 32M, and 32R.
[0121] In the following step S313, when multiple pieces of stoppable symbol information are set in step S312, a priority setting process is executed to set their priorities. In the priority setting process, 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 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.
[0122] For example, in a situation where the first BB has been won (the first BB win flag is set, and the game in which the first BB was won or the first BB win has been carried over), if a watermelon is also won and stop symbol information corresponding to the first BB win and the second and third small role wins has been set, the priority is set so that the second and third small role wins take priority over the first BB win. Also, in a situation where the second BB has been won (the second BB win flag is set, and the game in which the second BB was won or the second BB win has been carried over), if a normal replay A is also won and stop symbol information corresponding to the second BB win and the first and second replay wins has been set, the priority is set so that each replay win takes priority over the second BB win.
[0123] Here, if a replay wins, the winning symbol combinations are set so that one of the winning replays will always win. In other words, if a replay wins, a replay win is always achieved, and no missed wins will occur. Therefore, when the stop symbol information for replay and bonus is set, one of the set replay wins is always achieved, and a bonus win will never be achieved. In this embodiment, the first BB or second BB is won by winning the replay overlap first BB or the replay overlap second BB. When the replay overlap first BB or the replay overlap second BB is won, not only the first BB or the second BB but also the first replay win is achieved. Therefore, in a game in which the first BB or the second BB is won, the first replay win is achieved, not the first BB or the second BB.
[0124] After executing the process of step S313, the first section display process is executed in step S314, and then the lottery process is terminated. The first section display process is a process related to the display control of the instruction monitor 68 and the role ratio monitor 77, and this process will be described in detail later.
[0125] Next, the reel control process in step S211 will be described with reference to the flowchart in FIG.
[0126] In the reel control process, first, in step S401, a spin effect process is performed. The spin effect process is a process for performing an effect using reel control during an invalid period based on the result of the freeze lottery process performed in step S309. In the following step S402, a spin start process is performed to start the rotation of each of the reels 32L, 32M, and 32R.
[0127] 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.
[0128] 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.
[0129] 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.
[0130] Here, the second stop information setting process is a process of changing the stop information stored in the stop information storage area 106b of the RAM 106 after the reels have stopped. In the second stop information setting process, the stop information is changed based on the set win flag and the stop outcome of the stopped reels. In the slot machine 10, for example, when a win occurs when IV=11 to 22, that is, when the push order bell is won (see Figures 18 and 19), 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.
[0131] 21 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. For example, when the center push bell 1 is won, if the stop switches 42-44 are operated in the order of left → center → right, left → right → center, center → right → left, right → left → center, or right → center → left, the stop information is set so that the 12th small win, the 13th small win, or the 16th small win is achieved, and if they are operated in the order of center → left → right, the stop information is set so that the 1st small win can also be achieved in addition to the 12th small win, the 13th small win, and the 16th small win. However, even if the stop information is set in this way, depending on the operation timing of the stop switches 42-44, the corresponding win may not be achieved.
[0132] A brief description will be given of the arrangement of symbols on each reel 32L, 32M, and 32R. In the slot machine 10, the reels 32L, 32M, and 32R can be stopped after sliding a maximum of four symbols from the timing of the operation of the stop switches 42 to 44. Therefore, when symbols of the same kind are arranged on each reel 32L, 32M, and 32R with a spacing of four symbols or less, when a winning symbol is formed, the winning symbol can be stopped on an active line regardless of the timing of the operation of the stop switch 43. On the other hand, when symbols are arranged so that they form a section spaced five symbols or more apart, the player must operate the stop switches 42 to 44 while aiming at the symbol to stop it on an active line.
[0133] An example will be explained below in which the middle push bell 1 is won and the stop switches 42 to 44 are operated in the order of left → middle → right. In such a case, the reels 32L, 32M, and 32R are stopped to achieve the 12th small win, the 13th small win, or the 16th small win as described above.
[0134] The 12th minor winning symbol on the left reel 32L is a "red 7" symbol and a "BAR" symbol. The 13th minor winning symbol on the left reel 32L is a "red shell" symbol and a "white shell" symbol. The 16th minor winning symbol on the left reel 32L is a "replay" symbol and a "young man" symbol. The 12th, 13th, and 16th minor winning symbols on the left reel 32L are arranged so that the spacing between symbols is four symbols or less. Therefore, when the left stop switch 42 is operated first, regardless of the timing of the operation, one of the 12th, 13th, and 16th minor winning symbols will stop on the active line (middle row). In this slot machine 10, when multiple target symbols are operated at a timing when they can be stopped, stop control is performed so that the symbol with the fewest slip frames stops on the active line. That is, for example, if the left stop switch 42 is operated at the timing when the first "bell" symbol on the left reel 32L reaches the bottom row, it is possible to stop the fourth "red shell" symbol (2-frame slip) which is the 13th small win symbol and the fifth "replay" symbol (3-frame slip) which is the 16th small win symbol in the middle row, but the stop control of the left reel 32L is performed so that the fourth "red shell" symbol with the fewest slip frames stops in the middle row. In this case, although there is still room for the 13th small win symbol to be established, the 12th small win symbol and the 16th small win symbol will not be established.
[0135] When the 13th small winning symbol of the left reel 32L stops in the middle row, the stop information second setting process changes the stop information so that the 13th small winning symbol can be achieved.
[0136] The 13th minor winning symbol on the center reel 32M is a "replay" symbol. On the left reel 32L, the "replay" symbols are arranged so that the interval between each "replay" symbol is four symbols or less. Therefore, in this case, regardless of the operation timing of the center stop switch 43, stop control is performed so that the "replay" symbol stops on the upper row of the center reel 32M.
[0137] The 13th minor winning symbol on the right reel 32R is a "white shell" symbol and a "young man" symbol. The "white shell" and "young man" symbols are arranged on the right reel 32R so that the spacing between them is at least five symbols. In other words, depending on the timing of operation of the right stop switch 44, the 13th minor winning symbol, the "white shell" symbol or the "young man" symbol, may or may not be able to stop on the upper row. If the right stop switch 44 is operated at a time when it is possible to stop the symbol on the upper row, the 13th minor winning symbol is established, and if the right stop switch 44 is operated at a time when it is not possible to stop the symbol on the upper row, a so-called missed win occurs.
[0138] Here, when the "red shell" symbol stops in the middle row of the left reel 32L and the "replay" symbol stops in the top row of the middle reel 32M, it is possible that the middle push bell 1 is won and the 13th small win is achieved, as described above, and there is also a possibility that the middle push bell 2 is won and the 15th small win is achieved. In other words, the 15th small win symbol in the middle push bell 2 is the same as the 13th small win symbol on the left reel 32L and the middle reel 32M. And, on the right reel 32R, the 13th small win symbol is the "white shell" symbol and the "young man" symbol, while the 15th small win symbol is the "red 7" symbol and the "white 7" symbol, which are different. In particular, on the right reel 32R, the 13th small win symbol and the 15th small win symbol are arranged so that if the right stop switch 44 is operated at the timing when the 13th small win symbol can be stopped on an active line, the 15th small win symbol cannot be stopped on an active line, and if the right stop switch 44 is operated at the timing when the 15th small win symbol can be stopped on an active line, the 13th small win symbol cannot be stopped on an active line. Therefore, assuming that it is not known whether the middle order push bell 1 or the middle order push bell 2 has been won, even if the left reel 32L and the middle reel 32M are stopped and a stop pattern is formed in which there is a possibility of winning the 13th small win symbol and the 15th small win symbol, it is not possible to aim for that and win.
[0139] Next, we will explain an example in which the middle push bell 1 is won and the stop switches 42 to 44 are operated in the order of middle → left → right. In this case, the reels 32L, 32M, and 32R are stopped to achieve the first small win, the 12th small win, the 13th small win, or the 16th small win.
[0140] Here, in this embodiment, in the priority setting process (step S313) of the lottery process (FIG. 17), when multiple small winning combinations have their winning flags set, the priority is set based on either the number of symbols priority control or the number of coins priority control. That is, as described above, for example, when a bonus and a small winning combination (the first to 27th small winning combinations that may result in medal payout) are won in combination, the winning of the small winning combination is set to be prioritized, and when a bonus and a replay are won in combination, the winning of the replay is set to be prioritized. On the other hand, when multiple small winning combinations are won in combination, the priority is set by either the number of symbols priority control, in which small winning combinations that have the same number of medals paid out as a prize when they are won are grouped, and the winning of the small winning combination of the group with the largest number of symbols associated as the winning combination of each group is set to be prioritized, or the number of coins priority control, in which the winning of the small winning combination of the group with the largest number of medals paid out as a prize when they are won is set to be prioritized.
[0141] For example, we will explain the case of the first small win, the 12th small win, the 13th small win, and the 16th small win, which are associated with the operation order of center → left → right in the middle order push bell 1. When the first small win is achieved, 15 medals are paid out, whereas when the 12th small win, the 13th small win, or the 16th small win is achieved, 1 medal is paid out. In this case, the small wins that have the same number of medals paid out as a bonus when they are won are grouped into a first group (first small win) that will pay out 15 medals, and a second group (12th, 13th, and 16th small wins) that will pay out 1 medal. In the symbol number priority control, for example, the winning symbols of the first group on the middle reel 32M (the first small win symbol on the middle reel 32M) are "replay" symbols, four of which are provided on the middle reel 32M, and the winning symbols of the second group on the middle reel 32M (the 12th small win symbol, the 13th small win symbol, and the 16th small win symbol on the middle reel 32M) are "replay" symbols and "ark shell" symbols, five of which are provided on the middle reel 32M, and since there are more winning symbols in the second group, the small win symbol of the second group is set to be achieved preferentially. In contrast, in the number priority control, the small win symbol of the first group, which has a larger number of medals paid out, is set to be achieved preferentially. In other words, when the middle push bell 1 is operated in the order of middle → left → right, if the number of symbols priority control is applied, it will be controlled so that the 12th small prize, the 13th small prize or the 16th small prize will be won, whereas if the number of coins priority control is applied, it will be controlled so that the 1st small prize will be won.
[0142] When the center push bell 1 is selected and the stop switches 42-44 are operated in the order center → left → right corresponding to the first minor win, if the symbol number priority control is applied, the first minor win symbol on the center reel 32M is a "bell" symbol, the 12th and 13th minor win symbols are "replay" symbols, and the 16th minor win symbol is a "white 7" symbol. In this case, if the center stop switch 43 is operated first, and it is possible to stop the "bell" symbol and the "replay" or "white 7" symbol simultaneously on the active line (upper row), stop control is performed to prioritize stopping the "replay" or "white 7" symbol on the active line. Since the "replay" and "white 7" symbols are arranged so that the spacing between them is four symbols or less, regardless of the operation timing, one of the 12th, 13th, and 16th minor win symbols will stop on the active line. As described above, the remaining left reel 32L and right reel 32R are controlled to stop in order to maximize the number of small winning combinations that can be won in relation to the symbols that have already stopped. In other words, when the middle push bell 1 is won, if the symbol number priority control is applied, even if the middle stop switch 43 is operated first, there is no room for the first small winning combination, and the 12th, 13th, or 16th small winning combination will be achieved.
[0143] In contrast, when the center push-button bell 1 is won and the stop switches 42-44 are operated in the order center → left → right corresponding to the first minor win, if the number-priority control is applied, if the center stop switch 43 is operated first, and if it is possible to stop the "bell" symbol and the "replay" or "white 7" symbol simultaneously on the active line (upper row), the stop control is performed to prioritize the "bell" symbol as the first minor win symbol and stop it on the active line. Because the "bell" symbols are arranged so that the spacing between them is four symbols or less, the first minor win symbol will stop on the active line regardless of the operation timing. Regarding the first minor win, not only the center reel 32M but also the left reel 32L and the right reel 32R are arranged so that the spacing between them is four symbols or less, so it is possible to stop the first minor win symbol on the active line regardless of the operation timing. Therefore, if the middle push bell 1 is won and the buttons are operated in the order of middle → left → right, and number priority control is applied, the first small prize will be won regardless of the timing of the operation.
[0144] Not limited to the above-mentioned middle order push bell 1, in each push order bell, in the operation order corresponding to the first small role, not only the first small role but also the 4th small role to the 27th small role that will be one medal payout are set in a plurality of (Fig. 21). And, in any push order bell, in the operation order corresponding to the first small role, it is set so that the number of winning symbols of the group different from the first small role is larger.
[0145] In this embodiment, in any game state, such as the normal game state, the carryover state of the 1st BB to the 2nd BB, and the 1st BB state or the 2nd BB state, the number priority control is basically applied and the priority order between each small role is set. In other words, in any game state, even if the operation order at the time of winning the push order bell is an operation order that corresponds to the 4th to 27th small roles in addition to the 1st small role, the number priority control will give priority to the winning of the 1st small role, which will pay out 7 medals, rather than the 4th to 27th small roles, which will pay out 1 medal.
[0146] In other words, in a game in which the push order bell is won, if the stop switches 42 to 44 are operated in a sequence corresponding to the operation sequence including the first small win, the first small win will be won and seven medals will be paid out. On the other hand, in a game in which the push order bell is won, if the stop switches 42 to 44 are operated in a sequence corresponding to the operation sequence not including the first small win, the first small win will not be won and the fourth to 27th small wins will be won and one medal will be paid out, or none of the small wins will be won and no medals will be paid out.
[0147] By the way, when the common bell is won, the first small win flag is set, and the other 4th to 27th small win flags, which are the payout of one medal, are not set. Therefore, when the common bell is won, even if the symbol number priority control is applied, the first small win is established regardless of the operation order and operation timing.
[0148] 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.
[0149] After the payout determination process, bonus state process is executed in step S414. The bonus state process includes processes such as transitioning to a bonus state such as the first BB state or the second BB state based on the winning result. This bonus state process will be explained in detail later. In the following step S415, winning result response process is executed. In the winning result response process, processes such as transitioning the display mode based on the winning result are executed. This winning result response process will be explained in detail later.
[0150] After the winning result processing is performed, a second interval display processing is executed in step S416. The second interval display processing is processing related to display control of the instruction monitor 68, and this processing will be explained in detail later. Thereafter, in step S417, a winning result command is set so that the display control device 81 knows the winning combination in the current game, and the reel control processing is terminated.
[0151] Next, the medal payout process in step S212 will be outlined.
[0152] In the medal payout process, it is determined whether the payout number set in the payout information storage area is 0. If the payout number is 0, it means that it was determined in the previous payout determination process that no small winning combination was achieved. In such a case, it is determined whether any of the 1st replay winning combination to the 11th replay winning combination has been achieved, based on the winning combination set in the payout determination process. If none of the replay winning combinations has been achieved, the medal payout process is terminated as is, and if any of the replay winning combinations has been achieved, a replay setting process is performed to change the play mode to replay mode, and the medal payout process is terminated. Note that in the start waiting process (step S204) described earlier, if it is determined that the current play mode is replay mode, an automatic insertion process is performed.
[0153] 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.
[0154] <Bonus state processing> The bonus state process in step S414 in the reel control process will be described with reference to the flowchart in Figure 22. As described above, the bonus state process is a process that is started between the payout determination process (step S413) and the winning result process (step S415) in the reel control process (Figure 20).
[0155] First, in step S501, it is determined whether the current gaming state is a bonus state, i.e., whether the current gaming state is the first BB state or the second BB state. Whether the current gaming state is the first BB state or the second BB state can be determined by the presence or absence of a first BB state flag or a second BB state flag that are set in the various flag storage area 106d of RAM 106 when transitioning to the first BB state or the second BB state. That is, in step S501, if neither the first BB state flag nor the second BB state flag is set, it is determined that the current state is not the first BB state or the second BB state, and the process proceeds to step S502.
[0156] In step S502, it is determined whether the first BB hit flag or the second BB hit flag is set, and whether either BB has been hit. If neither BB hit flag is set, the bonus state processing ends. If either BB hit flag is set, the process proceeds to step S503.
[0157] In step S503, it is determined whether the first BB win or the second BB win has been achieved. If neither of the BB wins has been achieved, the bonus state processing ends. On the other hand, if it is determined that the first BB win or the second BB win has been achieved, the processing proceeds to step S504. In step S504, the BB hit flag corresponding to the currently won BB is cleared.
[0158] Thereafter, in step S505, the BB status flag corresponding to the currently won BB is set in the various flag storage area 106d. That is, if the first BB win is achieved, the first BB status flag is set, and if the second BB win is achieved, the second BB status flag is set. As a result, from the next game onwards, the determination in step S501 will be affirmative.
[0159] In the following step S506, a process is executed to set the BB start command corresponding to the currently won BB as an output target to the display control device 81, and then this bonus state process is terminated. That is, if the first BB win is established, the first BB start command is set, and if the second BB win is established, the second BB start command is set. By receiving these first BB start commands and second BB start commands, the display control device 81 can grasp the type of bonus state to transition to, and executes a process to perform a BB start effect corresponding to the bonus state to transition to on the auxiliary display unit 65, etc.
[0160] If the determination in step S501 is affirmative and the state is the first BB state or the second BB state, the process proceeds to step S507, where a process is executed to increment the BB game counter provided in the various counter area 106e by 1. The BB game counter is a counter that allows the CPU 102 to grasp the number of games played in the bonus state (the first BB state or the second BB state), and is a type of special information that is updated in accordance with the progress of the game from the time of winning the BB, which enables transition to the BB state as a special state, until the time the BB state ends.
[0161] In the next step S508, it is determined whether or not any small winning combination has been achieved as a result of the current game.
[0162] Here, the lottery table for the BB state used for the lottery of each game in the first BB state and the second BB state will be described with reference to FIG.
[0163] In this embodiment, the first BB state and the second BB state both use the same BB state lottery table, and the contents of the lottery results and the winning probabilities of each game in the first BB state and the second BB state are the same. Furthermore, in the BB state lottery table, the point values PV for index values IV=1 to 10 and 12 to 23 are the same as those in the base gaming state lottery table and the carryover state lottery table, and the winning probabilities for these index values IV=1 to 10 and 12 to 23 are the same in the base gaming state, the carryover state, the first BB state, and the second BB state. On the other hand, the point value PV is set so that the winning probability for the common bell with index value IV=11 is higher in the first BB state and the second BB state than in the base gaming state and the carryover state. In this respect, the first BB state and the second BB state are more advantageous to the player than the base gaming state and the carryover state.
[0164] In step S508, it is determined whether a small win with an index value IV of 11 to 23 has been achieved. If a replay win with an index value IV of 1 to 10 has been achieved, if the result is a miss, or if a small win with an index value IV of 11 to 23 has not been achieved and the win is missed, the bonus state processing is terminated. If any small win has been achieved, the process proceeds to step S509, where the number of medals to be paid out in response to a win in this game is added to the BB payout counter provided in the various counter area 106e. Note that this number of medals to be paid out can be determined using the result of the payout determination process in the previous step S412. The BB payout counter is a counter that allows the CPU 102 to track the number of medals to be paid out in the bonus state (first BB state or second BB state) and is a type of special information that is updated according to the progress of the game from the BB win, which enables transition to the special BB state, to the end of the BB state.
[0165] After executing the process of step S509, in step S510, it is determined whether the BB payout counter is equal to or greater than "71," which is set as the upper limit payout number for the BB state. If the determination in step S510 is negative, the bonus state process is terminated. On the other hand, if the determination in step S510 is positive, the process proceeds to step S511, and the process for terminating the bonus state is executed.
[0166] That is, in step S511, a process for initializing the BB game counter is executed. By this process, the BB game counter as special information is set to the initial value (0). In the following step S512, a process for initializing the BB payout counter is executed. By this process, the BB payout counter as special information is set to the initial value (0). In the following step S513, a process for clearing the BB state flag corresponding to the bonus state to be ended this time is executed. That is, if the first BB state is to be ended, the first BB state flag is cleared, and if the second BB state is to be ended, the second BB state flag is cleared. Then, in step S514, a process for setting the BB end command corresponding to the bonus state to be ended this time as an output target to the display control device 81 is executed, and then this bonus state process is ended. That is, if the first BB state is to be ended, the first BB end command is set, and if the second BB state is to be ended, the second BB end command is set. By receiving these first BB end commands and second BB end commands, the display control device 81 becomes able to grasp the type of bonus state that will end, and executes processing to perform a BB end presentation corresponding to the bonus state that will end on the auxiliary display unit 65, etc.
[0167] In this embodiment, as described above, the winning probabilities of each replay result and small winning combination are the same between the normal game state and the carryover state and the first BB state and the second BB state, except for the winning probability of the common bell (IV=11). Furthermore, in the BB state lottery table, the point value PV of the index values IV=24, 25 corresponding to the first BB and the second BB is set to 0. Therefore, the number of medal gains or losses that can be expected per game, excluding the common bell, is the same in the first BB state and the second BB state, compared to the carryover state, in which the point value PV of IV=24, 25 is also set to 0. The winning probability of the common bell is approximately 1 in 6,550 in the carryover state and approximately 1 in 3,280 in the first BB state and the second BB state. Although it is easier to win in the first BB state and the second BB state, the difference is very small. As shown in Figure 24, assuming that when the push order bell is won, there is a 1 in 6 chance that the operation sequence corresponding to the first minor role will match, in the carryover state, a decrease of approximately 1.51 medals per game can be expected (net increase in medals minus approximately 1.51 medals), and even in the 1st BB state and the 2nd BB state, a decrease of approximately 1.51 medals per game can be expected (net increase in medals minus approximately 1.51 medals).
[0168] In contrast, when push order notification is enabled when the push order bell is selected (AT mode), it becomes possible to achieve the first minor prize in all push order bells, which have a probability of being selected of approximately 1 in 1.5. In the carryover state, an increase of approximately 2.06 medals per game can be expected (net increase of approximately 2.06 medals). In the first BB state and the second BB state, an increase of approximately 2.06 medals per game can also be expected (net increase of approximately 2.06 medals). In other words, even when push order notification is enabled, there is almost no difference in the expected medal increase between the carryover state and the first BB state or the second BB state. However, this embodiment has a unique configuration in which a transition to the first BB state or the second BB state when a push order notification is enabled can result in an event that is advantageous to the player. Therefore, first, the configuration for performing push order notification will be described, and then the configuration related to the first BB state and the second BB state will be described.
[0169] <Lottery result processing> First, the lottery result response process performed in step S310 will be described with reference to the flowchart in Fig. 25. The lottery result response process is a process performed after the lottery process for each game has been performed, and is a process for performing a lottery to transition to an AT mode (assist time mode, navigation mode, specific state) as a mode in which a push order notification occurs based on the lottery result of the game.
[0170] First, in steps S601 to S603, a process is executed to determine whether the number of bets in the current game is a specific specified number (specific set number) specified (set) in association with the gaming state. That is, in step S601, it is determined whether either the first BB state flag or the second BB state flag is set, and it is determined whether the game to be started this time is in either of the BB states. If it is not in the BB state, it is determined in step S602 whether the number of bets is "3." Also, if it is in the BB state, it is determined in step S603 whether the number of bets is "3." If a negative determination is made in step S602 or step S603, and the number of bets in the current game is not a specific specified number specified in association with the gaming state, the lottery result response process is terminated without performing the display mode processing (processing related to the instruction function) from step S604 onwards.
[0171] As already explained, in this embodiment, since only a 3-bet game can be executed in any gaming state, a negative determination is not made in step S602 or step S603, and a positive determination is made in both cases. In other words, in any of the normal gaming state, carryover state, first BB state, and second BB state, the processing for the display mode from step S604 onwards (processing related to the instruction function) is executed in each game.
[0172] If a positive determination is made in step S602 or step S603, it is determined in step S604 whether or not an advantageous zone flag is set in the various flag storage area 106d. As described above, in this slot machine 10, regarding whether or not a push order notification or the like occurs, advantageous zones in which the push order notification or the like may occur and normal zones in which the notification may not occur are set. The advantageous zone flag is a flag that allows the CPU 102 to determine whether the current game is in an advantageous zone, and is a flag that is set when a transition to an advantageous zone occurs and is cleared when a transition to a normal zone occurs.
[0173] If the advantageous zone flag is not set, it means that the current game is in the normal zone, and in this case, the advantageous zone transition lottery process is executed in step S605, and then this lottery result response process is terminated.
[0174] In the advantageous zone transition lottery process, as shown in the flowchart of FIG. 26, the lottery result of the current game is determined in step S701. Then, in step S702, an advantageous zone transition lottery table is obtained from the various table storage area 105a of the ROM 105. As shown in FIG. 28, the advantageous zone transition lottery table has a transition rate to the advantageous zone (probability of winning the advantageous zone transition lottery) set according to the lottery result of each game. As shown in FIG. 28, the trigger roles for the lottery to transition to the advantageous zone are set as follows: normal lip A, normal lip B, normal lip C, chance eye A, chance eye B, chance eye C, cherry A, cherry B, cherry C, push order bell, and watermelon. In other words, results with a common winning probability in the normal game state, carryover state, first BB state, and second BB state are set as trigger roles for the lottery to transition to the advantageous zone.
[0175] After obtaining the lottery table in step S702, a process of obtaining a random number for the advantageous zone transition lottery is executed in step S703. The random number for the advantageous zone transition lottery is generated using a dedicated counter in the various counter area 106e, which is updated at a predetermined interval, and the most recent updated value of the counter is obtained in step S703. Then, in step S704, an advantageous zone transition lottery is executed, and in step S705, it is determined whether or not the transition lottery has been won. If not, the advantageous zone transition lottery process is terminated. Incidentally, in this embodiment, the lottery table is set so that any trigger combination has a 100% probability of winning the advantageous zone transition lottery. In this case, if it is determined that the game result grasped in step S701 is a trigger combination for the transition lottery (not a losing result), it is possible to omit the processes of steps S702 to S705.
[0176] If it is determined in step S705 that the transition lottery has been won, in step S706, a process is executed to set an advantageous zone winning game flag in the various flag storage area 106d, and then the advantageous zone transition lottery process is terminated. The advantageous zone winning game flag is a flag that allows the CPU 102 to know that the transition lottery to the advantageous zone has been won in the current game.
[0177] Returning to the description of the lottery result corresponding process, if it is determined in step S604 that the advantageous section flag is set, the process proceeds to step S606. In step S606, it is determined whether the AT mode winning flag or any of the AT mode flags is set in the various flag storage areas 106d. The AT mode winning flag is a flag that is set when winning the lottery for transitioning to that AT mode. Also, when transitioning to the AT mode, the AT mode flag is set according to the type of that AT mode. That is, in step S606, it is determined whether the situation is already a situation where the transition to the AT mode has been determined or a situation where the transition has already occurred. If none of the flags are set in step S606 and the situation is still one where the transition to the AT mode has not been determined, the AT lottery process is executed in step S607. On the other hand, if any of the flags are set in step S606, the AT topping-up process is executed in step S608.
[0178] <AT lottery process> First, the AT lottery process in step S607 will be described while referring to the flowchart in FIG. 27.
[0179] In step S801, a process of decrementing by 1 the ceiling counter provided in the various counter areas 106e is executed. The ceiling counter is a counter for causing a transition to the AT mode regardless of whether the lottery for the AT mode transition is won (without winning) when the number of games after the advantageous section transition reaches the ceiling number of games, and is a counter for the CPU 102 to grasp the remaining number of games up to the ceiling number of games. The ceiling number of games is set at the time of the advantageous section transition. Incidentally, as described above, since the AT lottery process is executed when the bet number is a specific prescribed number corresponding to the gaming state, the ceiling counter is decremented in games where the bet number is a specific prescribed number corresponding to the gaming state.
[0180] After the subtraction process of the ceiling counter is executed in step S801, it is determined in step S802 whether or not the ceiling counter has reached 0. If it has not reached 0, the process for the AT mode transition lottery is executed in steps S803 to S807.
[0181] That is, in step S803, it is determined whether or not the CZ mode flag is set in the various flag storage area 106d. In this embodiment, the display modes with different winning probabilities in the AT mode transition lottery are set to normal mode and CZ mode, which is easier to win the AT mode transition lottery than the normal mode, and the CZ mode flag is a flag that allows the CPU to know that it is in CZ mode.
[0182] If the CZ mode flag is not set in step S803, a process is executed in step S804 to obtain a normal AT mode transition lottery table from the various table storage area 105a. On the other hand, if the CZ mode flag is set in step S803, a process is executed in step S805 to obtain a CZ AT mode transition lottery table.
[0183] As shown in Figure 28, the normal AT mode transition lottery table and the CZ AT mode transition lottery table each have a winning probability for the AT mode transition lottery set according to the lottery results of the game. For example, if the AT mode transition lottery is triggered by chance eye A, the normal AT mode transition lottery has a 1% probability of winning, and the CZ AT mode transition lottery has a 3% probability of winning. In other words, the CZ AT mode transition lottery table is set to make it easier to win the AT mode transition lottery than the normal AT mode transition lottery table. Also, for normal RIP A, normal RIP B, and normal RIP C, they are set so that they do not win the AT mode transition lottery for normal use, but can win the AT mode transition lottery for CZ use.
[0184] After the AT mode shift lottery table is acquired in step S804 or step S805, the AT mode shift lottery process is executed in step S806 based on the acquired shift lottery table. Then, in step S807, it is determined whether or not the AT mode shift is selected.
[0185] If it is determined in step S807 that the AT mode transition is a winning ticket, or if it is determined in step S802 that the ceiling counter is 0, the AT mode winning process is executed in steps S808 to S810. Also, if it is determined in step S807 that the AT mode transition is not a winning ticket, the AT mode non-winning process is executed in steps S811 to S814.
[0186] In the processing for winning the AT mode, in step S808, it is determined whether the CZ mode flag is set. If the CZ mode flag is set, in step S809, processing is executed to clear the CZ mode flag. By executing the processing of step S809, the CZ mode ends. If the CZ mode flag is not set in step S808, or after the CZ mode flag is cleared in step S809, processing is executed to set the AT mode winning flag in step S810. By executing the processing of step S810, a positive judgment will be made in step S606 in the next lottery result corresponding processing.
[0187] On the other hand, in the processing for non-winning the AT mode, it is determined in step S811 whether the CZ mode flag is set, and if it is not set, the CZ mode transition lottery processing is executed in step S812. In the CZ mode transition lottery processing, the CZ mode transition lottery table shown in FIG. 28 is obtained, and a lottery is performed to determine whether to transition to CZ mode based on the lottery result of the current game and the random number for the lottery. The CZ mode transition lottery table is set so that the more likely the result is to win the AT mode transition lottery, the more likely the player is to win the CZ mode transition lottery. Therefore, even if the result was likely to win the AT mode transition lottery, if the player did not win the AT mode transition lottery, it becomes easier to win the CZ mode, thereby providing relief to the player.
[0188] After executing the CZ mode transition lottery process, in step S813 it is determined whether or not the CZ mode transition lottery has been won, and if it has been won, a process is executed to set the CZ mode win flag in step S814. If it is determined in step S811 that the player is in CZ mode, or if it is determined in step S813 that the player has not won the CZ mode transition lottery, the AT lottery process is terminated.
[0189] After the processing of step S810 or step S814 is executed, processing for setting the premonition mode is performed in steps S815 to S818. The premonition mode is a mode that suggests that a player has won the AT mode transition lottery or the CZ mode transition lottery in a game prior to the notification of the player having won the transition lottery. In step S815, processing is performed to determine the number of games to be played in the premonition mode by lottery. In the processing of step S815, the number of games to be played in the premonition mode is determined randomly, for example, from 0 to 32 games. Note that the number of games to be played in the premonition mode may be set to vary depending on the lottery result of the game that triggered the transition win, and the number of games to be played in the premonition mode may be set to vary depending on the lottery result of the game that triggered the transition win, even if the lottery result of the same game is the same, between winning the AT mode transition lottery and winning the CZ mode transition lottery.
[0190] After executing the preliminary game number lottery process in step S815, a process of inputting a numerical value corresponding to the preliminary game number into a preliminary counter provided in the various counter areas 106e is executed in step S816. The preliminary counter is a counter for the CPU 102 to grasp the remaining game number in the preliminary mode, and it is a counter that is decremented by 1 each time the preliminary mode consumes one game. Thereafter, after setting a preliminary flag in the various flag storage areas 106d in step S817 and executing a process of setting a preliminary command as an output target to the display control device 81 in step S818, this AT lottery process is terminated. The preliminary flag is a flag for the CPU 102 to grasp that it is in the preliminary mode. Further, the preliminary command includes information corresponding to the number of games in the preliminary mode, and by receiving such a preliminary command, the display control device 81 grasps the number of games in the preliminary mode and controls the auxiliary display unit 65 and the like to execute a corresponding effect (preliminary effect) during the preliminary mode.
[0191] <AT Boost Process> Next, the AT boost process executed in step S608 will be described while referring to the flowchart of FIG. 29. As already described, the AT boost process is a process executed in a situation where an AT mode winning flag or any one of the AT mode flags is set, and it is a process for boosting the number of consecutive games in the AT mode.
[0192] In the AT boost process, first, in step S901, the lottery result of the current game is grasped. Then, in step S902, a process of obtaining a boost lottery table from the various table storage areas 105a is executed.
[0193] In this embodiment, the AT modes are set to a first AT mode and a second AT mode with different probabilities of winning the bonus, and the second AT mode is set to have a higher probability of winning the bonus than the first AT mode. More specifically, as shown in Fig. 30, in the bonus lottery table, the bonus winning rate is set according to the lottery result of the game and the type of AT mode, and for example, in the bonus lottery triggered by Cherry A, the first AT mode has a 5% probability of winning the bonus lottery, while the second AT mode has a 10% probability of winning the bonus lottery.
[0194] In step S903, a lottery for adding bonuses is executed, and in step S904, it is determined whether or not the lottery for adding bonuses has been won. If the lottery for adding bonuses is not won, the AT adding process is terminated. If the lottery for adding bonuses is won, in step S905, a lottery process for determining the number of games to be added is executed. In the lottery process for determining the number of games to be added, an add-on game number table is obtained from the various table storage area 105a, and the number of games to be added this time is determined by lottery. As shown in FIG. 30, the add-on game number table is set so that the number of games to be added varies depending on the lottery result of the game that triggered the add-on. For example, when the add-on is triggered by a normal lip A, an average of 150 games are added, while when the add-on is triggered by a cherry A, an average of 15 games are added. In other words, the number of games to be added is greater when the add-on is triggered by an opportunity that is unlikely to win the lottery for adding bonuses.
[0195] After executing the process for determining the number of added games in step S905, the CPU 102 executes a process for adding the current number of added games to the AT game counter provided in the various counter area 106e in step S906. The AT game counter is a counter that allows the CPU 102 to grasp the number of games remaining in the AT mode. After executing the process in step S906, the CPU 102 executes a process for setting the added command as an output target to the display control device 81 in step S907, and then terminates the AT added-on process. The display control device 81, which has received the added-on command, executes a process for performing an added-on notification effect corresponding to the addition on the auxiliary display unit 65 and the speaker 64.
[0196] The notification of the operation order of the stop switches 42 to 44 is executed in the processing of steps S609 to S612 in the lottery result corresponding processing (FIG. 27). That is, after the AT lottery processing or the AT additional processing is executed in the processing of step S607 or step S608, the push order notification processing is executed in steps S609 to S612.
[0197] <Outline of push order notification> Prior to explaining the processing for pressing order notification executed in steps S609 to S612, an overview of the pressing order notification executed by the instruction monitor 68 and the pressing order notification effect executed by the auxiliary display unit 65 will be explained. Note that the pressing order notification and pressing order notification effect can also be referred to as, for example, pressing order navigation, sequence notification, or mode notification. The instruction monitor 68 is connected to the main control unit 101, and the pressing order notification is performed by the main control unit 101. In contrast, the auxiliary display unit 65 is connected to the display control unit 81, and the pressing order notification effect is performed by the display control unit 81.
[0198] First, the configuration of this instruction monitor 68 will be described with reference to Fig. 31. Fig. 31(a) is a front view of the instruction monitor 68, and Fig. 31(b) is a diagram for explaining the relationship between the display mode and display content of the instruction monitor 68.
[0199] As shown in FIG. 31(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.
[0200] 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 "."
[0201] 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.
[0202] 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. 31(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.
[0203] The eighth display segment N8 is lit in the game in which the start condition is met, including the notification condition that causes a transition to the advantageous zone and a situation where a push order notification can occur. It is also turned off when the AT mode ends and the game transitions from the advantageous zone to the normal zone.
[0204] In other words, an advantageous zone (advantageous state, specific state) is a zone in which it becomes easier for the player to win in an advantageous manner by making it easier to notify the operation order of the push order bell, etc., and the eighth display segment N8 is a zone indicator (specific notification means) that lights up during the specific zone in which the player can actually benefit from the push order notification in the advantageous zone, and turns off during the normal zone which is not an advantageous zone, or during the non-specific zone which is not an advantageous zone even if it is an advantageous zone.
[0205] 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.
[0206] 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.
[0207] Next, the push order notification effect performed on the auxiliary display unit 65 will be described with reference to Fig. 32. Here, the push order notification effect on the auxiliary display unit 65 will be described using the example of a case where the push order combination is won when the operation order to be notified this time is center → right → left.
[0208] As shown in FIG. 32(a), in the auxiliary display unit 65, of the three button displays arranged in parallel corresponding to the stop switches 42 to 44, the button display corresponding to the stop switch that should be operated first (in the figure, the middle button display corresponding to the middle stop switch 43) is marked with the number 1 and displayed larger than the other button displays. In addition, each button display is displayed in a color corresponding to the winning combination (yellow for a bell, blue for a replay, etc.). This allows the player to recognize the winning combination in the current game and that the stop switch that should be operated first is the middle stop switch 43. In addition, in the auxiliary display unit 65, the right button display is displayed with the number 2 and the left button display is displayed with the number 3, indicating that the stop switch that should be operated next is the right stop switch 44 and the stop switch that should be operated last is the left stop switch 42.
[0209] When the player operates the middle stop switch 43, as shown in Figure 32 (b), the middle button display corresponding to the middle stop switch 43 disappears on the auxiliary display unit 65, and the right button display corresponding to the right stop switch 44 is displayed 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.
[0210] When the player operates the right stop switch 44, as shown in Figure 32 (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.
[0211] 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.
[0212] The process for notifying the push order in steps S609 to S612 will be explained.
[0213] That is, in step S609, it is determined whether the lottery result of this game was a push order bell win. If the push order bell win is determined, in step S610, it is determined whether the first AT mode flag or the second AT mode flag is set. If either AT mode flag is set, in step S611, the instruction monitor 68 is controlled so that a push order notification corresponding to the first small win is performed according to the type of push order bell this time. Then, in step S612, a process is executed to set a push order notification command including information on the operation sequence corresponding to the first small win as an output target to the display control device 81, and then this push order notification process is terminated. Upon receiving this push order notification command, the display control device 81 controls the auxiliary display unit 65 and speaker 64 so that a push order notification effect corresponding to the first small win is performed.
[0214] If the push order bell is not won in step S609, or if none of the AT mode flags are set in step S610, the lottery result response processing ends.
[0215] <Winning result processing> Next, the winning result response process performed in step S415 in the reel control process will be described with reference to the flowchart in Figure 33. In the winning result response process, processing is performed to start or end the AT mode etc. depending on the game result.
[0216] In the winning result processing, first, in steps S1001 to S1003, similar to steps S601 to S603, the processing of determining whether the number of bets in the current game is the specific specified number is executed. If the number of bets in the current game is not the specific specified number, the winning result processing is terminated without executing the processing for the display mode (processing related to the instruction function) from step S1004 onwards.
[0217] If the number of bets on the current game is the specified number, the premonition flag is set in step S1004, and it is determined whether or not the game is in premonition mode. If the game is in premonition mode, the premonition counter is decremented by 1 in step S1005. Then, in step S1006, it is determined whether or not the premonition counter has reached 0. If not, the winning result processing is terminated. On the other hand, if the premonition counter has reached 0, the premonition flag is cleared in step S1007, and then, in step S1008, the presence or absence of an AT mode win flag is checked to determine whether or not the current premonition mode is based on winning the AT mode transition lottery. If the premonition mode is based on winning the AT mode transition lottery, the AT type determination processing is executed in step S1009.
[0218] The AT type determination process in step S1009 is a process for determining whether the AT mode to be started this time will be the first AT mode or the second AT mode. That is, as shown in the flowchart of FIG. 34, an AT type lottery process is performed in step S1101 to determine which AT mode to start by lottery. In this lottery process, the type of the current AT mode is determined by lottery, for example, based on the set value, the type of the previous AT mode, the number of medals increased during the advantageous zone, the number of games during the advantageous zone, etc., or randomly. In the following step S1102, it is determined whether the processing result of step S1101 was the first AT mode. If the current AT mode is determined to be the first AT mode, a process for setting a first AT mode flag is performed in step S1103, and a process for setting a first AT command to be output to the display control device 81 is performed in the following step S1104, and then this AT type determination process is terminated. Upon receiving the first AT command, the display control device 81 controls the auxiliary display unit 65 etc. to display a notification that the AT mode being started this time is the first AT mode.
[0219] If the mode is the second AT mode and not the first AT mode in step S1102, a process of setting the second AT mode flag is executed in step S1105, and then a process of setting the second AT command as an output target to the display control device 81 in the following step S1106 is executed, and then this AT type determination process is terminated. Upon receiving the second AT command, the display control device 81 controls the auxiliary display unit 65 etc. to display an announcement that the AT mode being started this time is the second AT mode.
[0220] In the winning result response process, after the AT type determination process is executed, a process for clearing the AT mode winning flag is executed in step S1010. Then, a process for setting the number of games to be played in the AT mode is executed in step S1011. More specifically, in step S1011, a process for inputting "50" as the initial value of the number of games to be played in the AT mode into the AT game counter provided in the various counter area 106e is executed. The AT game counter is a counter that the CPU 102 uses to keep track of the number of games remaining in the AT mode, and is a counter that is decremented by one each time one game is played in the AT mode. In other words, in this embodiment, the initial number of games is uniformly set to 50 regardless of the type of AT mode to be started. In the following step S1012, a process for setting an AT start command to be output to the display control device 81 is executed, and then this winning result response process is terminated. Based on the reception of the AT start command, the display control device 81 controls the auxiliary display unit 65, etc., to display a notification effect indicating that the AT mode will be started. When an AT start command is output, as described above, the first AT command or the second AT command is output, and when the display control device 81 performs a notification display indicating that the AT mode is about to start, it is possible to perform a notification display of the type of AT mode that will be started in addition to the notification display indicating that the AT mode is about to start.
[0221] If it is determined in step S1008 that the current premonition mode is not based on winning the AT mode transition lottery, this means that the current premonition mode is based on winning the CZ mode transition lottery. In this case, a process for clearing the CZ mode win flag is executed in step S1013. Then, a process for setting the CZ mode flag is executed in step S1014, and a process for setting the number of games in CZ mode is executed in step S1015. More specifically, in step S1015, a process for inputting "10" as the initial value of the number of games in CZ mode to the CZ game counter provided in the various counter area 106e is executed. The CZ game counter is a counter that allows the CPU 102 to grasp the number of games remaining in CZ mode, and is decremented by one each time one game is played in CZ mode. In other words, in this embodiment, the CZ mode is set to continue for a uniform period of 10 games. Then, in step S1016, the process of setting the CZ start command as an output target to the display control device 81 is executed, and then this winning result response process is terminated. Based on receiving the CZ start command, the display control device 81 controls the auxiliary display unit 65, etc. to display a notification that the CZ mode is starting.
[0222] If the premonition flag is not set in step S1004, the process proceeds to step S1017. In step S1017, the presence or absence of the CZ mode flag is checked to determine whether or not the game is in CZ mode. If the game is in CZ mode, the process executes a process to subtract 1 from the CZ game counter in step S1018. Then, in step S1019, it is determined whether or not the CZ game counter has reached 0. If it has not reached 0, the winning result response process ends. If it has reached 0, the process executes a process to clear the CZ mode flag in step S1020, and then executes a process to set a CZ end command to be output to the display control device 81 in step S1021, and then ends the winning result response process. Based on the reception of the CZ end command, the display control device 81 controls the auxiliary display unit 65, etc., to display a notification that the CZ mode is ending.
[0223] If it is determined in step S1017 that the CZ mode is not in progress, the process proceeds to step S1022. In step S1022, the presence or absence of each AT mode flag is checked to determine whether the AT mode is in progress. If the AT mode is in progress, a process of subtracting 1 from the AT game counter is executed in step S1023. Then, in step S1024, it is determined whether the AT game counter has reached 0. If it has not reached 0, the winning result processing is terminated. If it has reached 0, a process of clearing the current AT mode flag is executed in step S1025, and a process of setting an AT end flag in the various flag storage area 106d is executed in step S1026. The AT end flag is a flag that allows the CPU 102 to determine that the AT mode has ended in the current game. Note that in this embodiment, the advantageous zone also ends when the AT mode ends, and the AT end flag can also be said to be a flag that allows the CPU 102 to determine that one of the end conditions for the advantageous zone has been met. After that, in step S1027, the AT end command is set as an output target to the display control device 81, and then the winning result response process is terminated. Based on receiving the AT end command, the display control device 81 controls the auxiliary display unit 65 etc. to perform a notification effect that the AT mode is ending.
[0224] <Management of number of games and difference in number of coins in advantageous zones> Next, the first interval display process and the second interval display process will be described, which are used to control the eighth display segment N8 as an interval display device and to manage the number of games and the difference in number of coins in the advantageous interval.
[0225] <First section display process> First, the first section display process will be described with reference to Fig. 35. The first section display process is a process carried out in step S314 of the lottery process (Fig. 17), 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.
[0226] In step S1201, it is determined whether the eighth display segment N8 as a section indicator is being displayed, more specifically, whether the eighth display segment N8 is being lit. As already explained, when the eighth display segment N8 is being lit, it indicates that it is a specific section among the advantageous sections where at least the notification conditions for the push order notification to occur are met. If a negative determination is made in step S1201 and it is determined that the eighth display segment N8 is being turned off, the process proceeds to step S1202.
[0227] In step S1202, it is determined whether or not the advantageous zone winning game flag is set. The advantageous zone winning game flag is a flag that is set when the advantageous zone transition lottery is won in the advantageous zone transition lottery process, and is a flag that allows the CPU 102 to identify the winning game. If the advantageous zone winning game flag is set, processing is executed to clear the advantageous zone winning game flag in step S1203. Then, in step S1204, the advantageous zone flag is set. Setting the advantageous zone flag results in a transition from the normal zone to the advantageous zone. Then, in step S1205, processing is executed to count the number of games in the advantageous zone, more specifically, to start measuring the advantageous zone game number AG in the various counter areas 106e. The advantageous zone game number AG corresponds to a grasping means for grasping the number of games played in the advantageous zone, and processing is executed to increment it by one for each game in the advantageous zone.
[0228] In the next step S1206, a process for transitioning to a favorable zone is executed. The process for transitioning to a favorable zone is a process related to an instruction function that is performed when a transition to a favorable zone occurs. The process for transitioning to a favorable zone will be described in detail later.
[0229] After executing the process of step S1206, in step S1207, the eighth display segment N8 is turned on to start displaying the section indicator. In addition, when the main control device 101 turns on the eighth display segment N8 as a section indicator to start displaying it, it outputs a sound output command to the display control device 81 so that a predetermined sound effect (for example, a mechanical sound like "Gagot!") 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, it is preferable to output a corresponding command to the display control device 81 and control the auxiliary display unit 65, etc. so that the corresponding effect is generated by the display control device 81. In other words, in this embodiment, the zone indicator starts displaying when the notification conditions for a push order notification to occur are met by moving to the advantageous zone, and the specific zone within the advantageous zone where a push order notification can occur is set to be equal to the advantageous zone.
[0230] If it is determined in step S1201 that the eighth display segment N8 is being displayed as a section indicator, then in step S1208, processing is executed to continue displaying the advantageous section. Specifically, the eighth display segment N8 is allowed to continue to be lit.
[0231] If it is determined in step S1202 that the advantageous zone winning game flag is not set, or after the display start process of the zone indicator is executed in step S1207, or after the display continuation process of the zone indicator is executed in step S1208, the process proceeds to step S1209. In step S1209, it is determined whether or not the AT mode flag is set. If the AT mode flag is not set, the process proceeds to step S1210. In step S1210, a process is executed to add 1 to the first role ratio counter provided in the various counter area 106e. The first role ratio counter is a counter for counting the number of games in which no push order notification is performed or in which no medal increase is expected even if a push order notification is performed.
[0232] On the other hand, if it is determined in step S1209 that the AT mode flag is set, the process proceeds to step S1211. In step S1211, a process of adding 1 to the role ratio second counter provided in the various counter area 106e is executed. The role ratio second counter is a counter for counting the number of games in which an increase in medals is expected due to the push order notification.
[0233] After the processing of step S1210 or step S1211 is executed, a role ratio calculation process is executed in step S1212. In this process, the value of the role ratio second counter is divided by the sum of the role ratio first counter and the role ratio second counter (total number of games). In other words, the role ratio calculation process is a process that calculates the proportion of the number of games in which an increase in medals is expected due to the push order notification out of the total number of games. Then, in step S1213, a process is executed to display the calculation processing result of step S1212 on the role ratio monitor 77.
[0234] As shown in FIG. 5, the win ratio monitor 77 has multiple 7-segment displays each consisting of seven display segments. Specifically, the win ratio monitor 77 has a first display section 77a, a second display section 77b, a third display section 77c, a fourth display section 77d, and a fifth display section 77e as 7-segment displays. The display segments in the first display section 77a to the fifth display section 77e have individual light sources made of LEDs, similar to the display segments N1 to N7 of the instruction monitor 68. By controlling the on / off of these individual light sources, it is possible to light up any one display segment or any combination of display segments. As a result, each win ratio monitor 77 individually displays a predetermined symbol (including alphabets and numbers), and in particular, the win ratio monitor 77 is capable of displaying five-digit numbers.
[0235] In step S1213, the result of the calculation process in step S1212 is output to the role ratio monitor 77, and display control is performed on each display section 77a to 77e on the role ratio monitor 77 so that a four-digit number is displayed on the role ratio monitor 77. Specifically, a number smaller than 1 and having four decimal places, such as "0.5012," is displayed on the role ratio monitor 77 as the ratio of the number of games in which a push order notification may occur to the total number of games. After the process of step S1213 is executed, the first section display process is terminated.
[0236] Note that the configuration may be such that the display of the role ratio monitor 77 is controlled after the calculation process of step S1212 has been performed to round off the number to the fifth decimal place. Furthermore, since the first display unit 77a of the role ratio monitor 77 basically displays "0", the first display unit 77a may not be provided, or the first display unit 77a may be configured to always display "0" by printing or the like. Furthermore, it is preferable that a decimal point is displayed by printing or the like between the first display unit 77a and the second display unit 77b.
[0237] <Second section display process> Next, the second section display process will be described with reference to the flowchart in Fig. 36. As already explained, the second section display process is a process that is carried out in step S416 of the reel control process, and is carried out at the end of one game after medal payout (payout determination process) and transition of the game state based on the winning result (bonus state process, winning result response process) have been carried out.
[0238] In step S1301, it is determined whether or not the advantageous zone flag is set. If it is not set, the second zone display process is terminated. If the advantageous zone flag is set, in step S1302, a process is executed to count the number of games in the advantageous zone. Specifically, a process is executed to add 1 to the number of games in the advantageous zone AG. After the process of step S1302 is executed, in step S1303, an update process is executed for the advantageous zone increase / decrease number MY (MY counter) provided in the various counter area 106e.
[0239] In the MY update process in step S1303, provided that the result of the current game is not a replay win, the number of coins inserted (number of coins bet) is subtracted from the number of coins paid out, and the subtraction result is added to the number of coins increased or decreased in the advantageous zone MY, thereby updating the number of coins increased or decreased in the advantageous zone MY.
[0240] After executing the MY update process in step S1303, a remaining game number management process is executed in step S1304, followed by a remaining coin management process in the following step S1305. The remaining game number management process is a process for managing whether the advantageous zone will reach its upper limit number of games (1500 games) with the current remaining number of games based on the number of games remaining in the AT mode, etc. The remaining game number management process, for example, at the start of the AT mode, determines whether the advantageous zone's upper limit number of games will be reached before the AT mode's termination condition is met, based on the number of games in the advantageous zone AG and the number of games remaining in the AT mode, even if the AT mode continues. If such a situation exists, a first excess flag is set in the various flag storage area 106d as a flag for identifying that situation. The remaining coin management process is a process for managing whether the advantageous zone will reach its upper limit increase number (2400 coins) with the current remaining number of games based on the number of games remaining in the AT mode, etc. In the remaining payout number management process, for example, if the sum of the expected medal increase calculated from the number of remaining games in AT mode and the current advantageous zone increase / decrease medal number MY exceeds the upper limit increase (2400 medals), even if the AT mode continues, it is determined whether the upper limit increase of the advantageous zone will be reached before the AT mode termination condition is met.If this is the case, a second excess flag is set in the various flags storage area 106d as a flag to identify the situation.
[0241] In the following step S1306, it is determined whether the number of games in the advantageous zone AG has reached the upper limit of 1500, or whether the number of coins in the advantageous zone that increase or decrease MY has reached the upper limit of 2400. If either of these conditions for forced termination is met, in step S1307, the number of games in the advantageous zone AG and the number of coins in the advantageous zone that increase or decrease MY are cleared to 0. In the following step S1308, a process is performed to terminate the display of the eighth display segment N8 as a zone indicator. Then, in step S1309, a process is performed to initialize parameters and information such as various flags and counters in the advantageous zone, and then this second zone display process is terminated.
[0242] More specifically, the data initialization process in step S1309 is a process that resets flags and counters set upon transition to the current advantageous zone and flags and counters set during the current advantageous zone to their initial values. For example, if the advantageous zone flag, AT mode win flag, AT mode flag, CZ mode flag, etc. are not cleared but are set, these flags are cleared. Furthermore, if the advantageous zone game count AG, advantageous zone increase / decrease number MY, premonition counter for premonition mode, counters for the number of continued games in AT mode, CZ mode, etc. are greater than 0, all of these counters are reset to 0. In other words, the initialization process initializes all variables and parameters that affect the performance of push order notification for the advantageous zone as a favorable state using push order notification, and is a process that clears RAM for such variables and parameters.
[0243] If it is determined in step S1306 that the number of games in the advantageous zone AG has not reached the upper limit and the number of coins increased or decreased in the advantageous zone MY has not reached the upper limit increase number, the process proceeds to step S1310, where it is determined whether the AT mode has ended in this game by determining whether the AT mode end flag is set. If the AT mode has ended, the process proceeds to step S1307, and the processing for the end of the advantageous zone in steps S1307 to S1309 is performed, and the second zone display processing is then terminated.
[0244] On the other hand, if the AT mode end flag is not set, the presence or absence of each AT mode flag is checked in step S1311 to determine whether or not the vehicle is in AT mode. If the vehicle is not in AT mode, the second section display process is terminated.
[0245] On the other hand, if the AT mode is in progress, in step S1312, it is determined whether the BB game counter is at a specific number. As described above, the BB game counter corresponds to the number of games played in the first BB state or the second BB state, and when the BB game counter is at a specific number, it means that the specific number of games have been played in the first BB state or the second BB state. More specifically, since the second interval display process is executed after the reels 32L, 32M, and 32R have stopped, in step S1312, it is determined whether the specific number of games has ended in the first BB state or the second BB state. In this embodiment, the specific number is set to 1, and in step S1312, it is determined whether the BB game counter is at 1, and it is determined whether the first game in the first BB state or the second BB state has ended.
[0246] If it is the end of the first game in the first BB state or the second BB state during the AT mode, the processing for the end of the advantageous zone in steps S1307 to S1309 is performed, and then the second zone display processing is terminated. On the other hand, if it is not the first BB state or the second BB state even during the AT mode, or if it is not the end of the first game even during the first BB state or the second BB state during the AT mode, for example, if it is the end of the second game, the second zone display processing is terminated directly without proceeding to step S1307.
[0247] That is, in this embodiment, the conditions for ending the advantageous zone are set to be the end of the upper limit number of games (1500 games) or the upper limit increase number (2400 coins), the end of the AT mode, and also the end of the first game when the state transitions to the first BB state or the second BB state during the AT mode. In other words, if the state transitions to the first BB state or the second BB state during the AT mode, the AT mode will end when the advantageous zone ends, even if there are remaining games.
[0248] As shown in FIG. 24, in this embodiment, even if the AT mode is transitioned to the first BB state or the second BB state, the expected medal increase per game does not change. Furthermore, as described above, if the AT mode is transitioned to the first BB state or the second BB state, the AT mode ends along with the advantageous zone in the first game of that BB state, regardless of the number of games remaining in the AT mode. Therefore, transitioning to the first BB state or the second BB state during the AT mode may not be advantageous for the player. On the other hand, in this embodiment, advantageous zone transition processing is set up to be executed when transitioning from the normal zone to the advantageous zone, so that transitioning to the first BB state or the second BB state during the AT mode can be advantageous for the player.
[0249] <Processing when transitioning to advantageous zone> The advantageous zone transition processing in this embodiment will be described with reference to the flowchart in Figure 37. The advantageous zone transition processing is processing executed in step S1206 in the first zone display processing, and is processing carried out when a game is started based on the operation of the start lever 41. More specifically, it is processing carried out when the advantageous zone transition lottery is won in the lottery result response processing of the game that is started.
[0250] In step S1401, the first BB state flag or the second BB state flag is set, and it is determined whether the game to be started this time is in either the first BB state or the second BB state. If neither BB state flag is set, the process proceeds to step S1402, where a process is performed to set the ceiling game number of the advantageous zone to be shifted this time.
[0251] That is, in step S1402, a lottery process for the ceiling number of games is executed. In this lottery process for the ceiling number of games, a ceiling number of games table is obtained from the various table storage area 105a, and the current ceiling number of games is determined by lottery based on the obtained ceiling number of games table. As shown in FIG. 38, the ceiling number of games table is set so that one ceiling number of games is randomly determined between 100 games and 999 games, and numbers of games that are likely to be selected in approximately 100-game increments, such as 100 games, 200 games, 300 games, ..., 999 games, are set. Furthermore, in the ceiling number of games table, the ceiling number of games that is likely to be selected varies depending on the set value, and it is set so that the higher the set value (the higher the set value for the payout rate), the more likely a shorter ceiling number of games is to be selected.
[0252] In the following step S1403, a process is executed in which a value corresponding to the ceiling game number drawn in step S1402 is input into the ceiling counter. As already explained, the ceiling counter is decremented by 1 each time one game is played in the AT lottery process, and when it reaches 0, a transition to AT mode occurs without going through the AT mode transition lottery. Thereafter, in step S1404, a process is executed in which a ceiling command including the information on the ceiling game number is set as an output target to the display control device 81, and then the advantageous zone transition process is terminated.
[0253] When a transition to a favorable zone occurs during any of the BB states in step S1401, it is determined in step S1405 whether the BB payout counter is at a predetermined specific number. As already explained, the BB payout counter is a counter that allows the CPU 102 to grasp the number of medals paid out during the BB state, and is a counter used to determine whether or not to end the BB state. In this embodiment, it is determined in step S1405 whether the BB payout counter is at the specific number "7." That is, in step S1405, it is determined whether or not the processing at the time of transition to a favorable zone has been executed in a situation where the number of medals paid out in the BB state is seven. The case where it is seven is when either the first small prize of the push order bell or the watermelon (second small prize, third small prize) prize is won only once in the BB state.
[0254] If a positive judgment is made in step S1405 and the BB payout counter is a specific number (7), then in step S1406, a transition time AT mode transition lottery process is executed. In this embodiment, in the advantageous zone transition process, an AT mode transition lottery is executed if the BB payout counter is a specific number. In other words, if the BB payout counter is not a specific number at the time of transition to the advantageous zone, the AT mode transition lottery is not executed. The probability of winning the transition time AT mode transition lottery in step S1406 is arbitrary, but in this embodiment, it is set so that the AT mode transition is won with a uniform probability (for example, a probability of about 33%, regardless of the game lottery result or set value).
[0255] In the following step S1407, it is determined whether or not the transition lottery in step S1403 has been won. If the BB payout counter is not a specific number in step S1405, or if it is determined in step S1407 that the AT mode transition lottery has not been won, the process proceeds to step S1402, where the ceiling game number is set, and the advantageous zone transition processing is terminated.
[0256] On the other hand, if the BB payout counter is a specific number and the transition-time AT mode transition lottery has been won, the process proceeds to step S1408, and processing to start the AT mode is performed. That is, in step S1408, AT type determination processing is executed. This AT type determination processing is the same as the processing in step S1009 (FIG. 34) above. Then, in step S1409, 50 is input into the AT game counter, and in step S1410, processing is executed to set the AT start command as an output target to the display control device 81, and then this advantageous zone transition processing is terminated.
[0257] That is, in this embodiment, if a transition to a favorable zone occurs during the BB state, a lottery for transitioning to the AT mode may be conducted using the value of the BB payout counter. If the AT mode transition lottery is won, a transition to the AT mode occurs. As described above, in this embodiment, the favorable zone ends in the first game of the first BB state or the second BB state in the AT mode. Therefore, for example, if a first minor win occurs in the first game of the BB state, which is the ending game of the favorable zone, resulting in the payout of seven medals, and a transition to the favorable zone occurs in the next game, the BB payout counter is at a specific number (7), so there is an approximately 33% probability of transitioning to the AT mode. In the AT mode, a push order notification corresponding to the first minor win occurs when the push order bell is won. Therefore, if a transition to one of the BB states occurs during the AT mode, there is a high probability of transitioning to the favorable zone when the BB payout counter is at a specific number, and a reset to the AT mode is possible.
[0258] In other words, rather than ending the advantageous zone when the number of remaining games in the AT mode reaches 0, by intentionally entering the advantageous zone when there are still remaining games in the AT mode, there is a possibility that the AT mode will be reset when re-entering the advantageous zone. In this embodiment, this type of configuration is used to realize the consecutive win feature of the AT mode.
[0259] <Performance setting processing> Next, the effect setting process executed by the CPU 181 of the display control device 81 will be described with reference to the flowchart of Fig. 39. The effect setting process is initiated by the CPU 181 at predetermined intervals (for example, every 2 msec).
[0260] In the performance setting process, first, in step S1501, 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 S1502, a process is executed to store the received command in RAM 183. RAM 183 is provided with a command storage area, and this command storage area is configured as a ring buffer that can store multiple commands individually and can read commands from the previously stored command.
[0261] If a negative determination is made in step S1501, or after the processing of step S1502 has been executed, it is determined in step S1503 whether or not the newly received command is a betting command. A betting command is a command output from the main control device 101 in response to a betting operation, such as a betting command set in step S206 of the normal processing. If it is a betting command, a betting effect setting process is executed in step S1504. In the betting effect setting process, processing is performed to control the auxiliary display unit 65 and speaker 64 so that an effect based on the current betting operation is performed.
[0262] If a negative decision is made in step S1503, or after the processing of step S1504 has been executed, it is determined in step S1505 whether the newly received command was a start command. A start command is a command output from the main control device 101 based on the operation of the start lever 41, and includes a lottery result command set in step S311 of the lottery processing, as well as a premonition command, an added command, and a push order notification command set in the lottery result response processing (FIG. 25), an AT start command, a ceiling command, etc. set in the first section display processing (FIG. 35). If the command is one of these start commands, a start performance setting processing is executed in step S1506.
[0263] If a negative determination is made in step S1505, or after the processing of step S1506 has been executed, in step S1507 it is determined whether the newly received command is a command at the time of each stop operation. A command at the time of each stop operation is a command output from main control device 101 based on the stop operation of each of reels 32L, 32M, and 32R, and is a stop command set in step S405 of the reel control processing (FIG. 20). If the stop command is a stop command at the time of each stop operation, in step S1508 a process for setting the effect at each stop operation is executed. In the process for setting the effect at each stop operation, processing is performed to control auxiliary display unit 65 and speaker 64 so that an effect based on the current stop operation is performed.
[0264] If a negative decision is made in step S1507, or after the processing of step S1508 has been executed, in step S1509 it is determined whether or not 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 S417 of the reel control processing (FIG. 20), as well as the first AT command, second AT command, AT start command, AT end command, CZ start command, CZ end command, etc. set in the winning result response processing (FIG. 33). If the command is one of these all stop commands, in step S1510 an all stop effect setting processing is executed.
[0265] If a negative decision is made in step S1509, or after the processing of step S1510 has been executed, other processing is executed in step S1511, and then the effect setting processing is terminated. In step S1511, settings are made for effects based on commands from the main control device 101 other than when betting, starting, or stopping (for example, effects based on operation of the settlement switch 59), effects based on signals from sensors connected without going through the main control device 101 (such as an effect switch detection sensor), settings for error notification, etc.
[0266] The start effect setting process and the 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 Figs.
[0267] <Start-up performance setting process> The start-time performance setting process in step S1506 will be described with reference to the flowchart in FIG.
[0268] In step S1601, it is determined whether the lottery result of the game to be started this time is a press order role win based on the received lottery result command. If the press order role win is a press order role win, it is determined in step S1602 whether a press order notification command has been received. If a press order notification command has been received, in step S1603, the auxiliary display unit 65, speaker 64, etc. are controlled so that a press order notification effect corresponding to the first minor role win is performed.
[0269] If it is determined in step S1601 that the lottery result of this game is not a push order role win, it is determined in step S1604 whether the lottery result of this game is a specific role win. A specific role is a lottery result called a rare role that is unlikely to appear (to win) as a lottery result for each game. In this embodiment, chance eye A to chance eye C, cherry A to cherry C, and watermelon are set as the specific roles. As shown in FIG. 28, in the AT mode transition lottery triggered by these lottery results, it is set so that it is more likely to result in an AT mode transition win than when it is triggered by a lottery result other than the specific role. If the lottery result of this game is a specific role win, in step S1605, a specific role notification process is executed. In the specific role notification process, control is performed so that a specific role notification that the lottery result of this game is one of the above specific roles is performed on the auxiliary display unit 65 and the speaker 64. As a specific role notification, for example, as shown in Fig. 44(a), an effect is set in which three exclamation mark characters are displayed on the auxiliary display unit 65 in correspondence with the three stop switches 42 to 44. As described above, since the probability of winning the AT mode transition varies depending on the type of specific role, there is a high level of interest in the type of specific role, and when a specific role notification is made as described above, it is thought that an attempt will be made to determine which result has been won.
[0270] Here, among the specific combinations, Cherry A and Cherry B, and Cherry C, there is a difference between them: if the former wins Cherry A and Cherry B, a 9th replay win, which is a weak cherry replay, is possible, whereas if the latter wins Cherry C, a 9th replay win, which is a weak cherry replay, and an 11th replay win, which is a strong cherry replay, are possible. Furthermore, there is a commonality in that any of Cherry A to Cherry C can win a 10th replay win, which is a cherry spill replay. In other words, if the 9th or 10th replay win is achieved, there is a possibility of winning any of Cherry A to Cherry C, and if the 11th replay win is achieved, it is confirmed that Cherry C has won. In this case, to determine whether a win has occurred among Cherry A, Cherry B, or Cherry C, a player must aim for the symbol corresponding to the 11th replay win. If the symbol stops on a payline, a Cherry C win can be determined. If the symbol does not land on a payline despite the aim, a Cherry A or Cherry B win can be determined. On the left reel 32L, the symbol corresponding to the 11th replay win is a "BAR" symbol. In other words, in this case, a player can determine whether a Cherry C win has occurred by aiming for at least the 9th "BAR" symbol on the left reel 32L and performing a stop operation. Incidentally, if the left stop switch 42 is operated between the time when the 5th "REPLAY" symbol on the left reel 32L reaches the middle row and the time when the 8th "BAR" symbol on the left reel 32L reaches the middle row, a "BAR" symbol can be stopped in the middle row of the left reel 32L.
[0271] On the other hand, if the "white 7", "white shell" and "cherry" symbols stop on an active line from the left, the first BB win is achieved, and if the "white 7", "white shell" and "BAR" symbols stop on the active line from the left, the first BB win is achieved, but if the stop switch 42 is operated to stop at a timing when the "white 7" symbol cannot stop on the active line (middle row) of the left reel 32L, the first BB or second BB win cannot be achieved. More specifically, if the stop operation is performed at a timing that avoids the timing when the third "white 7" symbol reaches the middle row after the 19th "white shell" symbol on the left reel 32L reaches the middle row, the first BB or second BB win cannot be achieved.
[0272] In other words, in this embodiment, if the stop operation of the stop switches 42 to 44 is performed at the operation timing for determining the type of specific role, the first BB winning or the second BB winning cannot be achieved.
[0273] If a negative determination is made in step S1602 or step S1604, or after the processing of step S1603 or step S1605 has been executed, the process proceeds to step S1606. In step S1606, it is determined whether or not an AT flag is set in the various flag storage area 183a. The AT flag is a flag that allows the CPU 181 to know that the AT mode is in effect. If the AT mode is in effect, an AT effect setting process is executed in step S1607. The AT effect setting process will be described in detail later.
[0274] If a negative decision is made in step S1606, or after the processing of step S1607 has been executed, the process proceeds to step S1608. In step S1608, it is determined whether or not a ceiling command has been received as the current start command. If a ceiling command has been received and the game is an advantageous zone transition game, in step S1609, an effect setting process is executed to execute an advantageous zone start effect corresponding to the number of games played to the ceiling on the auxiliary display unit 65 or the speaker 64. As the advantageous zone start effect, as shown in Figures 45(a) to 45(c), a cut-in effect showing a close-up of the main character's face is set, with Figure 45(b) showing a cut-in effect showing the normal face of the main character, Figure 45(a) showing a cut-in effect showing the face of a dejected main character, and Figure 45(b) showing a cut-in effect showing the face of a motivated main character. In relation to the ceiling game number, the cut-in effect in Figure 45(a) is likely to be selected when the ceiling game number is relatively high, and the cut-in effect in Figure 45(c) is likely to be selected when the ceiling game number is relatively low. In other words, these advantageous zone start effects are suggestive effects that indicate the current ceiling game number, and the advantageous zone start effects allow the player to predict the ceiling game number of the advantageous zone to which they have currently moved.
[0275] If a negative determination is made in step S1608, or after the processing of step S1609 has been executed, a BB effect setting process is executed in step S1610. The BB effect setting process will be described in detail later. Thereafter, in step S1611, processing for setting other start-up effects is performed, and then the start-up effect setting process is terminated. In step S1611, for example, settings are made so that effects corresponding to the game status are displayed on the auxiliary display unit 65 or the speaker 64, effects suggesting the lottery result are set in response to the start of the game, and a lamp around the start lever 41 is turned off to notify that the operation has been accepted, etc.
[0276] <Performance setting process when all stops> Next, the all-stop effect setting process executed in step S1510 will be described with reference to the flowchart in Fig. 41. The all-stop effect setting process is a process for setting the effect to be executed when one game ends.
[0277] In step S1701, it is determined whether a CZ start command has been received. If a CZ start command has been received, in step S1702, a process is executed to set a CZ flag in the various flag storage area 183a. The CZ flag is a flag that allows the CPU 181 to know that it is in CZ mode, and in a game that starts when the CZ flag is set, control is performed so that a CZ mode effect is displayed on the auxiliary display unit 65 and the speaker 64 (step S1611). In the following step S1703, the auxiliary display unit 65 and the speaker 64 are controlled so that a CZ start effect is displayed. In the CZ start effect, for example, text such as "Entering Chance Zone!!" is displayed on the auxiliary display unit 65 to notify the player that they are entering a state (CZ mode) in which they are more likely to win the lottery to transition to AT mode.
[0278] If a CZ start command has not been received in step S1701, the process proceeds to step S1704, where it is determined whether a CZ end command has been received. If a CZ end command has been received, the process clears the CZ flag in step S1705. Then, in step S1706, the auxiliary display unit 65 and speaker 64 are controlled so that a CZ end effect is performed. In the CZ end effect, for example, text such as "Chance Zone End!!" is displayed on the auxiliary display unit 65 to notify the player that the CZ mode has ended without winning the lottery to transition to AT mode.
[0279] If the CZ end command has not been received in step S1704, it is determined in step S1707 whether or not an AT start command has been received. As already explained, in this embodiment, the AT start command is output when the premonition mode ends in the winning result corresponding processing on the main control device 101 side at the end of the game, and also when the transition AT mode transition lottery is won in the advantageous zone transition processing on the main control device 101 side at the start of the game. In this case, in step S1707, the command storage area of RAM 183 is referenced to confirm whether or not the AT start command has been received not only at the end of the current game (when all the balls have stopped) but also at the start of the current game.
[0280] If it is determined in step S1707 that an AT start command has been received, then in step S1708, the initial number of games (50 games) for the AT mode to be started this time is input into the display AT game counter. Then, in step S1709, the AT flag is set in the various flags storage area 183a. As described above, the AT flag is a flag that allows the CPU 181 to know that the AT mode is in progress, and in a game that is started in a situation where the AT flag is set, control is performed so that AT mode effects are displayed on the auxiliary display unit 65 and speaker 64 (step S1611).
[0281] In the next step S1710, it is determined whether the first AT command has been received, thereby determining whether the AT mode to be started this time is the first AT mode. If it is the first AT mode, in step S1711, the auxiliary display unit 65 and speaker 64 are controlled so that the first AT start effect is performed. On the other hand, if it is the second AT mode, in step S1712, the auxiliary display unit 65 and speaker 64 are controlled so that the second AT start effect is performed. In these first AT start effects and second AT start effects, the auxiliary display unit 65 displays text such as "AT START!!" to notify the player that the AT mode is starting. Then, by using different backgrounds, characters, etc. for the first AT start effect and the second AT start effect, the notification is made so that the player can distinguish which AT mode is to be started this time.
[0282] If an AT start command has not been received in step S1707, it is determined in step S1713 whether or not an AT end command has been received. If an AT end command has been received, the AT flag is cleared in step S1714, and then the auxiliary display unit 65 and speaker 64 are controlled so that an AT end effect is performed in step S1715. In the AT end effect, for example, text such as "AT END!!" is displayed on the auxiliary display unit 65 to notify the player that the AT mode has ended. Note that in the AT end effect, it is advisable to also notify the number of medals paid out and the increase in the number of medals paid out in the AT mode that is currently ending, the number of games continuing in the AT mode, etc.
[0283] If an AT end command has not been received in step S1713, it is determined in step S1716 whether or not any BB start command has been received. If any BB start command has been received, it is determined in step S1717 whether or not the AT flag has been set. If the AT flag is set and a BB win has occurred during the AT mode, the advantageous zone will end in the next game (the first game in the BB state) as described above. In this case, the auxiliary display unit 65 and speaker 64 are controlled so that a first end notice effect is performed in step S1718. In the first end notice effect, for example, as shown in FIG. 47(a), a predetermined character is displayed on the auxiliary display unit 65 along with text such as "If the next game is a bell, it's your chance!!", and the BB payout counter used in the AT mode transition lottery process during the advantageous zone transition process reaches a specific number, thereby notifying the player that the AT mode may be reset.
[0284] If a negative determination is made in step S1717 or after the processing of step S1718 is executed, the CPU 181 executes processing to set a BB flag in the various flag storage area 183a in step S1718. The BB flag is a flag that allows the CPU 181 to determine that the game is in the BB mode. In a game that starts when the BB flag is set, the effects for the BB state are controlled to be displayed on the auxiliary display unit 65 and the speaker 64 (step S1611). However, in this embodiment, even when the BB flag is set, if the CZ flag or AT flag is also set, the effects corresponding to these CZ flags or AT flags are executed preferentially. In other words, when the game is in the CZ mode and the BB state, the effects for the CZ mode are executed, and when the game is in the AT mode and the BB state, the effects for the AT mode are executed. This is because, as described above, there is no substantial difference in the expected medal increase number in the BB state compared to the carryover state. In addition, to notify that a BB win has occurred, a display such as "777 GET!!" may be displayed on the auxiliary display unit 65 as shown in FIG. 47(a).
[0285] If no BB start command is received in step S1716, it is determined whether any BB end command is received in step S1720. If any BB end command is received, the process of clearing the BB flag is executed in step S1721.
[0286] In step S1703, step S1706, step S1711, step S1712, step S1715, step S1719 or step S1722, after performing the setting process of other all-stop presentations, this all-stop presentation setting process ends. In step S1722, for example, control is performed so that the upper lamp 63 lights up in a color corresponding to the winning combination, control is performed so that a sound effect corresponding to the payout number of the winning combination is emitted from the speaker 64, or control is performed so that a sound effect corresponding to the automatic bet during replay is emitted from the speaker 64.
[0287] <AT Presentation Setting Process> Next, the AT presentation setting process (step S1607) in the start presentation setting process will be described while referring to the flowchart of FIG. 42.
[0288] In step S1801, a process of decrementing the display AT game counter provided in the various counter areas 183b by 1 is executed. In this embodiment, the remaining game count in the AT mode is displayed as the remaining game count display (see FIG. 46) in the auxiliary display unit 65, and the display AT game counter is a counter for performing the remaining game count display. The CPU 181 controls to update the remaining game count display of the auxiliary display unit 65 every time the display AT game counter is updated.
[0289] After executing the process of step S1801, in step S1802, it is determined whether or not an add-on command has been received as the current start command. If an add-on command has been received, in step S1803, a subsequent add-on lottery process is executed. In the subsequent add-on lottery process, a lottery is held to determine whether or not to perform a so-called subsequent add-on effect, which is an effect that is performed after the game that won the add-on lottery, for example, when the number of remaining games in the displayed AT mode reaches a predetermined number (1 game remaining). The winning probability of the subsequent add-on lottery is arbitrary, but for example, the winning probability of the subsequent add-on lottery may be varied depending on the lottery result of the game that triggered the additional win. For example, it may be easier to win the subsequent add-on lottery if the additional win is achieved with a non-specific role (normal lip A to normal lip C) than with a specific role, or vice versa. In addition, the winning probability of the subsequent lottery may be different depending on the setting value set in the winning probability setting process, for example, the higher the setting, the easier it is to win the subsequent lottery, or vice versa. Furthermore, the winning probability of the subsequent lottery may be different depending on the type of AT mode, for example, the second AT mode may be easier to win the subsequent lottery than the first AT mode, or vice versa.
[0290] After the subsequent addition lottery is conducted in step S1803, it is determined in step S1804 whether or not the subsequent addition lottery has been won, and if not, in step S1805, settings are made so that an addition effect is performed on the auxiliary display unit 65 and speaker 64 in the current game. As an addition effect, for example, as shown in FIG. 44(b), a number corresponding to the number of addition games is displayed as "+10" on the auxiliary display unit 65. In addition, in the addition effect, control is performed so that a corresponding sound effect (for example, an electronic sound such as "Kyukyukyukyukyueen!") is emitted from the speaker 64. In the following step S1806, processing is performed to update the value of the above-mentioned display AT game counter so that a number corresponding to the current addition is added.
[0291] If it is determined in step S1804 that a later addition win has been made, a process of setting a later addition flag in the various flag storage area 183a is executed in step S1807. The later addition flag is a flag that the CPU 181 uses to determine that a later addition effect should be performed when the number of remaining games in the displayed AT mode reaches a predetermined number, i.e., that the later addition effect will be performed later. Then, in step S1808, a process of adding the current number of added games to the later addition counter provided in the various counter area 183b is executed, and then this AT effect setting process is terminated. The later addition counter is a counter that the CPU 181 uses to determine the number of games to be added as a later addition effect. In other words, the sum of the value of the later addition counter and the value of the display AT game counter corresponds to the actual number of remaining games in the AT mode, and is equal to the value of the AT game counter on the main control device 101 side.
[0292] If it is determined in step S1802 that an add-on command has not been received, then in step S1809 it is determined whether the add-on flag is set. If the add-on flag is set, then in step S1810 it is determined whether the add-on counter is a predetermined number of 100 or more. If the add-on counter is less than 100 and it is determined that less than 100 games will be added, then in step S1811 it is determined whether the display AT game counter is a first predetermined number (11). If the display AT game counter is the first predetermined number, then in step S1812 the add-on flag is cleared, and then the process proceeds to step S1805, where processing for performing the add-on effect is executed. On the other hand, even if the add-on flag is set, if the add-on counter is 100 or more and it is determined that more than 100 games will be added, then the process proceeds to step S1813, where it is determined whether the display AT game counter is a second predetermined number (1), which is set to a value smaller than the first predetermined number. If the display AT game counter is at the second predetermined number, the process of clearing the later addition flag is executed in step S1812, and then the process proceeds to step S1805 to execute the process of performing the additional effect. If a negative judgment is made in step S1811 or step S1813, and the game is not one for which a later addition effect should be performed, the AT effect setting process is terminated.
[0293] In other words, in this embodiment, the game in which the post-addition effect occurs varies depending on the number of games added during the post-addition effect, and the more games added, the more likely it is to be executed in a game with fewer games remaining in the AT mode.
[0294] After performing the update process of the display AT game counter in step S1806, it is determined in step S1814 whether the carry-on flag is not set and the carry-on counter is greater than 0. The process of step S1814 is a process for determining whether the stacking effect set in step S1805 is based on the current stacking command or is a carry-on effect. That is, if the carry-on counter is greater than 0 even though the carry-on flag is not set, it means that the stacking effect has been performed as a carry-on effect. In this case, the process of clearing the carry-on counter to 0 is executed in step S1815. If a negative determination is made in step S1814, or after the process of step S1815 is executed, the AT effect setting process ends.
[0295] <BB effect setting process> Next, the BB effect setting process performed in step S1610 in the start-up effect setting process (FIG. 40) will be described while referring to the flowchart of FIG. 43.
[0296] In step S1901, it is determined whether the BB flag is set. If the BB flag is not set and the game to be started this time is a carry-over state or a normal game state where the game is not in the BB state, it is determined in step S1902 whether the AT flag is set. If the AT flag is set, it is determined in step S1903 whether the display AT game counter is less than or equal to a predetermined third constant value. In the present embodiment, 10 is set as the third constant value, and in step S1903, it is determined whether the remaining number of games in the AT mode displayed on the auxiliary display unit 65 is 10 games or less. The third constant value is set as a number smaller than the first constant value (11) determined in step S1811 and larger than the determination number second constant value (1) determined in step S1813.
[0297] If the number of remaining games in the AT mode is displayed as 10 games or less, it is determined in step S1904 whether or not the later addition flag is set. If the later addition flag is set even though the number of remaining games in the AT mode is displayed as 10 games or less, this means that an additional 100 games or more will be added as a later addition effect. If the later addition flag is not set, it is determined in step S1905 whether or not the current state is a carryover state. If it is a carryover state, it is determined in step S1906 whether or not the lottery result of this game is a result that can result in the carried over BB winning.
[0298] As already explained, in the priority setting process (step S313) on the main control device 101 side, when the first BB or the second BB overlaps with the replay or the small combination, the reels 32L, 32M, and 32R are controlled so as to stop the replay or the small combination with priority. In other words, the result that can establish the BB winning basically means that the lottery result of this game is a losing result.
[0299] If the result is not a loss, in step S1907, a notification lottery process is executed to determine whether or not to execute a winning wait effect, informing the player that the winning BB should be awarded and that the current game's lottery result does not result in a BB winning. The winning probability of the notification lottery process is arbitrary, but in this embodiment, the notification lottery is configured to have a winning probability of approximately one-third. Then, in step S1908, it is determined whether or not the notification lottery has been won. If the notification lottery has been won, in step S1909, control is performed so that a winning wait effect is executed on the auxiliary display unit 65 and speaker 64, and then the BB effect setting process is terminated. In the winning wait effect, for example, as shown in FIG. 46(a), a predetermined character and text such as "Get a bonus win by the end and you have a chance to win consecutive games!!" are displayed on the auxiliary display unit 65, informing the player that if a bonus win is achieved, the AT mode may be reset, accompanying a re-transition to the advantageous zone.
[0300] In step S1906, if the lottery result of this game is such that the carried-over BB winning can be achieved, in step S1910, control is performed so that a winning instruction effect is displayed on the auxiliary display unit 65 and the speaker 64, and then the BB effect setting process is terminated. In the winning instruction effect, for example, as shown in Fig. 46(b), a predetermined character is displayed on the auxiliary display unit 65 along with a text display such as "Go for it!!" and a display corresponding to the type of carried-over BB (first BB notification in the figure), to notify the player that the situation is such that a BB winning should be achieved.
[0301] On the other hand, if the mode is not AT mode in step S1902, if the number of remaining games in AT mode displayed in step S1903 is not less than the third predetermined number, if the number of remaining games is less than the third predetermined number but the later addition flag is set in step S1904, if the mode is in normal game mode before the BB win in step S1905, or if it is determined that the notification lottery has not been won in step S1908, the BB effect setting process ends without performing the winning waiting effect or winning instruction effect.
[0302] As already explained, in this embodiment, there is no substantial difference in the expected medal gain or loss between the carryover state and the BB state. Furthermore, since a BB win during an AT mode ends the AT mode regardless of the number of games remaining in the AT mode, there is essentially no benefit to winning the BB state. In fact, if a BB win is made when there are still many games remaining in the AT mode, even if the AT mode is reset, the number of games remaining in the AT mode before the reset may be greater than the number of games remaining in the reset AT mode, which may be disadvantageous to the player. Therefore, in this embodiment, the notification that a BB win should be made is made only when the number of games remaining in the AT mode is small (below the third predetermined number), so that resetting the AT mode is not disadvantageous to the player.
[0303] In this embodiment, the probability of a losing result in each game during the carryover state is set to approximately 1 in 5.03. In other words, the number of remaining games in the AT mode, at which the winning wait effect or winning instruction effect can occur, is set to a number of games (approximately twice the denominator of the probability) sufficient to result in a lottery result that can result in a BB winning. This makes it possible to prevent inconveniences such as a situation where a losing result is difficult to achieve and the AT mode ends without a BB winning even if an attempt is made to achieve a BB winning at the end of the AT mode.
[0304] As described above, when it is determined that a later-addition effect will occur (when the later-addition flag is set), the number of remaining games in the AT mode displayed on the auxiliary display unit 65 differs from the actual number of remaining games in the AT mode. Also, if the number of games added during the later-addition effect is less than 100 games, the later-addition effect will occur in the game (11 games remaining) before the game (10 games remaining) in which the winning wait effect or winning instruction effect will be performed. Therefore, it is possible to avoid achieving a BB win and ending the AT mode even when there are still many games remaining in the AT mode.
[0305] On the other hand, if the number of games added during the later bonus effect is 100 or more, even if the game (10 games remaining) is one in which a winning wait effect or a winning instruction effect will be performed, the winning wait effect or the winning instruction effect will not occur. In other words, even if the remaining number of games displayed in the AT mode is equal to or less than the third predetermined number, the winning wait effect or the winning instruction effect will not occur, which makes it possible to expect that a later bonus effect of 100 or more games will occur.
[0306] However, the winning wait effect will not be executed unless the notification lottery is won, even if the later addition flag is not set. In other words, if the winning wait effect does not occur even if the remaining number of games displayed in the AT mode is 10 games or less, it means that there are 100 games or more of later addition effects waiting, or if the notification lottery is not won.
[0307] Furthermore, since the winning instruction effect is configured to be executed without the notification lottery, it is possible to avoid missing the chance to reset the AT mode because the BB winning cannot be achieved even if there is no subsequent bonus effect pending. In other words, if the number of remaining games displayed in the AT mode is 10 games or less and the lottery result of the game is a losing result, when the winning instruction effect occurs, it is confirmed that there is no subsequent bonus effect pending. Conversely, if the number of remaining games displayed is 10 games or less and the lottery result is a losing result, but the winning instruction effect does not occur, it is confirmed that there is a subsequent bonus effect pending. In this way, it is possible to dramatically increase the fun of playing when the number of remaining games displayed in the AT mode is 10 games or less.
[0308] If the BB flag is set in step S1901 and the game is in the BB state, the process proceeds to step S1911. In step S1911, a process is executed to increment the BB game number counter provided in the various counter area 183b by 1. The BB game number counter is a counter that allows the CPU 181 to grasp the number of games in the BB state, and corresponds to the BB game counter on the main control device 101 side. In the following step S1912, it is determined whether the AT flag is set, and if the AT flag is set, it is determined in step S1913 whether the BB game number counter is 1. In other words, it is determined whether the game to be started this time is the first game in the BB state in the AT mode. If the game is not in the AT mode, or if the game is not the first game in the BB state even in the AT mode, the first process for this BB effect is terminated.
[0309] As already explained, when a transition to the BB state occurs during the AT mode, the first end notice effect is performed as a full stop effect for that game (step S1718, FIG. 47(a)). A positive determination is made in step S1913 when the next game following the end notice effect is performed. In this case, in step S1914, it is determined whether the lottery result of the current game is a push order bell win. If the push order bell win is determined, in step S1915, the auxiliary display unit 65 and the speaker 64 are controlled to perform the second end notice effect, and then the first processing for the BB effect is terminated. In the second end notice effect, for example, as shown in FIG. 47(b), the auxiliary display unit 65 displays a predetermined character along with a message such as "Yay!!" to notify the player that the BB payout counter has been successfully set to the specific number (7). Note that the second end notice effect is executed so as not to overlap with the push order notification effect, and is set so that the player can easily understand the push order corresponding to the first minor role even when the second end notice effect is being performed.
[0310] If the result of the determination in step S1914 is negative and the result of the current game is not a push-order bell, the auxiliary display unit 65 and the speaker 64 are controlled in step S1916 so that a third end notice effect is performed, and then the first process for the BB effect is terminated. In the third end notice effect, for example, as shown in FIG. 48(a), a predetermined character and a message such as "Don't give up yet!!" are displayed on the auxiliary display unit 65, and although the result of the current game is not a push-order bell win, it is announced that there is still a chance to make the BB payout counter reach the specific number (7). That is, in this embodiment, if the result of the game is a watermelon win and the second or third small win is achieved, seven medals will be paid out, and in this case, it is possible to make the BB payout counter reach the specific number (FIG. 48(b)). Therefore, even if the result of the lottery in the first game in the BB state is not a push order bell win, there is a chance to receive a lottery for transitioning to the AT mode during the processing at the time of transition to the advantageous zone, and it is possible to maintain a sense of anticipation until the stop switches 42 to 44 are operated to stop.
[0311] On the other hand, if the lottery result for this game is a losing result or a winning result in any of the replays, the BB payout counter cannot be set to a specific number, and the lottery for transitioning to the AT mode at the time of transition cannot be entered during the processing at the time of transitioning to the advantageous zone (Figure 48 (c)).
[0312] In this embodiment, as described above, the probability of winning the push order bell in the BB state is about 1 in 1.5, and the probability of winning the watermelon is about 1 in 219. When these lottery results are obtained, the BB payout counter reaches a specific number and the transition AT mode transition lottery is executed. Since the probability of winning the transition AT mode transition lottery is about 1 in 3, if a BB is won during the AT mode, the AT mode will be reset with a probability of about 1 in 4.5.
[0313] Incidentally, even if the push order bell is won, if the stop switches 42-44 are not operated in the order indicated, the 4th to 27th small wins will be achieved instead of the 1st small win, or a miss will occur, and the BB payout counter will be a number different from the specific number (0, 1). Also, even if the watermelon is won, if the operation timing of the stop switches 42-44 does not allow the 2nd or 3rd small win to be achieved, resulting in a so-called miss, the BB payout counter will be a number different from the specific number (0). In these cases, the transition to the AT mode lottery is not conducted. Therefore, more careful operation of the stop switches 42-44 is encouraged, making the game more interesting. In addition, by doing this, it is possible to avoid holding an AT mode transition lottery at the time of transition even when the player wants to end the AT mode, and it is possible to realize the consecutive win feature of the AT mode without eliminating the so-called thrill of slot machines, where the game starts and ends with the player's operation.
[0314] In addition, if a specific role is won in the first game in the BB state during the AT mode, the execution of the specific role notification effect (step S1605) may be restricted. By doing so, before the operation of the stop switches 42 to 44, it becomes impossible or difficult to distinguish whether the game is a losing result or a specific role, and when the third end notice effect is performed, it is possible to enhance the effect of maintaining the expectation of winning the watermelon.
[0315] <The relationship between the AT mode transition lottery and the BB payout counter at the time of transition> The relationship between the AT mode transition lottery at transition and the BB payout counter in this embodiment will be described with reference to the timing chart of FIG.
[0316] For example, if a transition to an advantageous zone occurs at time t1, when the game is not in the BB state, the process for transitioning to the advantageous zone does not execute the lottery for transitioning to AT mode at the time of transition, and instead sets the ceiling number of games. If a transition to one of the BB states occurs at time t2, before the transition to AT mode, the process for ending the advantageous zone is not executed at time t3, which is the first game in the BB state. Also, since the game is not in AT mode, the push order notification effect does not occur, and even if the push order bell is won during the BB state, the first small win will not be achieved unless the operation order of stop switches 42 to 44 happens to match the first small win.
[0317] The BB state ends when the number of medals paid out during the BB state reaches a predetermined number or more. The BB payout counter is a counter that allows the CPU 102 to determine whether the conditions for ending the BB state are met. When medals are paid out during the BB state, such as at timing t4, the number of medals paid out is added to the BB payout counter. Then, at timing t5 when the BB payout counter reaches a predetermined number (71) or more, the BB state ends.
[0318] Furthermore, a transition to AT mode occurs at t6 during a favorable zone, and if the number of remaining games in AT mode reaches 0 at t7 or the upper limit number of games or upper limit increase number for the favorable zone is reached, the favorable zone will end along with the end of AT mode. During the normal zone, a lottery for transitioning to the favorable zone is executed, and a transition to the favorable zone occurs if the lottery is won. The lottery for transitioning to the favorable zone is executed based on the results of all but the common bell, and the winning probability is 100%, so a transition to the favorable zone will occur in a relatively small number of games. For example, if a transition to the favorable zone occurs at t8, since the BB state is not in effect at that time, the transition lottery for transitioning to AT mode is not executed, and the ceiling number of games is set, just as at t1.
[0319] Let's say that a transition to AT mode occurs at t9, and a transition to BB mode occurs at t10 when there are only a few games left in the AT mode. In this case, the advantageous zone ends at t11, which is the end of the first game in BB mode, and the AT mode also ends. For example, if the lottery result of the first game in BB state is a push order bell win, the push order notification effect will occur because it is before the end of AT mode, and it will be possible to achieve the first small win. In this case, when the advantageous zone ends at t11, the BB payout counter will be 7.
[0320] The BB payout counter is special information that is not subject to initialization processing when the advantageous zone ends, and is maintained even at the timing of t12 when a re-transition to the advantageous zone occurs. When the advantageous zone transition processing is performed at the timing of t12, the transition to the advantageous zone occurs during the BB state, and since the BB payout counter is 7, a specific number, a lottery for transitioning to AT mode is executed at the time of transition, and there is approximately a one-third probability of transitioning to AT mode. Then, at the timing of t13 when the BB payout counter reaches 71, the BB state ends. At the end of the BB state, initialization processing of the BB payout counter is performed, and at the timing of t13, the BB payout counter is set to its initial value of 0.
[0321] According to the present embodiment described above in detail, the following excellent effects are achieved.
[0322] Since the BB payout counter, which is updated according to the progress of the game in the first BB state or the second BB state, is configured to be used in the advantageous zone transition process, it is possible to associate the gameplay of transitioning to the BB state based on a BB win with the game of transitioning to an advantageous zone where a push order notification can be generated based on a favorable zone transition win.By doing this, the gameplay of the BB state and the advantageous zone, which progress in parallel, is associated, and the enjoyment of the game is improved.
[0323] The BB payout counter is updated according to the game results of each game in the bonus state processing, regardless of whether or not there is a transition to an advantageous zone. More specifically, the BB payout counter is a counter that is updated according to the game results of each game, whether it is a game in which advantageous zone transition processing is performed, a game in an advantageous zone, or a game in a normal zone. The BB payout counter is not subject to the initialization processing of advantageous zone information at the end of an advantageous zone. By using such a counter, it is possible to associate advantageous zones with games that proceed in parallel regardless of the advantageous zones, and it is also possible, for example, to carry over information about games played in normal zones to advantageous zones, or to carry over information about games played in one advantageous zone to a subsequent advantageous zone.
[0324] By configuring the advantageous zone to end in the first game of the BB state, which is the game before the game in which the BB state ends, if the advantageous zone transition lottery is won during the BB state, a re-transition to the advantageous zone will occur in the BB state. In this way, it is possible to associate one advantageous zone with a subsequent advantageous zone using a counter updated in one BB state.
[0325] In this embodiment, the advantageous zone ends in the first game of the BB state transitioned during the AT mode. By doing so, it is possible to make it easier for the BB payout counter to reach a specific number when the advantageous zone ends. In other words, if the push order bell is won in the first game of the BB state transitioned during the AT mode, a push order notification corresponding to the first small win occurs because the first game of the BB state is in the AT mode. Therefore, when the advantageous zone ends in the first game of the BB state, the BB payout counter reaches a specific number of 7. By doing so, it is possible to associate multiple advantageous zones with each other using a novel configuration in which the push order notification is used to make the BB payout counter reach a specific number, and the BB payout counter is used in the processing at the next advantageous zone transition.
[0326] If the BB payout counter is 7, a lottery for transitioning to the AT mode is executed during the advantageous zone transition process, and if the lottery is won, the mode is reset to AT mode. In other words, even if the BB payout counter is 7, the mode is not necessarily reset to AT mode, but by configuring the mode to be reset after the lottery for transitioning to the AT mode, it is possible to ensure the soundness of the game without increasing the chance of consecutive wins in the AT mode too much.
[0327] When the advantageous zone ends in the first game of the BB state that was transitioned to during AT mode, if the lottery result of that game is not a push order bell win, but a win or a miss as a result of one of the replays, the BB payout counter will not reach a specific number and the advantageous zone will end as it is. In this case, the lottery for transitioning to AT mode at the time of transition will not be held in the next advantageous zone transition processing. By doing this, it is possible to attract great interest in the lottery result of the first game of the BB state when transitioning to the BB state during AT mode.
[0328] Even if the first game in the BB state results in a push order bell win and a push order notification is issued, it is permitted to ignore the push order notification and not achieve the first small win. Also, even if the first game in the BB state results in a watermelon win, it is permitted to miss out on the second and third small wins corresponding to the watermelon. This configuration encourages careful operation of the stop switches 42-44 in the first game in the BB state, enhancing the enjoyment of the game.
[0329] Furthermore, if a transition to the BB state does not occur when the AT mode ends, the advantageous zone ends when the AT mode ends, and the AT mode transition lottery at the time of the next transition to the advantageous zone will not be executed. In other words, in a game in which the advantageous zone is ended based on the player's operation and the AT mode is reset when the advantageous zone transitions based on the player's operation as described above, the advantageous zone can be ended and the AT mode can be reset freely at the player's discretion. In this way, it is possible to realize gameplay in which the advantageous zone can be ended and reset as described above, without compromising the thrill of a slot machine, in which the game starts based on the player's operation and ends based on the player's operation.
[0330] Furthermore, even if you try to transition to the BB state at the end of the AT mode, you cannot transition to the BB state unless you get a losing result that allows you to achieve a BB win. Therefore, depending on the lottery results of each game at the end of the AT mode, the AT mode may end without transitioning to the BB state. This makes it possible to improve the playability of the AT mode at the end.
[0331] <Variation 1> In this modified example, the conditions for executing the transition AT mode transition lottery are different from those in the first embodiment. First, with reference to Figure 50, the relationship between the winning mode and the awarded benefits in this modified example and changes to the lottery table will be explained.
[0332] As shown in FIG. 50(a), in this modified example, the bonus awarded when the second small win is achieved and the bonus awarded when the third small win is achieved differ from those in the first embodiment. That is, in this modified example, five medals are paid out when the second small win is achieved, and three medals are paid out when the third small win is achieved. Also, as shown in FIG. 50(b), in this modified example, the corresponding role when the watermelon is won is different. When the index value IV is 23, only the second small win can be achieved, and the third small win cannot be achieved. Instead, a winning role of index value IV=26 is set, and when the index value IV is 26, the third small win can be achieved. The index value IV=23 is set to be more likely to be won than the index value IV=26, making the second small win more likely to be achieved than the third small win.
[0333] The processing performed when transitioning to a favorable zone in this modified example will be explained with reference to the flowchart in Figure 51.
[0334] The process of setting the ceiling game count in steps S2001 to S2003 is the same as the process in steps S1402 to S1404. In this modified example, first, in step S2004, a process of acquiring a transition AT mode transition lottery table from the various table storage area 105a is executed. The transition AT mode transition lottery table is set so that the winning probability of the transition AT mode transition lottery varies depending on the value of the BB payout counter, as shown in FIG. 50(c). Specifically, when the BB payout counter is 7, the AT mode transition lottery is won with a 20% probability, when the BB payout counter is 5, the AT mode transition lottery is won with a 50% probability, and when the BB payout counter is 3, the AT mode transition lottery is won with an 80% probability.
[0335] As described above, when the BB payout counter is 7, it means that the lottery result of the first game in the BB state is the first small win, when the BB payout counter is 5, it means that the second small win is achieved, and when the BB payout counter is 3, it means that the third small win is achieved. In other words, the harder it is to win the first game in the BB state, the easier it is to win the AT mode transition lottery.
[0336] In addition, in the transition AT mode transition lottery table in this modified example, the BB payout counter is also set to be 0 as an initial value. And, when the BB payout counter is 0, it is set so that the AT mode transition win is not made. In other words, when the first game in the BB state is a miss result or a replay result, the transition AT mode transition lottery is not won.
[0337] After acquiring the transition AT mode transition lottery table in step S2004, a process for grasping the BB payout counter is executed in step S2005, and a transition AT mode transition lottery process is executed in step S2006. Then, in step S2007, it is determined whether or not the AT mode transition has been won, and if so, the AT mode start process is executed in steps S2008 to S2010, and then the advantageous zone transition process is terminated. On the other hand, if the AT mode transition has not been won, the process proceeds to step S2001, the ceiling game number is set, and then the advantageous zone transition process is terminated.
[0338] Here, in the advantageous zone transition processing in this modified example, the process for determining whether or not the transition to the advantageous zone occurred during the BB state (step S1401) is not set, and the transition AT mode transition lottery (step S2006) is executed regardless of whether or not the BB state is in effect. As described above, in this modified example, the transition AT mode transition lottery is executed using the transition AT mode transition lottery table, and the transition AT mode transition lottery table is set so that the AT mode transition is not won if the BB payout counter is at its initial value (0). Because the BB payout counter is set to its initial value upon the end of the BB state, the BB payout counter is always at its initial value outside the BB state. Therefore, if a transition to the advantageous zone occurs outside the BB state, the transition AT mode transition lottery is executed, but the AT mode transition is not won. In this way, the advantageous zone transition processing has a common processing configuration regardless of the state at the time of the advantageous zone transition, making it possible to simplify the processing configuration of the advantageous zone transition processing.
[0339] In other words, the BB payout counter is used to execute a transition AT mode transition lottery as a process related to the instruction function, and if the BB payout counter is a specific number of 7, the transition AT mode transition lottery can be won, and the BB payout counter can be updated to a specific number of 7 in the BB state, but is not updated to a specific number of 7 in states other than the BB state. By doing this, in order to win the transition AT mode transition lottery, it becomes necessary to hold the transition AT mode transition lottery during the BB state, and it becomes possible to suitably enhance the advantage of the BB state.
[0340] Although the BB payout counter is not updated when a small win such as a push order bell is achieved in a normal game state other than the BB state or in a carryover state, the probability of winning the push order bell and the bonus (number of medals) awarded when a win is achieved are the same in the BB state, the normal game state, and the carryover state.By adopting such a configuration, it is possible to increase the advantage of the BB state with a configuration that is completely different from conventional configurations, such as increasing the advantage of the BB state by the probability of winning a small win or the bonus awarded, and this can greatly contribute to the realization of innovative gameplay.
[0341] The BB payout counter is configured to be updated by any small win, and the BB state ends when the BB payout counter reaches the upper limit payout number (71) due to the small win. By doing so, the content of the game that sets the BB payout counter to a specific number and the game that ends the BB state are common, making it possible to appropriately increase attention to the game that results in a small win during the BB state.
[0342] By configuring the advantageous zone to end regardless of whether the BB payout counter is updated to a specific number in the first game in the BB state, it is possible to draw great interest in whether the BB payout counter is updated to a specific number at the end of the advantageous zone. Therefore, it is possible to appropriately increase the attention to the game at the end of the advantageous zone.
[0343] In this modified example, game results with different payout amounts are provided, and in the transition AT mode transition lottery table, the probability of winning the AT mode transition varies depending on the value of the BB payout counter, so it is possible to attract more interest in the game result of the first game in the BB state. Therefore, it is possible to significantly improve the playability when using the BB payout counter to perform the transition AT mode transition lottery.
[0344] <Variation 2> In this modified example, the timing of execution of the advantageous zone transition process is changed. Figure 52 is a flowchart showing the zone display first process in this modified example.
[0345] In this modified example, if it is determined in step S2101 that the interval indicator is not being displayed, it is determined in step S2102 whether or not the advantageous interval winning game flag is set. If the advantageous interval winning game flag is set, the advantageous interval flag is set in step S2102, and processing to start measuring the advantageous interval game number AG is executed in step S2103. Then, display of the interval indicator is started in step S2104. In other words, in this modified example, advantageous interval transition processing is not performed in advantageous interval transition games.
[0346] On the other hand, in this modified example, if it is determined in step S2101 that the zone indicator is displaying, it is determined in step S2106 whether or not the advantageous zone winning game flag is set, and if it is set, processing is executed to clear the advantageous zone winning game flag in step S2107. Then, processing at the time of transition to the advantageous zone is executed in step S2108.
[0347] The processing at the time of transition to the advantageous zone in this modified example is the same as the processing at the time of transition to the advantageous zone in the above modified example 1 (Fig. 51). However, in the transition AT mode transition lottery table in this modified example, the value of the BB payout counter is set as a value for two games in the BB state, as shown in Fig. 53. In other words, the cases where the value of the BB payout counter is 7, 8, and 14 are set.
[0348] As described above, the advantageous zone ends in the first game in the BB state during the AT mode, and if the push order bell is won in the first game in the BB state, the first small prize is won, the BB payout counter becomes 7, and the advantageous zone ends. Then, even if the advantageous zone flag is set in the next game, the push order notification does not occur in that game, and even if the push order bell is won, the first small prize cannot be won. In other words, when the BB payout counter is 7, it means that the first small win is achieved in the first game in the BB state where the advantageous zone ends, and the second game in the BB state where the advantageous zone flag is set is a miss, a win as a result of replay, or a missed small win; when the BB payout counter is 8, it means that the first small win is achieved in the first game in the BB state, and the first small win is not achieved when the push order bell is won in the second game in the BB state, but the fourth to 27th small wins are achieved; when the BB payout counter is 14, it means that the first small win is successfully achieved in the first and second games in the BB state.
[0349] In the AT mode transition lottery table at the time of transition in this modified example, if the BB payout counter is 7 or 8 and the first small winning combination is achieved at least in the game at the end of the advantageous zone, there is a 30% probability of winning the AT mode transition, and if the BB payout counter is 14 and the first small winning combination is achieved not only in the game at the end of the advantageous zone but also in the next game, there is a 60% probability of winning the AT mode transition, which is higher than when the BB payout counter is 7 or 8.
[0350] If a negative decision is made in step S2106, or after the process of step S2108 has been executed, the process of continuing display of the interval indicator is performed in step S2109. The processes of steps S2109 to S2114 are the same as the processes of steps S1208 to S1213 above.
[0351] That is, in this modified example, the advantageous zone transition processing is configured to be executed at the start of the game following the game that has transitioned to the advantageous zone. In other words, the advantageous zone transition processing is executed at the start of the first game after transitioning to the advantageous zone.
[0352] As described above, in the slot machine 10, the advantageous zone flag can be set in the game following the game that ends the advantageous zone, but if the game that ends the advantageous zone is considered to be a game in the advantageous zone and the game in which the advantageous zone flag is set is also considered to be a game in the advantageous zone, there may be a case where a game that is a normal zone does not exist between the advantageous zone and the advantageous zone. If the game in which the advantageous zone flag is set is considered to be a game in the normal zone, the advantageous zone transition processing will be executed in a game in the normal zone, and the significance of distinguishing between the advantageous zone, which is a zone in which a push order notification as an instruction function can occur and processing related to the instruction function can be executed, and the normal zone, which is a zone in which a push order notification as an instruction function does not occur and processing related to the instruction function is not executed, may be lost.
[0353] In this regard, by configuring the advantageous zone transition processing to be executed in the game following the game in which the advantageous zone flag is set, as in the above-mentioned modified example, even if the game in which the advantageous zone flag is set is a normal zone, the advantageous zone transition processing will be executed during the advantageous zone, making it possible to appropriately execute the advantageous zone transition processing while maintaining the significance of distinguishing between advantageous zones and normal zones.
[0354] In the advantageous zone transition process, a process for setting the ceiling game number in the advantageous zone to be transitioned to may be executed. If the ceiling game number is determined during the normal zone, the determined ceiling game number will result in an advantage / disadvantage in the normal zone, which is undesirable. In this regard, in this modified example, the ceiling game number is set after the transition to the advantageous zone more reliably, making it possible to prevent situations in which there is an advantage / disadvantage in the normal zone.
[0355] Furthermore, in the advantageous zone transition processing, a transition lottery for AT mode transition can be executed to determine whether or not the advantageous zone to be transitioned to will be transitioned to AT mode. If it is determined during the normal zone that the advantageous zone will start as AT mode, this would result in an advantage / disadvantage in the normal zone, which is undesirable. In this regard, this modified example is configured to transition to AT mode after more reliably transitioning to the advantageous zone, making it possible to prevent situations in which there is an advantage / disadvantage in the normal zone from occurring.
[0356] By configuring the system to perform advantageous zone transition processing at the start of the next game after the advantageous zone flag is set, the advantageous zone transition processing is executed after the transition to the advantageous zone has been made with certainty and in the shortest possible time after the transition to the advantageous zone, thereby making it possible to eliminate situations where advantageous zone transition processing is not performed even though the transition to the advantageous zone has been made.
[0357] <Variation 3> In this modified example, the advantageous zone transition processing is performed in the game in which the advantageous zone flag is set, but is configured to be performed at the end of the game. Figure 54 is a flowchart showing the zone display first processing in this modified example, and Figure 55 is a flowchart showing the zone display second processing in this modified example.
[0358] As shown in FIG. 54, in the first interval display process in this modified example, if it is determined in step S2201 that the interval indicator is not currently displayed, it is determined in step S2202 whether or not the advantageous interval winning game flag is set. If the advantageous interval winning game flag is set, the advantageous interval flag is set in step S2203, processing to start measuring the advantageous interval game number AG is executed in step S2204, and processing to start display of the interval indicator is executed in step S2205. Also, if the interval indicator is currently displayed in step S2201, display continuation processing is executed in step S2206. The processing in steps S2207 to S2211 is the same as the processing in steps S1209 to S1213.
[0359] That is, in this modified example, the advantageous zone transition process is not performed in the first zone display process executed at the start of the game.
[0360] In contrast, as shown in Figure 55, in the second zone display process in this modified example, if the advantageous zone flag is set in step S2301, it is determined in step S2302 whether or not the advantageous zone winning game flag is set. If the advantageous zone winning game flag is set and the advantageous zone flag was set at the start of the game that is currently ending, the process proceeds to step S2303, the advantageous zone winning game flag is cleared, and then advantageous zone transition processing is executed in step S2304. The advantageous zone transition processing in step S2304 is the same processing as the advantageous zone transition processing in modified example 2 above, and the transition AT mode transition lottery table is also the same as the table in modified example 2 (Figure 53).
[0361] If a negative determination is made in step S2302, or after the processing of step S2304 is executed, various processes within the advantageous zone are executed in steps S2305 to S2315. The processes of steps S2305 to S2315 are the same as the processes of steps S1302 to S1312 above.
[0362] By doing this, if a game that starts when the advantageous zone flag is set is considered to be an advantageous zone and a game that starts when the advantageous zone flag is not set is considered to be a normal zone, it is possible to configure the system so that processing at the time of transition to the advantageous zone is performed before the game starts when the advantageous zone flag is set.
[0363] <Variation 4> In this modified example, the probability of winning the lottery for transition to the AT mode at the time of transition differs depending on the type of BB state when the advantageous zone transition process is executed. Figure 56 is a flowchart showing the advantageous zone transition process in this modified example.
[0364] In this modified example, compared to the processing at the time of transition to the favorable zone in the above modified example 1, the processing of steps S2401 to S2405 and steps S2407 to S2411 is the same as the processing of steps S2001 to S2010 above, and differs in that after the BB payout counter is grasped in step S2405, a confirmation process for each BB status flag is executed in step S2406.
[0365] 57(a) shows the transition AT mode transition lottery table in this modified example. In this modified example, if the BB payout counter is a specific number of 7, the AT mode transition is won with a predetermined probability, and if it is any other value, the AT mode transition is not won. When the BB payout counter is 7, if the BB state is the first BB state, the AT mode transition is won with a 20% probability, and if the BB state is the second BB state, the AT mode transition is won with a 50% probability, and it is set so that the probability of winning the AT mode transition lottery in the transition AT mode transition lottery is higher in the second BB state than in the first BB state.
[0366] As already explained, in this embodiment, it is set so that there is no substantial difference in the degree of advantage in any BB state compared to the carry-over state, and basically, it is assumed that the game will be played in the carry-over state regardless of whether or not there is a transition to the AT mode. However, as mentioned above, from the viewpoint of advantageously resetting the AT mode, it is more advantageous for the player to proceed through the AT mode with the second BB win carried over than to proceed through the AT mode with the first BB win carried over.
[0367] Furthermore, since a player may suffer a disadvantage if a BB win is achieved before the situation arises where the AT mode should be reset after the transition to AT mode, the main cases in which the AT mode can proceed with a second BB win carried over are when the AT mode is reset during the BB state and the second BB win occurs after the BB state ends, or when the second BB win is carried over before the transition to AT mode occurs.
[0368] In other words, if a BB is won at the end of the AT mode to reset the AT mode, and the BB state ends during the AT mode, it becomes possible to vary the probability of resetting the AT mode depending on the type of BB that is subsequently won, thereby providing new excitement during the AT mode.
[0369] Furthermore, before the transition to AT mode, it is possible to grasp the type of BB that has been won by performing a stop operation aiming for a BB win in a game that has resulted in a loss. In other words, if a stop operation is performed aiming for a 1st BB win and the 1st BB win is achieved, it means that the 1st BB win has been carried over, and if the 1st BB win is not achieved, it means that the 2nd BB win has been carried over, or the game is in the normal game state before the BB win. Since the 1st BB win and the 2nd BB win cannot be won at the same time, if the 1st BB win has been carried over, it is preferable for the player to let the 1st BB win occur and end the 1st BB state early, from the perspective of having another chance to win the 2nd BB.
[0370] Here, when the 1st BB state is consumed in AT mode, the 1st small win with a payout of 7 coins occurs with a probability of about 1 in 1.5, so it is possible to end the 1st BB state in about 15 games. In contrast, when the 1st BB state is consumed in non-AT mode, the 1st small win with a payout of 7 coins occurs with a probability of about 1 in 9, and the 4th to 27th small wins with a payout of 1 coin occur with a probability of about 1 in 2.4, so it is possible to end the 1st BB state in about 55 games, and it takes more games to end the 1st BB state compared to AT mode.
[0371] In this way, if it is found that the first BB win has been carried over before the transition to the AT mode, the first BB state should be ended as soon as possible after the transition to the first BB state, and the second BB win should be carried over, thereby adding excitement to the game before the transition to the AT mode. In this case, as described above, regardless of which BB win is carried over, there is no difference in the advantage in each game before the transition to the AT mode, and regardless of which BB state is in, there is no difference in the advantage in each game before the transition to the AT mode compared to the carryover state. Therefore, while preventing differences in the advantage in each game before the transition to the AT mode, it is possible to create differences in the advantage after the transition to the AT mode. This creates differences in advantage, which focuses the player's attention on the AT mode, but also makes it possible to maintain the player's interest even in areas where there are no differences in advantage.
[0372] Moreover, when the first BB state is consumed before the transition to the AT mode, it is possible to play a game in which the first small prize is achieved by relying on one's own intuition when the push order bell is won in order to end the first BB state as soon as possible. In this way, the merit of achieving the first small prize when the push order bell is won can be obtained in addition to the point of increasing the number of medals held, and it is possible to further improve the playability before the transition to the AT mode.
[0373] In the AT type determination process (step S2409) of the advantageous zone transition process, the selection rate of the AT mode may be varied depending on the type of BB state. Figure 57(b) is a diagram showing an example of an AT type lottery table. In Figure 57(b), when the advantageous zone transition process is performed during the first BB state, the second AT mode is more likely to be selected than the first AT mode, and when the advantageous zone transition process is performed during the second BB state, the first AT mode is more likely to be selected than the second AT mode.
[0374] As described above, the second AT mode is set to have a higher probability of winning the additional lottery than the first AT mode, and it can be said that the second AT mode is a more advantageous AT mode for the player than the first AT mode. In other words, in this example, the second AT mode is more likely to be selected in the AT type determination process in the first BB state than in the second BB state, and from the perspective of the type of AT mode to be selected, the first BB state is more advantageous for the player.
[0375] Furthermore, since the probability of winning the AT mode transition lottery at the time of transition is higher in the second BB state than in the first BB state, when the advantageous zone transition processing is performed in the first BB state, it is unlikely that the AT mode transition will be won, but the second AT mode is likely to be selected, and when the advantageous zone transition processing is performed in the second BB state, it is likely that the AT mode transition will be won, but the second AT mode is unlikely to be selected, etc., it is possible to provide characteristics to the AT mode depending on the type of BB state in which the advantageous zone transition processing is performed. In this way, for example, a player who wants to aim for the second AT mode even if it is unlikely that they will be won, will hope to win the first BB, making it possible to meet the diverse needs of players.
[0376] <Variation 5> In this modified example, the occurrence rate of the push order notification for the first game in the BB state varies depending on the number of games remaining in the AT mode. Figure 58 is a flowchart showing the lottery result response process in this modified example.
[0377] In this modified example, when the push order bell is won (step S2509: YES) and one of the AT mode flags is set (step S2510: YES), the subsequent processing differs from the lottery result processing in the first embodiment described above, and the other processing (steps S2501 to S2508) is the same as the corresponding processing in the first embodiment (steps S601 to S608).
[0378] That is, in this modified example, when a push order bell is won during the AT mode, in step S2511, it is determined whether any of the BB state flags is set. If it is set, in step S2512, it is determined whether the BB game counter is 0. As already explained, the BB game counter is a counter that is incremented by 1 in the bonus state processing, and the bonus state processing is processing that is performed at the end of the game (step S414). In contrast, the lottery result processing is processing that is performed at the start of the game (step S310). That is, in step S2512, when the BB state flag is set and the BB game counter is 0, it means that it is the start of the first game in the BB state, and that the advantageous zone in that game has ended.
[0379] If it is the first game in BB state in AT mode, in step S2513, the notification lottery table is obtained from the various table storage area 105a, and in step S2514, the notification lottery process is executed. Then, in step S2515, it is determined whether or not the notification is won, and if it is won, in step S2516, the push order notification corresponding to the first minor role is executed, and in step S2517, the push order notification command is set, and then the lottery result response process is terminated. If the determination is negative in step S2511 or step S2512, the process proceeds to step S2516 without going through the notification lottery, and the process for notifying the push order is executed.
[0380] As shown in FIG. 59, the notification lottery table in this variation has different probabilities of winning the notification depending on the value of the AT game counter. The smaller the AT game counter value, the more likely the notification wins. For example, if the number of remaining games in the AT mode is 5 to 9, the probability of winning the notification is 80%, if the number is 2 to 4, the probability is 90%, and if the number is 1, the probability is 100%. In other words, even if the number of remaining games in the AT mode is 10, extending the BB win as much as possible increases the likelihood of the push order notification being generated in the first game in the BB state, making it easier to reset the AT mode. However, since a BB win is possible in a game with a losing result, extending the BB win too long may result in the AT mode ending without a BB win. This configuration provides a thrilling gameplay experience, where the timing of the BB win is determined based on the relationship between the AT mode reset rate and the number of remaining games until the end of the AT mode.
[0381] In addition, in the notification lottery table in this modified example, the higher the value of the AT game counter, the easier it is to win the notification, and for example, if the number of games in the AT mode is equal to or greater than the initial number (50 games), the probability of winning the notification is set to 50%. By doing so, it is possible to provide relief in the case where a BB win is unintentionally achieved when there are still many games remaining in the AT mode, such as at the beginning of the AT mode.
[0382] <Variation 6> In this modified example, if it is known in advance that the advantageous zone will end when the upper limit number of games or the upper limit increase number is reached, the occurrence rate of the push order notification for the first game in BB state is configured to be different. Figure 60 is a flowchart showing the remaining number of games management process, and Figure 61 is a flowchart showing the remaining number of coins management process. These remaining number of games management process and remaining number of coins management process are processes (steps S1304 and S1305) performed in the second zone display process (Figure 36).
[0383] In the remaining game count management process, in step S2601, the number of games in the advantageous zone AG is checked to determine the number of games remaining since the transition to the advantageous zone. In the following step S2602, the AT game counter is checked to determine the number of games remaining in the AT mode (G1). In the following step S2603, the number of games remaining in modes already scheduled during the advantageous zone (G2), such as the number of games remaining in CZ mode or the number of games remaining in a specialized zone, is determined. Then, in step S2604, the number of games remaining in the advantageous zone AG is added to the number of games remaining in the AT mode (G1) and the other remaining games (G2), to calculate the planned end number of games (GS) for the advantageous zone.
[0384] In step S2605, it is determined whether the planned number of games to finish (GS) calculated in step S2604 is equal to or greater than the upper limit number of games (1500) of the advantageous zone. If it is equal to or greater than 1500, it is determined in step S2606 whether a first excess flag has been set in the various flag storage area 106d. The first excess flag is a flag that allows the CPU 102 to determine that the upper limit number of games of the advantageous zone will be reached without playing all of the remaining games even if the AT mode or the like is continued. If the first excess flag is not set, the first excess flag is set in step S2607, and in step S2608, a process is executed to set a first excess command as an output target to the display control device 81, and then the remaining game number management process is terminated. The first excess command is a command that causes the display control device 81 to determine that the first excess flag has been set. If a negative determination is made in step S2605 or an affirmative determination is made in step S2606, the remaining game number management process is terminated.
[0385] In the remaining coin number management process, as shown in FIG. 61, first, in step S2701, a process is executed to determine the advantageous zone coin number MY. In the following step S2702, a process is executed to calculate the increase in medals (expected increase, M1) that can be expected in the remaining number of games in AT mode (G1) determined in step S2602 above, from the increase in medals that can be expected per game in AT mode (net increase). In step S2703, a process is executed to calculate the increase in medals (expected increase, M2) that can be expected in the remaining number of other games (G2) determined in step S2603 above, from the increase in medals that can be expected per game in other games (net increase). Then, in step S2704, a process is executed to calculate the expected increase / decrease in medals (MS) by adding the advantageous zone coin number MY, the expected increase in medals in AT mode (M1), and the expected increase in medals in other games (M2).
[0386] In step S2705, it is determined whether the expected increase / decrease (MS) calculated in step S2704 is equal to or greater than the upper limit increase (2400) of the advantageous zone. If it is equal to or greater than 2400, it is determined in step S2706 whether a second excess flag has been set in the various flag storage area 106d. The second excess flag is a flag that the CPU 102 uses to determine that there is a high possibility that the upper limit increase of the advantageous zone will be reached without playing all remaining games even if the AT mode or the like is continued. If the second excess flag is not set, the second excess flag is set in step S2707, and in step S2708, a process is executed to set a second excess command to be output to the display control device 81, and then the remaining coin management process is terminated. The second excess command is a command that causes the display control device 81 to determine that the second excess flag has been set. If a negative determination is made in step S2705 or an affirmative determination is made in step S2706, the remaining coin management process is terminated.
[0387] In this modified example, as in the above modified example 5, if the push order bell is won in the first game in the BB state during the AT mode, a push order notification is executed through a notification lottery. The notification lottery table in this modified example is set so that the probability of winning the notification varies depending on whether the first excess flag or the second excess flag is set, as shown in FIG. 62. Specifically, if neither excess flag is set, the notification is won with a 50% probability, while if both excess flags are set, the notification is won with a 10% probability. In other words, the occurrence rate of the push order notification in the first game in the BB state is low in situations where the upper limit is likely to be reached, both in terms of the number of games and the number of medals. This configuration reduces the likelihood of consecutive wins and ensures the significance of setting an upper limit on the advantageous zone.
[0388] In contrast, if the first excess flag is set but the second excess flag is not, there is an 80% probability of winning the notification, making the push order notification for the first game in the BB state more likely to occur than when neither excess flag is set. When the first excess flag is set but the second excess flag is not set, it is predicted that the upper limit number of games will be reached but the upper limit increase will not be reached. For example, if a large number of games are required between the transition to the advantageous zone and the transition to the AT mode, there is a possibility that not many medals will be won when the advantageous zone is forcibly terminated. Therefore, by setting the occurrence rate of the push order notification for the first game in the BB state high as described above, the AT mode reset rate can be increased, and the player's sense of loss can be effectively compensated.
[0389] On the other hand, if the first excess flag is not set but the second excess flag is set, there is a 5% chance of winning the notification, making the push order notification for the first game in BB state less likely to occur than when neither excess flag is set. When the first excess flag is not set but the second excess flag is set, it is predicted that the upper limit increase will be reached before the upper limit number of games is reached, and there is a high possibility that a sudden increase in medals will occur. Therefore, as described above, by lowering the re-setting rate of the AT mode, the medal increase speed can be slowed down, making it possible to ensure the soundness of the game.
[0390] <Variation 7> In this modified example, in the advantageous zone transition processing, information regarding the number of games played from the BB win to the BB win is used as special information for processing related to the instruction function. Figure 63 is a flowchart showing the bonus state processing in this modified example.
[0391] In step S2801, it is determined whether or not the current state is a BB state, and in step S2802, it is determined whether or not the current state is a carryover state. If the current state is a carryover state, in step S2803, it is determined whether or not a BB win has been achieved in the current game. If a BB win has been achieved, in steps S2804 to S2806, processing is executed to transition to the BB state. The processing in steps S2801 to S2806 is the same as the processing in steps S501 to S506 described above. However, in this modified example, if it is determined in step S2803 that a BB win has not been achieved, in step S2807, processing is executed to increment the RT game counter provided in the various counter area 106e by 1, and then this bonus state processing is terminated. The RT game counter is a counter that allows the CPU 102 to keep track of the number of games played from the BB win to the BB win, and is a type of special information that is updated according to the progress of the game from the BB win, which enables transition to the special BB state, to the end of the BB state.
[0392] Furthermore, in the bonus state processing, if it is determined in step S2801 that either of the BB states is in progress, the BB game counter is incremented by 1 in step S2808, and it is determined in step S2809 whether or not a small winning combination has been achieved. If a small winning combination has been achieved, the payout amount is incremented to the BB payout counter in step S2810, and it is determined in step S2811 whether or not the BB end condition has been achieved. If the BB end condition has been achieved, the RT game counter is cleared to its initial value of 0 in step S2812. Then, in steps S2813 to S2816, other bonus end processing is performed, and then the bonus state processing is terminated. The processing in steps S2808 to S2811 and steps S2813 to S2816 is the same as the processing in steps S507 to S514 above.
[0393] That is, in this modified example, the number of games played from the BB win to the BB winning is counted as an RT game counter. The RT game counter is initialized when the BB state ends, and the number of games required to transition to the BB state can be counted as an RT game counter even during the BB state.
[0394] In addition, in a carryover state in which a BB win is carried over, the system may be configured to be set to an RT state in which the probability of winning any of the replays is improved. In this case, the RT game counter can be said to be a counter that counts the number of games in the RT state as a carryover state. In this case, an upper limit may be set on the number of games in the RT state. For example, the system may be configured to set the RT state up to a predetermined number of games, 200 games, and when the predetermined number of games as the upper limit is reached, the RT state may end and the probability of winning a replay may return to the same probability as in the normal game state.
[0395] A part of the lottery table for the normal game state in this modified example is shown in Figure 64(a). In this modified example, when the 1st BB or 2nd BB is won, it is set so that in addition to the overlapping win with the first re-play at index values IV = 25, 26, the 1st BB or 2nd BB can also be won alone at index values IV = 27, 28. In other words, in this modified example, it is possible to achieve the 1st BB or 2nd BB winning in the game in which the 1st BB or 2nd BB is won.
[0396] The processing at the time of transition to the advantageous zone in this modified example is the same as the processing at the time of transition to the advantageous zone in the modified example 1 (FIG. 51). However, in the transition AT mode transition lottery table in this modified example, the winning probability of the transition AT mode transition lottery is set using the RT game counter in addition to the value of the BB payout counter. Specifically, when the BB payout counter is 7, the AT mode transition lottery is set to be won with a probability of 5% when the RT game counter is 1 to 99, 30% when it is 100 to 999, 50% when it is 1000 to 1499, and 100% when it is 1500 or more. The larger the value of the RT game counter, the more likely it is to win the AT mode transition. Furthermore, when the BB payout counter is a value other than 7, the AT mode transition lottery is not won if the RT game counter is any value other than 0.
[0397] In other words, the longer the number of games required from the time of winning the BB until the situation where the BB winning should be established occurs, the higher the probability of winning the AT mode transition lottery at the time of transition is set. The situation where the BB winning should be established is the situation at the end of the AT mode, and the case where a long number of games is required until such a situation occurs means that the AT mode has continued for a long time, or a long number of games are required until the transition to the AT mode. Therefore, as described above, by making it easier to win the AT mode transition the larger the value of the RT game counter, the longer the AT mode continues, the easier the AT mode will be reset, improving gameplay through a chain of advantages, and making it possible to rescue players who have been stuck in the situation where a long number of games is required until the transition to the AT mode by increasing the AT mode reset rate.
[0398] As described above, in this embodiment, although it is possible to challenge the AT mode by winning the BB at the end of the AT mode, there are cases where the AT mode ends without achieving the BB, such as when the game lottery result is not successful even at the end of the AT mode. In this regard, as described above, the AT mode reset rate increases as the RT game counter increases, making it possible to rescue players who are stuck in not being able to challenge the AT mode reset. In this way, rescue can be provided to players in a different dimension from the ceiling counter, which rescues players who are stuck in not being able to transition to the AT mode. Therefore, it is possible to use this rescue to encourage continued play.
[0399] The RT game counter is not subject to initialization processing at the end of a favorable zone. Even if a favorable zone ends without a single BB win during that zone, the RT game counter is not reset. Therefore, the RT game counter may exceed the upper limit of the number of games in the favorable zone. In this regard, in this modified example, the winning probability of the AT mode transition lottery at the time of transition is set assuming a case where the RT game counter exceeds the upper limit of the number of games in the favorable zone (100% winning probability). In other words, relief for a stuck game in which a challenge to reset the AT mode cannot be made is effective even for a stuck game that spans an advantageous zone, and relief is also possible for a stuck game that exceeds the upper limit of the number of games in the advantageous zone. This allows for longer-term support for a stuck game, preventing a player's desire to play from declining.
[0400] Furthermore, in this modified example, if the RT game counter is 0 and a BB win is successfully achieved in a BB winning game, the AT mode transition is set to occur with a high probability (100% probability) regardless of the value of the BB payout counter. A BB win is achieved in a BB winning game, and the advantageous zone transition process is performed during that BB state. This mainly occurs when the AT mode is successfully reset using the BB state transition, and the BB state ends during the reset AT mode. In other words, if a BB win can be achieved in a game where a BB win occurs again after the BB state ends in the reset AT mode, the AT mode is reset. On the other hand, if a BB win cannot be achieved in a game where a BB win occurs, the BB win is carried over and the AT mode progresses.
[0401] That is, as described above, it takes about 15 games to end the BB state during the AT mode. However, as shown in Figure 64(c), once the AT mode is reset, the AT mode during the BB state will be repeated for about 15 games until a BB win is not achieved in the BB winning game. Even if a BB win is not achieved in the BB winning game, the AT mode can be continued until the number of AT mode games at the time of resetting is exhausted. Furthermore, at the end of the AT mode, it is possible to achieve a BB win again and attempt to reset the AT mode. This makes it possible to achieve consecutive wins in the AT mode across advantageous zones, thereby enhancing the enjoyment of the game.
[0402] In this case, since the winning modes of the 1st BB and the 2nd BB are set so that the 1st BB and the 2nd BB cannot be won at the same time, if the stop switches 42-44 are operated in an attempt to win the 1st BB, the 2nd BB cannot be won, and if the stop switches 42-44 are operated in an attempt to win the 2nd BB, the 1st BB cannot be won. With this configuration, it is possible to increase the difficulty of winning the BB in the BB winning game, and to realize a game feature in which the AT mode can be continued for the duration of the BB state as long as the player correctly guesses which BB has been won and does not make a mistake in the operation.
[0403] In addition, when playing the above game, it is preferable that which BB has been won is difficult or impossible for the player to distinguish by the effects of the auxiliary display unit 65, speaker 64, etc. Specifically, it is preferable that the same effects be displayed on the auxiliary display unit 65, speaker 64, etc. regardless of which BB has been won. Furthermore, in order to realize a game that allows the player to determine the winning game of the first BB or the second BB, it is preferable to configure a suggestion effect that suggests the game in which the first BB or the second BB has been won, for example, a configuration in which an announcement for the winning game is made with a predetermined probability in the winning game of the first BB or the second BB. In this case, the announcement for the winning game may be the same as the announcement effect for the specific role in FIG. 44(a), or may be a different effect. If the BB winning game is configured to have an effect similar to the specific role announcement effect, as described above, the operation mode of the stop switches 42 to 44, which allows the type of specific role to be determined, cannot result in the first BB win or the second BB win, so it is possible to play a game in which the player can choose whether to operate in an operation mode that will result in the first BB win or the second BB win, or an operation mode that will determine the type of specific role.
[0404] Here, the advantageous zone transition processing in this modified example is the same as the advantageous zone transition processing in modified example 1, but a transition lottery for AT mode transition is performed regardless of whether the advantageous zone transition processing is performed during the BB state. In other words, regardless of whether the transition to the advantageous zone occurs during the BB state, if the RT game counter is 0, a transition to AT mode can occur. For example, if the BB win flag and advantageous zone flag are cleared after the winning probability setting process changes the set value, and play begins in the normal game state from the normal zone, if a transition to the advantageous zone is successful before a BB win, a transition to AT mode can also occur. This creates a chance for gaming halls to attract customers early in the morning.
[0405] In addition, although the advantageous zone flag is cleared by the winning probability setting process, each BB winning flag may not be cleared, and when the advantageous zone flag is cleared, it may be possible to select whether or not to clear each BB winning flag. By adopting these configurations, it is also possible to prevent the early morning from being too advantageous.
[0406] <Variation 8> In this modified example, as in the above modified example 3, the advantageous zone transition processing is performed at the end of the game in which the advantageous zone flag is set, and the advantageous zone ends in the game in which the BB win is achieved during the AT mode. Figure 65 is a flowchart showing the second zone display processing in this modified example.
[0407] In this modified example, similar to steps S2301 to S2312 above, steps S2901 to S2912 execute update processing of various information in the advantageous zone and processing for terminating the advantageous zone based on the establishment of the forced termination condition. Also, similar to the first embodiment above, if it is determined in step S2913 that the forced termination condition is not established, it is determined in step S2914 whether or not the AT mode termination flag is set, and if it is set, the process proceeds to step S2910 and processing for terminating the advantageous zone is executed.
[0408] If the AT mode end flag is not set in step S2913, it is determined in step S2914 whether any AT mode flag is set, and if it is set and the AT mode is in progress, it is determined in step S2915 whether any BB state flag is set. If the AT mode is in progress and the BB state is in progress, the process proceeds to step S2916, where it is determined whether the BB game counter is 0. If the BB state flag is set and the BB game counter is 0, this means that the game has achieved a BB win. In this case, the process proceeds to step S2910, where processing for the end of the advantageous zone is executed. If a negative determination is made in any of steps S2914 to S2916, the second zone display processing is terminated.
[0409] That is, in this modified example, if a BB win is achieved during the AT mode, the advantageous zone and the AT mode will end in the game in which the win is achieved. In this case, if a transition to the advantageous zone occurs in the first game of the BB state, the push order notification will not occur in the first game of the BB state, so even if you win the push order bell, you will not be able to achieve the first small win unless you correctly answer one-sixth of the operation sequence, and the BB payout counter will not reach the specific number 7. By doing this, it is possible to set the difficulty of resetting the AT mode high, and it is possible to increase attention to the first game of the BB state.
[0410] <Variation 9> In this modified example, the BB game counter is used as special information in the advantageous zone transition processing. As already explained, the BB game counter is a counter for grasping the number of games in the BB state. Also, in this modified example, the advantageous zone transition lottery table used for the advantageous zone transition lottery is different from that in the first embodiment. Figure 66 is a diagram showing the advantageous zone transition lottery table in this modified example.
[0411] In this modified example, regardless of the lottery result that triggers the advantageous zone transition lottery, the probability of winning the transition is set to 30%. In other words, even if the game lottery result in the normal zone is the lottery result that triggers the advantageous zone transition lottery, there is a possibility that the player will not transition to the advantageous zone. More specifically, for example, when the push order bell is won, there is a 30% chance that the player will transition to the advantageous zone. In this case, as in the first embodiment, if the advantageous zone and the AT mode end in the first game in the BB state during the AT mode, even if the push order bell is won in the next game, the player will not transition to the advantageous zone.
[0412] The processing at the time of transition to the advantageous zone in this modified example is the same as the processing at the time of transition to the advantageous zone in the modified example 1 (FIG. 51). However, in the transition AT mode transition lottery table in this modified example, the winning probability of the transition AT mode transition lottery is set according to the BB game counter, not the value of the BB payout counter. Specifically, as shown in FIG. 67, in the transition AT mode transition lottery table in this modified example, when the BB game counter is 0 or 1, the AT mode transition is not won, and when the BB game counter is 4 or less, the probability of winning the AT mode transition becomes lower as the counter value increases, such as 80% for 2, 20% for 3, and 10% for 4. On the other hand, when the BB game counter is 5, the BB game counter is set to 20%, 30% for 6, 40% for 7, 50% for 8, 80% for 9, and 100% for 10 or more, and when the BB game counter is 5 or more, the probability of winning the AT mode transition becomes higher as the counter value increases.
[0413] In other words, after the advantageous zone ends in the first game in the BB state, if the re-transition to the advantageous zone can be made as early as possible, or if the re-transition to the advantageous zone can be delayed as long as possible, the configuration is such that the transition to the AT mode is likely to be won. By doing this, when resetting the AT mode, it is possible to provide an intense sense of excitement in the game from the end of the advantageous zone to the re-transition.
[0414] In the above-mentioned modified example, it is made clear that the BB game counter, which is used as special information in the advantageous zone transition processing, is also updated according to the progress of the game in the normal zone. By configuring such parameters as special information and using them in processing related to the instruction function, it becomes possible to reflect the information of the game progressing in the advantageous zone regardless of whether it is in the advantageous zone or not. Therefore, it can be very useful in diversifying the game.
[0415] <Second embodiment> In this embodiment, an example will be described in which a configuration in which special information such as a BB payout counter is used in the processing at the time of transition to a favorable zone is applied to a game in which the favorable zone ends before transitioning to AT mode. In order to realize such gameplay, first, in this embodiment, the conditions for ending the favorable zone are changed from those in the first embodiment. Figure 68 is a flowchart showing the second processing of zone display in this modified example.
[0416] Steps S3001 to S3009 are similar to the processing of steps S1301 to S1309 described above, and execute update processing of various information in the advantageous zone and processing for terminating the advantageous zone based on the establishment of the forced termination condition. Also, if it is determined in step S3006 that the forced termination condition is not established, it is determined in step S3010 whether the AT mode termination flag is set, and if it is set, the process proceeds to step S3007, where processing for terminating the advantageous zone is executed, which is also similar to the first embodiment described above.
[0417] In this embodiment, if the AT mode end flag is not set in step S3010, it is determined in step S3011 whether the CZ mode flag is set. If the CZ mode flag is set, the process proceeds to step S3012, where it is determined whether the BB game counter is 1. If it is the first game in the BB state in the CZ mode, it is determined in step S3013 whether the BB payout counter is 7, which is a specific number. If it is 7, it is determined in step S3014 that a specific flag is not set in the various flag storage area 106d, where it proceeds to step S3007, where processing for the end of the advantageous zone is executed, and then the second zone display processing is terminated. Also, if the BB payout counter is not 7 in step S3013, processing for setting a specific flag is executed in step S3015. Then, in step S3016, processing for setting a specific command as an output target to the display control device 81 is executed, and then the second zone display processing is terminated. The specific command is a command for causing the display control device 81 to recognize that the specific flag has been set.
[0418] The specific flag is cleared during the initialization process (step S3009) when the advantageous zone is terminated.
[0419] That is, in this embodiment, a transition to the BB state occurs during the CZ mode, and if seven medals are paid out in the first game of the BB state, the advantageous zone ends, and if seven medals are not paid out, the advantageous zone does not end. Also, even if seven medals are paid out, if seven medals have not been paid out before that, the advantageous zone does not end.
[0420] The processing at the time of transition to the advantageous zone in this embodiment is the same as the processing at the time of transition to the advantageous zone in the modified example 1 of the first embodiment (Fig. 51). However, in the transition AT mode transition lottery table in this embodiment, when the value of the BB payout counter is 7, the AT mode transition is also won with a 100% probability, and when the value is other than that, the AT mode transition is not won. And, as mentioned above, when the transition AT mode transition lottery is not won, the ceiling game number setting processing is performed.
[0421] As already explained, the CZ mode is a mode in which the probability of winning the AT mode transition lottery is high, and is a mode that can be transitioned to mainly when a specific role is won and the AT mode transition lottery is not won. In this embodiment, if a BB win is achieved during the CZ mode, seven medals are paid out in the first game of the BB state (for example, the first small role win is successfully achieved when the push order bell is won), and once the advantageous zone ends, it is possible to transition to the AT mode when re-transitioning to the advantageous zone. In this way, the playability during the CZ mode can be greatly improved.
[0422] However, in one advantageous zone, there is only one chance to end the advantageous zone by winning a BB, and if a BB is achieved during CZ mode and seven medals are not paid out in the first game of that BB state, a specific flag is set, and thereafter, even if a BB is achieved during CZ mode and seven medals are paid out in the first game of that BB state, the advantageous zone will not end. By doing this, it is possible to further limit the chances of ending the advantageous zone and causing a transition to AT mode, making it possible to prevent the player from becoming too advantageous, and thereby significantly increasing the attention paid to the first game of the BB state that was transitioned to during CZ mode.
[0423] Next, changes to the full stop effect setting process in this embodiment will be explained with reference to the flowchart in Figure 69.
[0424] In this embodiment, if it is determined in step S1713 that the AT end command has not been received, it is determined in step S3101 whether or not the specific command has been received. If the specific command has been received, in step S3102, a process is executed to set a specified flag in the various flag storage area 183a. The specified flag corresponds to the specified flag on the main control device 101 side, and is a flag that allows the CPU 181 to understand that a transition to the BB state has already occurred during the CZ mode in the current advantageous period. The specified flag is cleared at the end of the advantageous period (not shown).
[0425] If it is determined in step S3101 that a specific command has not been received, it is determined in step S3103 whether any BB start command has been received. If any BB start command has been received, it is determined in step S3104 whether the CZ flag has been set. If the CZ flag has been set and a transition to the BB state has occurred during CZ mode, it is determined in step S3105 whether the above-mentioned specified flag has been set.
[0426] If the specified flag is not set and the BB state in the CZ mode that is starting this time is the first in the current advantageous zone, the aux...
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 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 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 bonus awarding means for awarding a bonus corresponding to a predetermined result when a lottery result in the lottery means is a predetermined result; A gaming machine comprising: a first result which allows a prize to be won when the stop operation means is operated in a first operation mode, and a second result which allows a prize to be won when the stop operation means is operated in a second operation mode different from the first operation mode, as a lottery result by the lottery means; a mode notifying means capable of executing a mode notifying including the first operation mode and the second operation mode by a predetermined notifying means; a specific state in which the mode notification means can notify the mode is set, A means for transitioning to the specific state based on a predetermined transition condition; means for terminating the specific state based on a predetermined termination condition; When the result of the lottery by the lottery means is a predetermined specific result, information on the winning of the specific result can be carried over to a game subsequent to the game resulting in the specific result, When the transition condition is established in a predetermined game in which the lottery result by the lottery means becomes the specific result, in a next game of the game, a result of a predetermined process related to the notification of the mode in the specific state based on the operation of the start operation means becomes a predetermined result; A gaming machine characterized in that, when the transition condition is met in a specified game that is started in a situation where information about the winning of the specific result is carried over, in the next game of the game, the result of a specified processing related to the notification of the mode in the specific state based on the operation of the start operation means can be a specific result that has a different degree of advantage for the player from the specified result.
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