Slot Machines
Patent Information
- Application Number
- JP2020218841
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2020-12-28
- Publication Date
- 2025-02-13
- Estimated Expiration
- 2040-12-28
AI Technical Summary
【0012】 本発明によれば、どのモードへの移行を期待してよいかが解り易いスロットマシンを提供することができる。
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a slot machine. [Background technology]
[0002] A slot machine is equipped with a main control board which controls the progress of the game using multiple reels (also called "machines") (for example, controlling the drive of the reels, controlling the determination of winning combinations, controlling the payout of gaming media (for example, medals), and controlling the mode and game status), and a sub-control board which controls the presentation aimed at increasing interest in the game depending on the game situation (for example, displaying images on an image display device, turning on or off lamps, and emitting sound from a speaker), and communication between the two boards is only one-way, from the main control board to the sub-control board.
[0003] In addition, after a specified number of medals are bet on a slot machine, the start lever is operated to determine the winning combination and the multiple reels start to spin. When the multiple reels start to spin and reach a specified rotation speed, the operation of the stop button provided for each of the multiple reels becomes effective, and the rotation of the corresponding reel is stopped by operating the stop button. When a winning combination is achieved, medals are paid out.
[0004] Recently, slot machines have become known that have a normal mode, a pseudo bonus, and an ST mode in which it is easier to win the pseudo bonus than in the normal mode (for example, Patent Document 1). In such slot machines, the pseudo bonus is drawn while the player is in the normal mode, and if the player wins the pseudo bonus, the player can play in the pseudo bonus. If the player wins the ST mode draw while the player is in the pseudo bonus, the player can play in the ST mode.
[0005] Here, the slot machine disclosed in Patent Document 1 is provided with a plurality of ST modes with different random odds of winning the pseudo bonus, so that it is possible to diversify the transition to the pseudo bonus. [Prior art documents] [Patent documents]
[0006] [Patent Document 1] JP 2016-41293 A Summary of the Invention [Problem to be solved by the invention]
[0007] However, in such slot machines, if a player wins the lottery for ST mode while in the pseudo bonus mode, the player can play in ST mode, but since the player must win the lottery for ST mode after winning the pseudo bonus from the normal mode, this presents a high hurdle for the player. Also, if the transition condition for ST mode is met while in the normal mode, the game will transition from the normal mode to the ST mode, but there is a problem in that it is difficult to know which mode to expect while in the normal mode.
[0008] The present invention has been made in view of the above circumstances, and has an object to provide a slot machine in which it is easy to know which mode a player can expect to transition to. [Means for solving the problem]
[0009] In order to solve such problems, the slot machine according to the present invention is a slot machine equipped with a game control means for controlling games and a presentation control means for controlling presentations, the game control means being equipped with a mode control means for controlling an unfavorable mode that is unfavorable to a player and an advantageous mode that is more favorable to the player than the unfavorable mode, and a transition drawing means for drawing a transition to the advantageous mode in the unfavorable mode, the unfavorable mode being provided with a normal mode, a specific mode different from the normal mode, and a CZ mode which is easier to win in the transition drawing to the advantageous mode than the normal mode, the advantageous mode being provided with a first advantageous mode and a second advantageous mode different from the first advantageous mode, and the transition drawing means being equipped with a first advantageous mode and a second advantageous mode different from the first advantageous mode, and in the normal mode, When the specified role is won, A lottery will be held to determine whether or not to switch to the first advantageous mode. However, there will be no lottery to determine whether or not the second advantageous mode will be selected. In the specific mode, If the specified role is won, The device is characterized in that a lottery is held to determine whether or not to transition to the second advantageous mode.
[0010] In addition, in the slot machine of the present invention, the presentation control means is characterized in that, when the mode control means is controlling the specific mode, it performs control to suggest or notify the specific mode.
[0011] In addition, in the slot machine according to the present invention, the specific modes include a first specific mode and a second specific mode which is more advantageous to the player than the first specific mode. Effect of the Invention
[0012] According to the present invention, it is possible to provide a slot machine that makes it easy to know which mode a transition to can be expected. [Brief description of the drawings]
[0013] [Figure 1] FIG. 2 is a front view showing the appearance of the slot machine. [Diagram 2] FIG. 1 is a block diagram of a slot machine. [Diagram 3] A diagram showing the arrangement of symbols on the left reel, center reel, and right reel. [Figure 4] FIG. 11 is a transition diagram of the gaming state of the slot machine. [Diagram 5] FIG. 13 is a diagram showing the numbers of settings assigned to each condition device. [Figure 6] FIG. 13 is a diagram showing combinations of symbols. [Figure 7] A diagram showing the relationship between the condition device, the operation sequence of the stop buttons, and the combination of symbols. [Figure 8] FIG. [Figure 9] FIG. 13 is a diagram showing the numbers used in the normal mode. [Figure 10] FIG. 13 is a diagram showing the numbers used in the F precursor mode. [Figure 11] A diagram showing the number of settings used in the BB precursor mode. [Figure 12] FIG. 13 is a diagram showing the number of positions used in the CZ mode. [Figure 13] FIG. 13 is a diagram showing the setting numbers used in the direct hit mode. [Figure 14] FIG. 13 is a diagram showing the number of positions used in the BB mode. [Figure 15] FIG. 13 is a diagram showing the numbers used in the AT mode. [Figure 16] FIG. 13 is a diagram showing the setting numbers used in the pull-back mode. [Figure 17] FIG. 2 is a diagram showing each storage area of the main RAM. [Figure 18] 4 is a flowchart of a power-on process for a main control board. [Figure 19] 13 is a flowchart of the game progress control processing of the main control board. [Figure 20] 13 is a flowchart of a subroutine of mode-specific processing. [Figure 21] 13 is a flowchart of a subroutine of a reset mode process. [Figure 22] 13 is a flowchart of a subroutine of a normal mode process. [Figure 23]13 is a flowchart of a subroutine of F precursor mode processing. [Figure 24] 13 is a flowchart of a subroutine for CZ precursor mode processing. [Diagram 25] 13 is a flowchart of a subroutine of BB precursor mode processing. [Figure 26] 13 is a flowchart of a subroutine of a CZ mode process. [Figure 27] 13 is a flowchart of a subroutine of a direct hit mode process. [Figure 28] 13 is a flowchart of a subroutine of a BB mode process. [Figure 29] 13 is a flowchart of a subroutine of an AT mode process. [Diagram 30] 13 is a flowchart of a subroutine of a pullback mode process. [Diagram 31] 13 is a flowchart of a subroutine of a wait process. [Diagram 32] 13 is a flowchart of a subroutine of a mode management process after a total stop. [Diagram 33] 13 is a flowchart of a subroutine of a reset mode process after a total stop. [Diagram 34] 13 is a flowchart of a subroutine of normal mode processing after a complete stop. [Diagram 35] 13 is a flowchart of a subroutine of F precursor mode processing after a full stop. [Diagram 36] 13 is a flowchart of a subroutine for processing the CZ precursor mode after a full stop. [Figure 37] 13 is a flowchart of a subroutine for processing a BB precursor mode after a full stop. [Figure 38] 13 is a flowchart of a subroutine of a CZ mode process after a full stop. [Figure 39] 13 is a flowchart of a subroutine of a direct hit mode process after a full stop. [Diagram 40] 13 is a flowchart of a subroutine of a BB mode process after a full stop. [Diagram 41]13 is a flowchart of a subroutine of AT mode processing after a complete stop. [Diagram 42] 13 is a flowchart of a subroutine of a pull-back mode process after a full stop. [Diagram 43] This is a flowchart of a subroutine for the advantageous zone management processing. [Diagram 44] 13 is a flowchart of a timer interrupt process. [Diagram 45] 13 is a flowchart of a power-on process for a sub-control board. [Figure 46] FIG. 13 is a diagram showing an animation in a direct hit mode. [Figure 47] FIG. 13 is a diagram showing an animation during freezing. [Figure 48] FIG. 13 is a diagram showing the freeze indication / notification animation in AT mode. [Figure 49] FIG. 13 is a diagram showing the animation from the pull-back mode to the return to the AT mode. [Figure 50] FIG. 13 is a diagram showing an animation of a transition from a pull-back mode to a reset mode. [Figure 51] FIG. 13 shows an animation that occurs when a return to the AT mode is notified. [Figure 52] FIG. 13 shows an animation when the pullback expectation is 0. [Diagram 53] A diagram showing the number of effects placed when a pull-back lottery is won. [Figure 54] A diagram showing the number of effects placed when the pull-back lottery is not won. [Figure 55] FIG. 11 is a mode transition diagram in a modified example. [Figure 56] FIG. 13 is a diagram showing the setting numbers used in the direct hit mode in the modified example. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0014] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.
[0015] <Front view of the slot machine 1> As shown in FIG. 1, the slot machine 1 includes a box portion 1A and a front door portion 1B attached to the front surface of the box portion 1A so as to be openable and closable.
[0016] The front door section 1B is provided with a medal insertion slot 2 for inserting game media (for example, medals). Here, the medal insertion slot 2 is equipped with a medal sensor 2A for detecting inserted medals.
[0017] The front door section 1B is provided with a BET button 3 for accepting a BET operation to bet one medal within the credited range, and a MAXBET button 4 for accepting a MAXBET operation to bet the maximum allowable number of medals (e.g., three medals) within the credited range. Here, the BET button 3 is provided with a BET switch 3A for detecting the BET operation, and the MAXBET button 4 is provided with a MAXBET switch 4A for detecting the operation of the MAXBET button 4.
[0018] The front door 1B is provided with a start lever 5 for receiving a start operation to start a game after the maximum allowable number of medals has been bet. Here, the start lever 5 is provided with a start switch 5A for detecting the operation of the start lever 5.
[0019] In the box 1A, the left reel 6, the middle reel 7, and the right reel 8 are arranged side by side. The left reel 6, the middle reel 7, and the right reel 8 can display a variety of symbols drawn on them as they rotate. The left reel 6, the middle reel 7, and the right reel 8 can display a variety of symbols drawn on them. When the left reel 6, the middle reel 7, and the right reel 8 are stopped and displayed, symbols are stopped and displayed on the top, middle, and bottom rows of the left reel 6, the top, middle, and bottom rows of the middle reel 7, and the top, middle, and bottom rows of the right reel 8.
[0020] A left stop button 9, a center stop button 10, and a right stop button 11 are arranged side by side on the front door section 1B. Here, the left stop button 9 is equipped with a left stop switch 9A that detects the operation of the left stop button 9, and when the left stop switch 9A detects the operation of the left stop button 9, the left reel 6 that is spinning stops.
[0021] Furthermore, the center stop button 10 is equipped with a center stop switch 10A that detects the operation of the center stop button 10, and when the center stop switch 10A detects the operation of the center stop button 10, the center reel 7 that is spinning stops.
[0022] In addition, the right stop button 11 is equipped with a right stop switch 11A that detects the operation of the right stop button 11, and when the right stop switch 11A detects the operation of the right stop button 11, the right reel 8 that is spinning stops.
[0023] A settlement button 12 for settling credited medals is provided on the front door section 1B. The settlement button 12 includes a settlement switch 12A for detecting operation of the settlement button 12.
[0024] The front door section 1B is provided with a storage display section 13 which displays the number of credited medals, a payout display section 14 which displays the number of paid out medals, a BET number display section 15 which displays the number of BET medals, a replay display section 16 which displays that a replay has been established, a start permission display section 17 which displays that operation of the start lever 5 is permitted, an insertion permission display section 18 which displays that insertion of medals is permitted, and an advantageous zone display section 19 which displays that the current zone is advantageous.
[0025] The front door section 1B is provided with lamps 25 for producing light-emitting effects, an image display device 26 for producing effects that display images, and a speaker 27 for producing sound effects.
[0026] The front door section 1B is provided with a performance button 28 that accepts operation by the player, a light adjustment button 29 that accepts light intensity adjustment operation to adjust the light intensity of lamps 25 etc., and a sound adjustment button 30 that accepts volume adjustment operation to adjust the volume of speaker 27.
[0027] <Block diagram of slot machine 1> 2, the slot machine 1 includes a main control board 100 and a sub-control board 800. The main control board 100 and the sub-control board 800 are provided in a box portion 1A.
[0028] The main control board 100 is equipped with a main CPU 200 which controls the game, a main ROM 300 which is a read-only memory device which stores control programs etc., a main RAM 400 which is a memory device to which information can be written and read, a clock signal generator 500 for generating a clock signal, a frequency divider 600 for dividing the clock signal generated by the clock signal generator 500, and a random number generator 700 for generating random numbers used in determining roles.
[0029] Connected to the main control board 100 are a medal sensor 2A, a BET switch 3A, a MAXBET switch 4A, a start switch 5A, a left reel 6, a middle reel 7, a right reel 8, a left stop switch 9A, a middle stop switch 10A, a right stop switch 11A, a settlement switch 12A, a storage display unit 13, a payout display unit 14, a BET number display unit 15, a replay display unit 16, a start permission display unit 17, a deposit permission display unit 18, and a favorable zone display unit 19.
[0030] Connected to the main control board 100 are a hopper 20 for paying out medals, a setting value change switch 21A for detecting operation of a setting value change button 21 operated to change a setting value, a keyhole switch 22A for detecting when a setting key for changing the setting value has been inserted into a keyhole and rotated a predetermined angle, a setting value display unit 23 for displaying the setting value, and a power switch 24A for detecting operation of a power button 24 operated to turn on the power of the slot machine 1.
[0031] The sub-control board 800 includes a first sub-control board 810 and a second sub-control board 820. Here, the first sub-control board 810 includes a sub-CPU 811 that performs various arithmetic processing mainly related to performance management, a sub-ROM 812 that is a read-only memory device that stores control programs and the like, and a sub-RAM 813 that can write and read information. In addition, a lamp 25 is connected to the first sub-control board 810.
[0032] The second sub-control board 820 is equipped with a sound image CPU 821 which performs various calculation processes mainly related to the control of image and sound effects, a sound image ROM 822 which is a read-only memory device storing control programs and the like, and a sound image RAM 823 which can write and read information. Also connected to the second sub-control board 820 are the image display device 26, the speaker 27, a performance switch 28A which detects the operation of the performance button 28, a light adjustment switch 29A which detects the operation of the light adjustment button 29, and a sound adjustment switch 30A which detects the operation of the sound adjustment button 30.
[0033] <Pattern arrangement of left reel 6, middle reel 7, and right reel 8> 3, a plurality of symbols are arranged on each of the left reel 6, the center reel 7, and the right reel 8. Specifically, a predetermined number of ten types of symbols are arranged on each of the left reel 6, the center reel 7, and the right reel 8: BAR symbol 1000, red BB symbol 1001, blue BB symbol 1002, green watermelon symbol 1003, yellow bell symbol 1004, replay symbol 1005, cherry symbol 1006, black bell symbol 1007, red watermelon symbol 1008, and blank symbol 1009.
[0034] The red BB symbol 1001 and the blue BB symbol 1002 may be collectively referred to as the "BB symbols", the green watermelon symbol 1003 and the red watermelon symbol 1008 may be collectively referred to as the "watermelon symbols", and the yellow bell symbol 1004 and the black bell symbol 1007 may be collectively referred to as the "bell symbols".
[0035] <Transition diagram of game state of slot machine 1> As shown in FIG. 4, the slot machine 1 has a general gaming state, an RT gaming state, and a combination gaming state. The general gaming state is a gaming state that is disadvantageous to the player. Here, when the general gaming state is in effect, if condition α is satisfied, the state transitions to the combination gaming state, and if condition β is satisfied, the state transitions to the RT gaming state. Here, condition α is that BB is displayed on a winning line (in this embodiment, the line connecting the bottom of the left reel 6, the middle of the middle reel 7, and the top of the right reel 8) (hereinafter, the display of a combination of symbols on a winning line is referred to as a "winning combination"), and condition β is that BB is a winning combination and BB does not win on a winning line.
[0036] The RT gaming state is a gaming state in which the probability of the result of the combination being a replay is higher than in the general gaming state. In the slot machine 1 of this embodiment, the gaming state does not transition in principle after transitioning to the RT gaming state. As an exception, when the main RAM 400 is cleared, the gaming state is initialized and the general gaming state is entered.
[0037] The consecutive game state is a game state in which the consecutive game device is operating. Here, if condition γ is satisfied while remaining in the consecutive game state, the game state transitions to the general game state. Here, condition γ is that more than a prescribed number of medals are paid out. The consecutive game device may be a consecutive game device operating a special feature of the first type, or a consecutive game device operating a special feature of the second type.
[0038] <Number of positions assigned to each condition device> As shown in FIG. 5, the number of settings assigned to each condition device is shown as an example of the probability of determining a winning combination. Here, the number of settings assigned to each condition device is assigned for each game state. In this embodiment, the number of settings corresponding to each of the general game state, RT game state, and consecutive winning game state is specified for each setting value. As an example, the number of settings assigned to each condition device when the setting value is 1 and the number of settings assigned to each condition device when the setting value is 6 are shown, and the number of settings assigned to each condition device when the setting value is other (setting values are 2 to 5) is omitted. The number of settings assigned to each condition device is stored in the main ROM 300.
[0039] 5 shows the number of medals placed when the maximum allowable number of medals is bet. Although not shown, the number of medals placed varies depending on the number of medals bet, and specifically, the number of medals placed is allocated so that the more medals are bet, the more advantageous it is for the player.
[0040] As shown in Figure 5, in the general game state, the following can be determined: BB+base role, replay RA, replay RB, replay RC, weak cherry, strong cherry, watermelon, weak chance role, strong chance role, push order bell BA, push order bell BB, push order bell BC, push order bell BD, push order bell BE, push order bell BF.
[0041] In addition, in the RT game state, Replay RA, Replay RB, Replay RC, Weak Cherry, Strong Cherry, Watermelon, Weak Chance Role, Strong Chance Role, Push Order Bell BA, Push Order Bell BB, Push Order Bell BC, Push Order Bell BD, Push Order Bell BE, Push Order Bell BF, and Base Role can be determined.
[0042] In addition, in a consecutive play state, JAC role JA, JAC role JB, and JAC role JC can be determined.
[0043] In addition, Replay RA, Replay RB, and Replay RC are called replays, weak cherries and strong cherries are called cherries, weak chance roles and strong chance roles are called chance roles, Push Order Bell BA, Push Order Bell BB, Push Order Bell BC, Push Order Bell BD, Push Order Bell BE, and Push Order Bell BF are called Push Order Bells, and JAC role JA, JAC role JB, and JAC role JC are called JAC roles.
[0044] <Pattern Combination> As shown in FIG. 6, the slot machine 1 is provided with a combination of symbols to be displayed on the pay line when the left reel 6, the center reel 7, and the right reel 8 are stopped and displayed. In this embodiment, the combination of symbols is provided as follows: right-down bell Ba to right-down bell Bb, right-up bell Bc to right-up bell Bf, lower bell Bg to lower bell Bh, upper bell Bi to upper bell Bj, middle bell Bk to middle bell Bn, follow-up eye Fa to follow-up eye Fc, right-up replay Ra, middle replay Rb, lower replay Rc, lower watermelon Wa, right-up watermelon Wb, right-down watermelon Wc, small mound watermelon Wd, weak chance eye Ca to weak chance eye Cc, strong chance eye Cd to strong chance eye Cf, corner cherry CYa to corner cherry CYb, and BB. The combination of symbols is stored in the main ROM 300.
[0045] When the right-downward bell Ba to the right-downward bell Bb win, the bell symbols are arranged on a right-downward line connecting the upper part of the left reel 6, the middle part of the center reel 7, and the lower part of the right reel 8. When any of the right-downward bell Ba to the right-downward bell Bb wins, 15 medals are paid out.
[0046] When the right-upward bell Bc to the right-upward bell Bf win, the bell symbols are arranged on a right-upward line connecting the bottom of the left reel 6, the middle of the middle reel 7, and the top of the right reel 8. When any of the right-upward bells Bc to Bf win, 15 medals are paid out.
[0047] When the lower bell Bg to the lower bell Bh win, the bell symbols are arranged on the lower line connecting the lower part of the left reel 6, the lower part of the middle reel 7, and the lower part of the right reel 8. When any of the lower bells Bg to Bh win, 15 medals are paid out.
[0048] When the top bells Bi to Bj win, the bell symbols are arranged on the top line connecting the top of the left reel 6, the top of the center reel 7, and the top of the right reel 8. When any of the top bells Bi to Bj win, three medals are paid out.
[0049] When Middle Bell Bk to Middle Bell Bn win, the bell symbols are arranged on the middle line connecting the middle of the left reel 6, the middle of the middle reel 7, and the middle of the right reel 8. When any of Middle Bell Bk to Middle Bell Bn wins, three medals are paid out.
[0050] When the following numbers Fa to Fc are winning, one medal is paid out.
[0051] When the right-up replay Ra, the middle replay Rb, or the lower replay Rc is won, a replay is activated. When the replay is activated, a game can be played without betting medals.
[0052] When the following wins are achieved: lower row watermelon Wa, rising watermelon Wb, falling watermelon Wc, small hill watermelon Wd, weak chance eye Ca~weak chance eye Cc, strong chance eye Cd~strong chance eye Cf, corner cherry CYa~corner cherry CYb, replay is activated. When replay is activated, you can play without betting medals.
[0053] When BB is won, the consecutive operation device of the reel is activated. When the consecutive operation device of the reel is activated, the game state transitions to the consecutive operation state.
[0054] In addition, the right-downward bell Ba and the right-downward bell Bb may be collectively referred to as ``right-downward bells'', the right-upward bell Bc, right-upward bell Bd, right-upward bell Be, and right-upward bell Bf may be collectively referred to as ``right-upward bells'', the lower bell Bg and lower bell Bh may be collectively referred to as ``lower bells'', the middle bell Bk, middle bell Bl, middle bell Bm, and middle bell Bn may be collectively referred to as ``middle bells'', the right-downward bell, right-upward bell, lower bell, and middle bell may be collectively referred to as ``bells'', and the follow-up eye Fa, follow-up eye Fb, and follow-up eye Fc may be collectively referred to as ``follow-up eyes''.
[0055] In addition, the upward-right replay Ra, the middle replay Rb, and the bottom replay may be collectively referred to as "replay", the bottom watermelon Wa, upward-right watermelon Wb, downward-right watermelon Wc, and small mound watermelon Wd may be collectively referred to as "watermelons", weak chance eye Ca, weak chance eye Cb, and weak chance eye Cc may be collectively referred to as "weak chance eye", and strong chance eye Cd, strong chance eye Ce, and strong chance eye Cf may be collectively referred to as "strong chance eye".
[0056] <The relationship between the condition device, the operation sequence of the stop button, and the combination of symbols> FIG. 7 shows the relationship between the condition device, the operation sequence of the left stop button 9, the center stop button 10, and the right stop button 11, and the combination of symbols displayed on the pay lines.
[0057] When the condition device is BB+base role, the follow-up eye Fa to follow-up eye Fc will be won regardless of the order in which the left stop button 9, the center stop button 10, and the right stop button 11 are operated. In this embodiment, the priority of the small role is higher than that of BB, so the follow-up eye will be won.
[0058] When the condition device is Replay RA, the right-upward Replay Ra will be won regardless of the order in which the left stop button 9, the center stop button 10, and the right stop button 11 are operated.
[0059] When the condition device is Replay RB, the middle replay Rb will be won regardless of the order in which the left stop button 9, the middle stop button 10, and the right stop button 11 are operated.
[0060] When the condition device is Replay RC, the lower row Replay Rc will be won regardless of the order in which the left stop button 9, the center stop button 10, and the right stop button 11 are operated.
[0061] When the condition device is a weak cherry, the corner cherry CYa will be won regardless of the order in which the left stop button 9, the center stop button 10, and the right stop button 11 are operated.
[0062] When the condition device is a strong cherry, the corner cherry CYb will be won regardless of the order in which the left stop button 9, the center stop button 10, and the right stop button 11 are operated.
[0063] When the condition device is watermelon, no matter in what order the left stop button 9, the center stop button 10, and the right stop button 11 are operated, one of the lower watermelon Wa, the right-upward watermelon Wb, the right-downward watermelon Wc, or the small mound watermelon Wd will be won.
[0064] When the condition device is a weak chance role, regardless of the order in which the left stop button 9, the center stop button 10, and the right stop button 11 are operated, one of the weak chance eyes Ca to Cc will be won.
[0065] When the condition device is a strong chance role, regardless of the order in which the left stop button 9, the center stop button 10, and the right stop button 11 are operated, one of the strong chance eyes Cd to Cf will be won.
[0066] In the case where the condition device is the push order bell BA, if the left stop button 9, the center stop button 10, and the right stop button 11 are operated in the order of left, center, and right, the right downward bell Ba will be won, and if they are operated in the order of left, right, and center, the upper row bell Bi will be won. Also, if the left stop button 9, the center stop button 10, and the right stop button 11 are operated in an order other than left, center, and right, left, and center, the follow-up eye Fb or follow-up eye Fc may be won.
[0067] In the case of the push order bell BB, if the left stop button 9, the center stop button 10, and the right stop button 11 are operated in the order of left, right, center, the combination of the symbols of the right downward bell Bb is displayed on the effective line, and if they are operated in the order of left, center, right, the combination of the symbols of the upper row bell Bj is displayed on the effective line. Also, if the left stop button 9, the center stop button 10, and the right stop button 11 are operated in an order other than left, center, right, left, center, the follow-up eye Fb or follow-up eye Fc may be won.
[0068] In the case where the condition device is the push order bell BC, if the left stop button 9, the center stop button 10, and the right stop button 11 are operated in the order of center left right, the right rising bell Bc to the right rising bell Bd will be won, and if they are operated in the order of center right left, the middle bell Bk to the middle bell Bl will be won. Also, if the left stop button 9, the center stop button 10, and the right stop button 11 are operated in an order other than the order of center left right, center right left, and center right left, the follow-up eye Fa or follow-up eye Fc may be won.
[0069] In the case where the condition device is the push order bell BD, if the left stop button 9, the center stop button 10, and the right stop button 11 are operated in the order of center right left, the right rising bell Be to the right rising bell Bf will be won, and if they are operated in the order of center left right, the middle bell Bk to the middle bell Bl will be won. Also, if the left stop button 9, the center stop button 10, and the right stop button 11 are operated in an order other than center right left, center left right, the follow-up eye Fa or follow-up eye Fc may be won.
[0070] In the case where the condition device is the push order bell BE, if the left stop button 9, the center stop button 10, and the right stop button 11 are operated in the order of right, left, center, the lower bell Bg to the lower bell Bh will be won, and if they are operated in the order of right, center, left, the middle bell Bm will be won. Also, if the left stop button 9, the center stop button 10, and the right stop button 11 are operated in an order other than right, left, center, and right, center, left, any of the follow-up eyes Fa to Fb may be won.
[0071] In the case where the condition device is the push order bell BF, if the left stop button 9, the center stop button 10, and the right stop button 11 are operated in the order of right-center-left, the lower bell Bg to the lower bell Bh will win, and if they are operated in the order of right-left-center, the middle bell Bn will win. Also, if the left stop button 9, the center stop button 10, and the right stop button 11 are operated in an order other than right-center-left or right-left-center, any of the follow-up eyes Fa to Fb may win.
[0072] When the condition device is a base role, no matter in what order the left stop button 9, the center stop button 10, and the right stop button 11 are operated, any one of the follow-up eyes Fa to Fc will win.
[0073] When the condition device is JAC role JA, regardless of the order in which the left stop button 9, the center stop button 10, and the right stop button 11 are operated, one of the follow-up eyes Fa to Fb will win.
[0074] When the condition device is the JAC role JB, any of the follow-up eyes Fb to Fc can be won regardless of the order in which the left stop button 9, the center stop button 10, and the right stop button 11 are operated.
[0075] When the condition device is JAC JC, the follow-up eye Fa or follow-up eye Fc can be won regardless of the order in which the left stop button 9, the center stop button 10, and the right stop button 11 are operated.
[0076] <Mode transition diagram> 8, a plurality of modes are defined for the slot machine 1. Specifically, a reset mode, a normal mode, an F premonition mode, a CZ premonition mode, a BB premonition mode, a direct hit mode, a CZ mode, a red BB mode, a blue BB mode, an AT mode, and a pull-back mode are defined.
[0077] In addition, the CZ precursor mode, the BB precursor mode, and the F precursor mode may be simply referred to as "precursor modes," and the red BB mode and the blue BB mode may be simply referred to as "BB modes."
[0078] The reset mode is a mode to which the player is shifted when the setting value is changed, or from the BB mode or AT mode. If the shift condition A is satisfied while the player is in the reset mode, the player shifts to the normal mode. The shift condition A is that a predetermined number of games (32 games in this embodiment) have been played in the reset mode.
[0079] The normal mode is the mode in which the lottery for the CZ mode and the BB mode is held. Here, if transition condition B is met during normal mode, the mode will transition to the CZ premonition mode, if transition condition C is met, the mode will transition to the BB premonition mode, if transition condition D is met, the mode will transition to the F premonition mode, and if transition condition E is met, the mode will transition to the direct hit mode.
[0080] In addition, transition condition B is winning the transition draw to CZ mode, transition condition C is winning the transition draw to BB mode or the value of the ceiling game number counter 416 described below reaching 0, transition condition D is winning a rare role (specifically, weak cherry, strong cherry, watermelon, weak chance role, or strong chance role), and transition condition E is winning the transition draw to direct hit mode.
[0081] The F premonition mode is a mode to which the player enters if a rare combination is won while in the normal mode, but the player does not win the lottery in the CZ mode or the lottery in the BB mode. If transition condition F is met while in the F premonition mode, the player enters the BB premonition mode, and if transition condition G is met, the player enters the normal mode. The transition condition F is that the player wins the rewrite lottery in the BB premonition mode, or that the value of the ceiling game number counter 416 described below has reached 0, and the transition condition G is that a predetermined number of games have been played while in the F premonition mode.
[0082] The CZ Premonition Mode is a mode that you enter before switching to the CZ Mode when you win the lottery in the CZ Mode during normal mode. If transition condition H is met while in the CZ Premonition Mode, you will switch to the CZ Mode, and if transition condition I is met, you will switch to the BB Premonition Mode.
[0083] It should be noted that transition condition H is that a predetermined number of games have been played in the CZ premonition mode, and transition condition I is that the value of the ceiling game number counter 416 described below has reached 0.
[0084] The BB premonition mode is a mode that is entered before the transition to the BB mode when the BB mode lottery is won in the normal mode. Here, the transition to the BB mode occurs when transition condition J is satisfied while in the BB premonition mode. The transition condition J is that a predetermined number of games have been played in the BB premonition mode.
[0085] The CZ mode is a mode that allows players to easily transition to a more advantageous mode (in this embodiment, the BB mode) than the normal mode. If transition condition K is met while in the CZ mode, the player transitions to the BB mode, and if transition condition L is met, the player transitions to the normal mode. The transition condition K is that the player wins the BB mode transition lottery or that the value of the ceiling game counter 416 described below becomes 0, and the transition condition L is that the player plays a predetermined number of games in the CZ mode and does not win the BB mode.
[0086] The direct hit mode is a mode in which the lottery for the AT mode is performed. Here, if transition condition M is satisfied while in the direct hit mode, the mode transitions to the BB mode, if transition condition N is satisfied, the mode transitions to the AT mode, and if transition condition O is satisfied, the mode transitions to the normal mode. Note that transition condition M is that the value of the ceiling game number counter 416 described below becomes 0, transition condition N is that the transition lottery for the AT mode is won, and transition condition O is that a predetermined number of games are played while in the direct hit mode.
[0087] The red BB mode is a so-called pseudo bonus, in which the operation order of the left stop button 9, the middle stop button 10, and the right stop button 11 is announced when the result of the combination judgment is a push order bell. In the red BB mode, the AT mode is drawn according to the combination judgment. Here, if transition condition P is met while in the red BB mode, the mode transitions to the AT mode, and if transition condition Q is met, the mode transitions to the reset mode. The transition condition P is that the AT mode has been drawn by the time the red BB mode ends, and the transition condition Q is that the AT mode has not been drawn by the time the red BB mode ends.
[0088] Blue BB mode is a so-called pseudo bonus, in which the operation order of the left stop button 9, the middle stop button 10, and the right stop button 11 is announced when the result of the combination judgment is a push order bell. In addition, in blue BB mode, a lottery for the AT mode is held according to the result of the combination judgment. Here, if transition condition P is met while in blue BB mode, the mode transitions to the AT mode, and if transition condition Q is met, the mode transitions to the reset mode. Note that transition condition P is that the AT mode lottery has been won by the end of blue BB mode, and transition condition Q is that the AT mode lottery has not been won by the end of blue BB mode.
[0089] The AT mode is a mode in which, when the result of the role determination is a push order bell, the operation order of the left stop button 9, the center stop button 10, and the right stop button 11 is notified. Here, when transition condition R is met, the mode transitions to the pull-back mode, and when transition condition S is met, the mode transitions to the reset mode. The transition condition R is that the lottery for transitioning to the pull-back mode at the end of the AT mode has been won, and the transition condition S is that the lottery for transitioning to the pull-back mode at the end of the AT mode has not been won.
[0090] The pull-back mode is a mode in which it is easier to transition to the AT mode than the normal mode. Here, in the pull-back mode, when transition condition T is met, the mode transitions to the AT mode, and when transition condition U is met, the mode transitions to the reset mode. The transition condition T is that the pull-back lottery has been won, and the transition condition U is that the predetermined number of games have been played without winning the pull-back lottery.
[0091] <Numbers used in normal mode> FIG. 9 shows the input numbers used in the normal mode stored in the main ROM 300.
[0092] FIG. 9 shows the number of symbols assigned to the drawing in the CZ mode (see FIG. 9(A)). Here, in this embodiment, when the result of the role determination is a weak cherry or watermelon, a drawing is made as to whether or not to transition to the CZ mode. Also, in this embodiment, the higher the set value, the easier it is to win the drawing as to whether or not to transition to the CZ mode.
[0093] FIG. 9 also shows the number of symbols assigned to the drawing for the BB mode (see FIG. 9(B)). Here, in this embodiment, when the result of the role determination is a strong cherry, a weak chance role, or a strong chance role, a drawing is held to determine whether or not to transition to the BB mode. Also, in this embodiment, the higher the set value, the easier it is to win the drawing to determine whether or not to transition to the BB mode.
[0094] Also, Fig. 9 shows the number of settings allocated to the drawing of the number of premonition games (see Fig. 9(C)). Here, in this embodiment, the number of settings allocated to the drawing of the number of premonition games is used to determine the number of premonition games when a lottery for deciding whether to transition to CZ mode or not is won, when a lottery for deciding whether to transition to BB mode or not is won, or when transitioning to F premonition mode is won.
[0095] Also, FIG. 9 shows the settings assigned to the direct hit mode draw (see FIG. 9(D)). Here, in the present embodiment, a draw is performed to determine whether to shift to the direct hit mode when the result of the hand determination is a strong cherry, a weak chance hand, or a strong chance hand. Also, in the present embodiment, the higher the set value, the easier it is to be selected for the draw to determine whether to shift to the direct hit mode.
[0096] <Settings used in the F precursor mode> FIG. 10 shows the settings stored in the main ROM 300 and used in the F precursor mode.
[0097] FIG. 10 shows the settings assigned to the rewrite of the precursor mode. Here, in the present embodiment, a draw is performed to determine whether to rewrite to the BB precursor mode when the result of the hand determination is a strong cherry, a watermelon, a weak chance hand, or a strong chance hand. Also, in the present embodiment, the higher the set value, the easier it is to be selected for the draw to determine whether to rewrite to the BB precursor mode.
[0098] <Settings used in the BB precursor mode> FIG. 11 shows the settings stored in the main ROM 300 and used in the BB precursor mode.
[0099] FIG. 11 shows the settings used in the promotion draw. Here, in the present embodiment, when it is determined to shift to the red BB mode, a promotion draw is performed when the result of the hand determination is a weak cherry, a strong cherry, a watermelon, a weak chance hand, or a strong chance hand. If selected for this promotion draw, it is determined to shift to the blue BB mode. Also, in the present embodiment, the higher the set value, the easier it is to be selected for the draw to determine whether to rewrite to the blue BB mode.
[0100] <Settings used in the CZ mode> FIG. 12 shows the settings used in the CZ mode stored in the main ROM 300.
[0101] FIG. 12 shows the settings used in the extraction of the BB mode in the CZ mode. Here, in the present embodiment, when the determination result of the hand is a weak cherry, a strong cherry, a watermelon, a weak chance hand, or a strong chance hand, the extraction regarding the BB mode is performed.
[0102] <Settings used in the direct hit mode> FIG. 13 shows the settings used in the direct hit mode stored in the main ROM 300.
[0103] FIG. 13 shows the settings used in the extraction of the AT mode in the direct hit mode. Here, in the present embodiment, when the determination result of the hand is a weak cherry, a strong cherry, a watermelon, a weak chance hand, or a strong chance hand, the extraction regarding the AT mode is performed.
[0104] <Settings used in the BB mode> FIG. 14 shows the settings used in the BB mode stored in the main ROM 300.
[0105] FIG. 14 shows the settings (see FIG. 14(A)) used in the extraction of the AT mode in the red BB mode. Here, in the present embodiment, when the determination result of the hand is a weak cherry, a strong cherry, a watermelon, a weak chance hand, or a strong chance hand, the extraction regarding the AT mode is performed.
[0106] In addition, FIG. 14 shows the numbers of bets used for the draw in the AT mode in the blue BB mode (see FIG. 14(B)). Here, in the present embodiment, when the determination result of the hand is a weak cherry, a strong cherry, a watermelon, a weak chance hand, or a strong chance hand, a draw regarding the AT mode is performed. Note that in the blue BB mode, it is easier to bet on the AT mode than in the red BB mode. Therefore, it can be said that the blue BB mode is a more advantageous mode than the red BB mode.
[0107] <Numbers of bets used in the AT mode> FIG. 15 shows the numbers of bets used in the AT mode stored in the main ROM 300.
[0108] FIG. 15 shows the numbers of bets used for the additional draw (see FIG. 15(A)). Here, in the present embodiment, when the determination result of the hand is a weak cherry, a strong cherry, a watermelon, a weak chance hand, or a strong chance hand, an additional draw is performed.
[0109] In addition, FIG. 15 shows the numbers of bets used for the scenario draw (see FIG. 15(B)). Here, in the present embodiment, the first to the eleventh scenarios are defined, and when the determination result of the hand is a rare hand, it is determined whether to freeze according to the selected scenario.
[0110] Here, in the present embodiment, while the freeze is being executed, even if the left stop button 9, the middle stop button 10, or the right stop button 11 is operated, the rotation of the left reel 6, the middle reel 7, and the right reel 8 will not stop. Note that the freeze may be adopted such that when the start lever 5 is operated, the rotation of the left reel 6, the middle reel 7, and the right reel 8 does not occur for a predetermined time. Also, a reel effect in which an effect is performed using the left reel 6, the middle reel 7, and the right reel 8 may be adopted.
[0111] FIG. 15 also shows a scenario map (see FIG. 15(C)). Here, the scenario map specifies whether or not to freeze depending on each scenario and the value of the scenario counter 426 described below. For example, if the first scenario is selected, a rare combination is won, and the value of the scenario counter 426 described below is 4, it is decided to freeze. On the other hand, if the first scenario is selected, a rare combination is won, and the value of the scenario counter 426 described below is 3, it is decided not to freeze.
[0112] Here, when the scenario is determined using the scenario map, whether or not to freeze is determined first when the result of the role determination is a rare role. In this embodiment, whether or not to freeze is determined first until the result of the role determination is a rare role four times, but this number of times does not have to be four, and may be one time, or may be a number other than four times.
[0113] FIG. 15 also shows the numbers used in the drawing at the time of freezing (see FIG. 15(D)). In this embodiment, a number corresponding to the time of freezing is assigned to each rare combination that triggered the freezing. For example, when the combination is determined to be a weak cherry and it is decided to execute a freeze, the time for which the freeze will be executed is determined to be 3 seconds with a probability of 30000 / 65536.
[0114] In addition, in this embodiment, the number of games to be added is specified according to the time when the freeze is executed. Specifically, when the freeze is executed for 3 seconds, 10 games are determined as the number of games to be added, when the freeze is executed for 6 seconds, 20 games are determined as the number of games to be added, when the freeze is executed for 9 seconds, 30 games are determined as the number of games to be added, when the freeze is executed for 12 seconds, 50 games are determined as the number of games to be added, when the freeze is executed for 20 seconds, 100 games are determined as the number of games to be added, and when the freeze is executed for 30 seconds, 300 games are determined as the number of games to be added.
[0115] FIG. 15 also shows the number of balls (see FIG. 15(E)) used in the mode transition lottery at the end of the AT mode. Here, in this embodiment, the number of balls corresponding to the reset mode and the number of balls corresponding to the pull-back mode are specified for each set value. Note that in this embodiment, the higher the set value, the easier it is to transition to the pull-back mode.
[0116] <Number used in pullback mode> FIG. 16 illustrates the input numbers used in the pullback mode stored in the main ROM 300.
[0117] In Fig. 16, the number of pieces (see Fig. 16) used in the pull-back drawing is shown. Here, in this embodiment, when the result of the combination is a weak cherry, a strong cherry, a watermelon, a weak chance combination, or a strong chance combination, the AT mode pull-back drawing is performed, and when the pull-back drawing is won, the AT mode is returned to.
[0118] <Each storage area of the main RAM 400> FIG. 17 illustrates each storage area of the main RAM 400.
[0119] The setting value storage area 401 stores the setting value of the slot machine 1. Here, the slot machine 1 in this embodiment has six setting values, and for example, when the setting value is 1, the value of the setting value storage area 401 is 1, and when the setting value is 6, the value of the setting value storage area 401 is 6. The setting value storage area 401 is an area that is not cleared even when the advantageous period ends.
[0120] The gaming state memory area 402 stores the current gaming state of the slot machine 1. When the current gaming state is a normal gaming state, the value of the gaming state memory area 402 is 0, when the current gaming state is an RT gaming state, the value of the gaming state memory area 402 is 1, and when the current gaming state is a consecutive winning combination gaming state, the value of the gaming state memory area 402 is 2. The gaming state memory area 402 is an area that is not cleared even when the advantageous zone ends.
[0121] The result of the judgment of the role is stored in the condition device storage area 403. If the judgment result of the role is a miss, the value of the condition device storage area 403 is 0, if the judgment result of the role is BB+base role, the value of the condition device storage area 403 is 1, if the judgment result of the role is replay RA, the value of the condition device storage area 403 is 2, if the judgment result of the role is replay RB, the value of the condition device storage area 403 is 3, if the judgment result of the role is replay RC, the value of the condition device storage area 403 is 4, and if the judgment result of the role is weak cherry, the value of the condition device storage area 403 is 5.
[0122] In addition, if the result of the role determination is a strong cherry, the value of the condition device memory area 403 will be 6; if the result of the role determination is watermelon, the value of the condition device memory area 403 will be 7; if the result of the role determination is a weak chance role, the value of the condition device memory area 403 will be 8; if the result of the role determination is a strong chance role, the value of the condition device memory area 403 will be 9; and if the result of the role determination is push order bell BA, the value of the condition device memory area 403 will be 10.
[0123] In addition, if the result of the role determination is push order bell BB, the value of the condition device memory area 403 will be 11, if the result of the role determination is push order bell BC, the value of the condition device memory area 403 will be 12, if the result of the role determination is push order bell BD, the value of the condition device memory area 403 will be 13, if the result of the role determination is push order bell BE, the value of the condition device memory area 403 will be 14, and if the result of the role determination is push order bell BF, the value of the condition device memory area 403 will be 15.
[0124] In addition, if the result of the role determination is a base role, the value of the condition device memory area 403 becomes 16, if the result of the role determination is JAC role JA, the value of the condition device memory area 403 becomes 17, if the result of the role determination is JAC role JB, the value of the condition device memory area 403 becomes 18, and if the result of the role determination is JAC role JC, the value of the condition device memory area 403 becomes 19.
[0125] The left stop position memory area 404 stores information about the stop position of the left reel 6. For example, if the symbol that stops on the pay line when the left reel 6 stops is the red watermelon symbol 1008 (number 12), the value stored in the left stop position memory area 404 is 12.
[0126] The center stop position memory area 405 stores information about the stop position of the center reel 7. For example, if the symbol that stops on the pay line when the center reel 7 stops is the red BB symbol 1001 (number 12), the value stored in the center stop position memory area 405 is 12.
[0127] The right stop position memory area 406 stores information about the stop position of the right reel 8. For example, if the symbol that stops on the pay line when the right reel 8 stops is the red BB symbol 1001 (number 12), the value stored in the right stop position memory area 406 is 12.
[0128] Information on the winning symbol combination is stored in the winning information storage area 407. If the winning symbol combination is a right-down bell Ba, the value of the winning information storage area 407 is 0; if the winning symbol combination is a right-down bell Bb, the value of the winning information storage area 407 is 1; if the winning symbol combination is a right-up bell Bc, the value of the winning information storage area 407 is 2; if the winning symbol combination is a right-up bell Bd, the value of the winning information storage area 407 is 3; and if the winning symbol combination is a right-up bell Be, the value of the winning information storage area 407 is 4.
[0129] In addition, if the winning pattern combination is a right-up bell Bf, the value of the winning information storage area 407 will be 5, if the winning pattern combination is a lower row bell Bg, the value of the winning information storage area 407 will be 6, if the winning pattern combination is a lower row bell Bh, the value of the winning information storage area 407 will be 7, if the winning pattern combination is an upper row bell Bi, the value of the winning information storage area 407 will be 8, and if the winning pattern combination is an upper row bell Bj, the value of the winning information storage area 407 will be 9.
[0130] In addition, if the winning pattern combination is middle bell Bk, the value of the winning information storage area 407 will be 10, if the winning pattern combination is middle bell Bl, the value of the winning information storage area 407 will be 11, if the winning pattern combination is middle bell Bm, the value of the winning information storage area 407 will be 12, if the winning pattern combination is middle bell Bn, the value of the winning information storage area 407 will be 13, and if the winning pattern combination is follow eye Fa, the value of the winning information storage area 407 will be 14.
[0131] In addition, if the winning pattern combination is a follow eye Fb, the value of the winning information storage area 407 will be 15, if the winning pattern combination is a follow eye Fc, the value of the winning information storage area 407 will be 16, if the winning pattern combination is a right-up replay Ra, the value of the winning information storage area 407 will be 17, if the winning pattern combination is a middle replay Rb, the value of the winning information storage area 407 will be 18, and if the winning pattern combination is a lower replay Rc, the value of the winning information storage area 407 will be 19.
[0132] In addition, if the winning pattern combination is a lower watermelon Wa, the value of the winning information storage area 407 will be 20, if the winning pattern combination is a right-up watermelon Wb, the value of the winning information storage area 407 will be 21, if the winning pattern combination is a right-down watermelon Wc, the value of the winning information storage area 407 will be 22, if the winning pattern combination is a small mound watermelon Wd, the value of the winning information storage area 407 will be 23, and if the winning pattern combination is a weak chance eye Ca, the value of the winning information storage area 407 will be 24.
[0133] In addition, if the winning pattern combination is a weak chance eye Cb, the value of the winning information storage area 407 will be 25, if the winning pattern combination is a weak chance eye Cc, the value of the winning information storage area 407 will be 26, if the winning pattern combination is a strong chance eye Cd, the value of the winning information storage area 407 will be 27, if the winning pattern combination is a strong chance eye Ce, the value of the winning information storage area 407 will be 28, and if the winning pattern combination is a strong chance eye Cf, the value of the winning information storage area 407 will be 29.
[0134] In addition, if the winning symbol combination is a corner cherry CYa, the value of the winning information storage area 407 will be 30, if the winning symbol combination is a corner cherry CYb, the value of the winning information storage area 407 will be 31, and if the winning symbol combination is BB, the value of the winning information storage area 407 will be 32.
[0135] The mode memory area 408 stores the current mode of the slot machine 1. If the current mode is the reset mode, the value of the mode memory area 408 is 0, if the current mode is the normal mode, the value of the mode memory area 408 is 1, if the current mode is the F premonition mode, the value of the mode memory area 408 is 2, if the current mode is the CZ premonition mode, the value of the mode memory area 408 is 3, and if the current mode is the BB premonition mode, the value of the mode memory area 408 is 4.
[0136] In addition, if the current mode is the CZ mode, the value of the mode memory area 408 becomes 5, if the current mode is the direct hit mode, the value of the mode memory area 408 becomes 6, if the current mode is the red BB mode, the value of the mode memory area 408 becomes 7, If the current mode is blue BB mode, the value of mode memory area 408 will be 8; if the current mode is AT mode, the value of mode memory area 408 will be 9; and if the current mode is pull-back mode, the value of mode memory area 408 will be 10.
[0137] Information on the winning of BB is stored in the BB flag memory area 409. Specifically, when the value of the BB flag memory area 409 is 0, BB has not been won, and when the value of the BB flag memory area 409 is 1, BB has been won. The BB flag memory area 409 retains the stored information until power is not supplied to the slot machine 1 for a predetermined period of time and the stored information in the main RAM 400 is no longer retained.
[0138] Information about a freeze is stored in the freeze information storage area 410. Specifically, on the one hand, when the value of the freeze information storage area 410 is 1, information about a 3-second freeze is stored, when the value of the freeze information storage area 410 is 2, information about a 6-second freeze is stored, when the value of the freeze information storage area 410 is 3, information about a 9-second freeze is stored, and when the value of the freeze information storage area 410 is 4, information about a 12-second freeze is stored.
[0139] When the value of the freeze information storage area 410 is 5, information about a 20-second freeze is stored, and when the value of the freeze information storage area 410 is 6, information about a 30-second freeze is stored. When the value of the freeze information storage area 410 is 0, no information about a freeze is stored.
[0140] As will be described later in detail, if the freeze time is 3 seconds, the number of games that can be played in AT mode will be increased by 10 games, if the freeze time is 6 seconds, the number of games that can be played in AT mode will be increased by 20 games, and if the freeze time is 9 seconds, the number of games that can be played in AT mode will be increased by 30 games.
[0141] In addition, if the freeze time is 12 seconds, the number of games that can be played in AT mode is increased by 50 games, if the freeze time is 20 seconds, the number of games that can be played in AT mode is increased by 100 games, and if the freeze time is 30 seconds, the number of games that can be played in AT mode is increased by 300 games.
[0142] Information regarding the time when a freeze is to be executed is stored in the freeze timer 411. In this embodiment, when a freeze is to be executed, a timer value corresponding to the set freeze is set in the freeze timer 411.
[0143] A time for preventing the time of one game from progressing too quickly is stored in the wait timer 412. In this embodiment, the wait timer 412 is set to 4100.
[0144] Information about the advantageous zone is stored in the advantageous zone storage area 413. Here, if it is a normal zone, the value of the advantageous zone storage area 413 is 0, and if it is an advantageous zone, the value of the advantageous zone storage area 413 is 1.
[0145] The number of games played in the advantageous zone is stored in the advantageous zone game number counter 414. In this embodiment, a value of 0 to 1500 is stored in the advantageous zone game number counter 414.
[0146] The advantageous zone number counter 415 is provided to count the number of medals paid out in the BB mode, AT mode, etc. Here, in this embodiment, a value of 0 to 2500 is stored in the advantageous zone number counter 415.
[0147] The number of games up to the ceiling is stored in the ceiling game number counter 416. Specifically, the maximum number of games played in the normal mode is stored in the ceiling game number counter 416. In this embodiment, a value of 0 to 868 is stored in the ceiling game number counter 416.
[0148] The number of games played in the reset mode is stored in the RST game number counter 417. In this embodiment, a value of 0 to 32 is stored in the RST game number counter 417.
[0149] The number of games played in the premonition mode is stored in the premonition game number counter 418. Specifically, when the value of the premonition game number counter 418 becomes 0 while in the CZ premonition mode, the mode transitions to the CZ mode, when the value of the premonition game number counter 418 becomes 0 while in the BB premonition mode, the mode transitions to the BB mode, and when the value of the premonition game number counter 418 becomes 0 while in the F premonition mode, the mode transitions to the normal mode.
[0150] The number of games played in the CZ mode is stored in the CZ game number counter 419. In this embodiment, a value of 0 to 12 is stored in the CZ game number counter 419.
[0151] The number of games played in the direct hit mode is stored in the direct hit game number counter 420. In this embodiment, a value of 0 to 20 is stored in the direct hit game number counter 420.
[0152] The number of games played in the BB mode is stored in the BB game number counter 421. In this embodiment, a value of 0 to 20 is stored in the BB game number counter 421.
[0153] Information regarding the won BB mode is stored in the winning BB memory area 422. Specifically, if the red BB mode is won, the value of the winning BB memory area 422 becomes 1, and if the blue BB mode is won, the value of the winning BB memory area 422 becomes 2. Note that if neither the red BB nor the blue BB is won, the value of the winning BB memory area 422 becomes 0.
[0154] The number of games played in the AT mode is stored in the AT game number counter 423. In this embodiment, a value of 0 to 1500 is stored in the AT game number counter 423.
[0155] The number of games played in the pull-back mode is stored in the pull-back game number counter 424. In this embodiment, a value of 0 to 30 is stored in the pull-back game number counter 424.
[0156] Information about the set scenarios is stored in the scenario storage area 425. In this embodiment, when the first scenario is selected, the value in the scenario storage area 425 becomes 1, when the second scenario is selected, the value in the scenario storage area 425 becomes 2, when the third scenario is selected, the value in the scenario storage area 425 becomes 3, when the fourth scenario is selected, the value in the scenario storage area 425 becomes 4, and when the fifth scenario is selected, the value in the scenario storage area 425 becomes 5.
[0157] Furthermore, if the sixth scenario is selected, the value in scenario memory area 425 will be 6; if the seventh scenario is selected, the value in scenario memory area 425 will be 7; if the eighth scenario is selected, the value in scenario memory area 425 will be 8; if the ninth scenario is selected, the value in scenario memory area 425 will be 9; if the tenth scenario is selected, the value in scenario memory area 425 will be 10; and if the eleventh scenario is selected, the value in scenario memory area 425 will be 11.
[0158] A counter value corresponding to a scenario is stored in the scenario counter 426. Specifically, the value of the scenario counter 426 is a counter value used when determining whether or not to execute a freeze in the AT mode. In this embodiment, values of 0 to 4 are stored in the scenario counter 426.
[0159] <Power-on process of the main control board 100> FIG. 18 shows a flow chart of the power-on process for the main control board 100.
[0160] In step A1, it is determined whether or not the power has been turned on by the main CPU 200. Specifically, it is determined whether or not the power button 24 has been operated and the power switch 24A has been turned on.
[0161] In step A2, the main CPU 200 performs a set value change process. Specifically, when the keyhole switch 22A detects that the setting key has been inserted into the keyhole and turned a predetermined angle, the current set value is displayed on the set value display unit 23. When the set value change button 21 is operated and the set value change switch 21A is turned on, the set value displayed on the set value display unit 23 is updated. When the start switch 5A detects the operation of the start lever 5, the set value is confirmed, and the confirmed set value is stored in the set value storage area 401.
[0162] In step A3, a game progress control process is performed by the main CPU 200. Here, the game progress control process will be described with reference to FIG.
[0163] <Game Progress Control Processing of the Main Control Board 100> FIG. 19 shows a flowchart of the game progress control process of the main control board 100.
[0164] In step B1, medal acceptance processing is performed by the main CPU 200. Specifically, the medal sensor 2A accepts a medal inserted into the medal insertion slot 2, the BET switch 3A determines whether or not the BET button 3 has been operated, and the MAXBET switch 4A determines whether or not the MAXBET button 4 has been operated.
[0165] In step B2, the main CPU 200 judges whether or not it has accepted the operation of the start lever 5. Specifically, it is judged whether or not the start lever 5 is operated and the start switch 5A is turned on in a state where three medals have been bet or a replay has been won.
[0166] In step B3, the main CPU 200 performs a role determination process. Specifically, the role determination is performed using the numbers (see FIG. 5) assigned to each condition device stored in the main ROM 300 based on the current game state stored in the game state storage area 402. The result of the role determination is stored in the condition device storage area 403, and in the case of a BB win, it is stored in the BB flag storage area 409.
[0167] In step B4, the main CPU 200 performs mode-specific processing. The mode-specific processing will be described with reference to Fig. 20. After the mode-specific processing is performed, the left reel 6, the center reel 7, and the right reel 8 start to rotate.
[0168] At step B5, wait processing is performed by the main CPU 200. The wait processing will be described with reference to FIG.
[0169] In step B6, the main CPU 200 judges whether or not the left stop button 9, the center stop button 10, or the right stop button 11 has been operated. Specifically, it is judged whether or not the left stop switch 9A, the center stop switch 10A, or the right stop switch 11A has detected the operation of the left stop button 9, the center stop button 10, or the right stop button 11.
[0170] In step B7, the main CPU 200 performs reel stop processing. Specifically, if it is determined in the processing of step B6 that the operation of the left stop button 9 is detected, the left reel 6 is controlled to stop, and information about the symbols stopped on the pay line is stored in the left stop position memory area 404. If it is determined that the operation of the center stop button 10 is detected, the center reel 7 is controlled to stop, and information about the symbols stopped on the pay line is stored in the center stop position memory area 405. If it is determined that the operation of the right stop button 11 is detected, the right reel 8 is controlled to stop, and information about the symbols stopped on the pay line is stored in the right stop position memory area 406.
[0171] In step B8, the main CPU 200 determines whether the left reel 6, center reel 7, and right reel 8 have all stopped.
[0172] In step B9, the main CPU 200 performs a winning determination process. Specifically, it determines whether or not a winning has been achieved based on the combination of symbols on the active line (see FIG. 6) and the values stored in the left stop position memory area 404, the middle stop position memory area 405, and the right stop position memory area 406. The result of the determination as to whether or not a winning has been achieved is stored in the winning information memory area 407.
[0173] In step B10, medal payout processing is performed by the main CPU 200. Specifically, when it is determined in the winning determination processing in step B9 that a winning has been established and a combination of symbols for which medals are to be paid out is displayed on an active line, the hopper 20 is driven to pay out medals.
[0174] In step B11, the main CPU 200 performs a game state management process. Specifically, when a game state transition condition is satisfied, a process is performed to update the value of the game state storage area 402. The game state transition condition is as described with reference to FIG.
[0175] In step B12, a mode management process after a total stop is performed by the main CPU 200. The mode management process after a total stop will be described with reference to FIG.
[0176] In step B13, advantageous zone management processing is performed by the main CPU 200. Here, the advantageous zone management processing will be described with reference to FIG.
[0177] <Subroutines for processing by mode> FIG. 20 shows a subroutine for mode-specific processing carried out in step B4.
[0178] In step C1, a mode reading process is performed by the main CPU 200. Specifically, a process of reading the value stored in the mode storage area 408 is performed.
[0179] In step C2, the process proceeds to a mode-dependent process by the main CPU 200. Specifically, a process proceeds to a mode-dependent process (see FIGS. 21 to 30) according to the value read in the process of step C1.
[0180] <Reset mode processing subroutine> The reset mode processing subroutine is shown in Fig. 21. Here, the reset mode processing subroutine is a process to which the process is shifted in the process of step C2 when the value of the mode storage area 408 is 0 as a result of the mode reading process of step C1.
[0181] In step D1, the main CPU 200 performs a process of subtracting one from the RST game number counter 417.
[0182] <Normal mode processing subroutine> 22 shows a subroutine for normal mode processing. Here, the subroutine for normal mode processing is a process to which the process is shifted in the process of step C2 when the value of the mode storage area 408 is 1 as a result of the mode read process of step C1.
[0183] In step E1, the main CPU 200 performs a process of subtracting 1 from the ceiling game number counter 416.
[0184] In step E2, a CZ drawing process is performed by the main CPU 200. Specifically, the CZ mode drawing is performed using the numbers assigned to the CZ mode drawing shown in FIG.
[0185] In step E3, the main CPU 200 determines whether or not the CZ mode has been won.
[0186] In step E4, the main CPU 200 performs a process of determining the number of CZ leading games. Specifically, a lottery for the number of leading games is conducted using the settings assigned to the lottery for the number of leading games shown in FIG. 9(C).
[0187] In step E5, the main CPU 200 performs a BB lottery process. Specifically, a lottery for the BB mode is conducted using the settings assigned to the lottery for the BB mode shown in FIG. 9(B).
[0188] In step E6, the main CPU 200 determines whether the BB mode has been hit.
[0189] In step E7, the main CPU 200 performs a process of determining the number of BB leading games. Specifically, a lottery for the number of leading games is conducted using the settings assigned to the lottery for the number of leading games shown in FIG. 9(C).
[0190] In step E8, the main CPU 200 performs a process of lottery for shifting to the direct hit mode. Specifically, a lottery for the direct hit mode is conducted using the settings assigned to the lottery for the direct hit mode shown in FIG. 9(D).
[0191] In step E9, the main CPU 200 determines whether the lottery for shifting to the direct hit mode has been hit.
[0192] In step E10, the main CPU 200 determines whether a rare role has been hit.
[0193] In step E11, the main CPU 200 performs a process of determining the number of F leading games. Specifically, a lottery for the number of leading games is conducted using the settings assigned to the lottery for the number of leading games shown in FIG. 9(C).
[0194] <Subroutine for F leading mode processing> Figure 23 shows a subroutine for F precursor mode processing. Here, the subroutine for F precursor mode processing is a process that is transferred in the process of step C2 when the value in the mode storage area 408 is 2 by the mode reading process of step C1.
[0195] In step F1, the main CPU 200 performs a process of subtracting 1 from the ceiling game number counter 416.
[0196] In step F2, the main CPU 200 performs a process of subtracting 1 from the precursor game number counter 418.
[0197] In step F3, the main CPU 200 performs precursor rewriting lottery. Specifically, precursor rewriting lottery is performed using the setting values assigned to the rewriting of the precursor mode shown in FIG. 10.
[0198] <Subroutine for CZ precursor mode processing> Figure 24 shows a subroutine for CZ precursor mode processing. Here, the subroutine for CZ precursor mode processing is a process that is transferred in the process of step C2 when the value in the mode storage area 408 is 3 by the mode reading process of step C1.
[0199] In step G1, the main CPU 200 performs a process of subtracting 1 from the ceiling game number counter 416.
[0200] In step G2, the main CPU 200 performs a process of subtracting 1 from the precursor game number counter 418.
[0201] <Subroutine for BB precursor mode processing> Figure 25 shows a subroutine for BB precursor mode processing. Here, the subroutine for BB precursor mode processing is a process that is transferred in the process of step C2 when the value in the mode storage area 408 is 4 by the mode reading process of step C1.
[0202] In step H1, the main CPU 200 performs a process of subtracting 1 from the number-of-precursor-games counter 418.
[0203] In step H2, the main CPU 200 determines whether the BB being targeted is a red BB. Specifically, it is determined whether the value in the targeted-BB storage area 422 is 1.
[0204] In step H3, the main CPU 200 performs a promotion draw. Specifically, the promotion draw is performed using the settings assigned to the promotion draw shown in FIG. 11.
[0205] In step H4, the main CPU 200 determines whether the promotion draw has been targeted.
[0206] In step H5, the main CPU 200 performs a process of rewriting to target blue BB. Specifically, a process of rewriting the value in the targeted-BB storage area 422 to 2 is performed.
[0207] <Subroutine of CZ mode process> FIG. 26 shows a subroutine of the CZ mode process. Here, the subroutine of the CZ mode process is a process that is transferred in the process of step C2 when the value in the mode storage area 408 is 5 by the mode reading process of step C1.
[0208] In step I1, the main CPU 200 performs a process of subtracting 1 from the ceiling-game-number counter 416.
[0209] In step I2, the main CPU 200 performs a process of subtracting 1 from the number-of-precursor-games counter 418.
[0210] In step I3, the main CPU 200 performs a BB mode draw process. Specifically, the BB mode draw is performed using the settings used in the BB mode draw in the CZ mode shown in FIG. 12.
[0211] <Subroutine for direct hit mode processing> Figure 27 shows the subroutine for CZ mode processing. Here, the subroutine for CZ mode processing is the process that is transferred in the process of step C2 when the value in the mode storage area 408 is 6 by the mode reading process of step C1.
[0212] In step J1, the main CPU 200 performs a process of subtracting 1 from the ceiling game number counter 416.
[0213] In step J2, the main CPU 200 performs a process of subtracting 1 from the precursor game number counter 418.
[0214] In step J3, the main CPU 200 performs an AT mode extraction process. Specifically, the AT mode extraction is performed using the setting values used in the AT mode extraction in the direct hit mode shown in FIG. 13.
[0215] <Subroutine for BB mode processing> Figure 28 shows the subroutine for BB mode processing. Here, the subroutine for BB mode processing is the process that is transferred in the process of step C2 when the value in the mode storage area 408 is 7 or 8 by the mode reading process of step C1.
[0216] In step K1, the main CPU 200 performs a process of subtracting 1 from the BB game number counter 421.
[0217] In step K2, the main CPU 200 determines whether it is in the red BB mode. Specifically, it is determined whether the value in the mode storage area 408 is 7.
[0218] In step K3, the main CPU 200 performs an AT extraction process during the red BB mode. Specifically, the AT mode extraction is performed using the setting values used in the AT mode extraction in the red BB mode shown in FIG. 14(A).
[0219] In step K4, the main CPU 200 performs the AT extraction process during the blue BB mode. Specifically, the AT mode extraction is performed using the settings used for the extraction of the AT mode in the blue BB mode shown in FIG. 14(B).
[0220] <Subroutine of AT mode processing> FIG. 29 shows a subroutine of the AT mode processing. Here, the subroutine of the AT mode processing is a process that is transferred in the process of step C2 when the value in the mode storage area 408 is 9 by the mode reading process of step C1.
[0221] In step L1, the main CPU 200 performs a process of subtracting 1 from the AT game number counter 423.
[0222] In step L2, the main CPU 200 performs the overdraw extraction process. Specifically, the overdraw game number is determined using the settings used for the overdraw extraction shown in FIG. 15(A), and a process of adding it to the AT game number counter 423 is performed.
[0223] <Subroutine of the return mode processing> FIG. 30 shows a subroutine of the return mode processing. Here, the subroutine of the return mode processing is a process that is transferred in the process of step C2 when the value in the mode storage area 408 is 10 by the mode reading process of step C1.
[0224] In step M1, the main CPU 200 performs a process of subtracting 1 from the AT game number counter 423.
[0225] In step M2, the main CPU 200 performs the return extraction process. Specifically, the return extraction of the AT mode is performed using the settings used for the return extraction shown in FIG. 16.
[0226] <Subroutine of the wait processing> The wait process subroutine is shown in Figure 31. Here, the wait process subroutine is the process carried out in step B5.
[0227] In step N1, the main CPU 200 judges whether or not it is a freeze time. Specifically, it judges whether or not the value of the freeze information storage area 410 is 1 or more.
[0228] In step N2, the main CPU 200 performs a process of executing a freeze. Specifically, a process of setting a timer value in the freeze timer 411 is performed based on the value in the freeze information storage area 410. Specifically, when the value in the freeze information storage area 410 is 1, the freeze timer is set to 3000, when the value in the freeze information storage area 410 is 2, the freeze timer is set to 6000, and when the value in the freeze information storage area 410 is 3, the freeze timer is set to 9000.
[0229] In addition, if the value in the freeze information storage area 410 is 4, the freeze timer is set to 12,000, if the value in the freeze information storage area 410 is 5, the freeze timer is set to 20,000, and if the value in the freeze information storage area 410 is 6, the freeze timer is set to 30,000.
[0230] In step N3, the main CPU 200 judges whether or not the freezing has ended. Specifically, it judges whether or not the value of the freeze timer 411 has reached 0.
[0231] In step N4, the main CPU 200 judges whether or not the wait timer is 0. Specifically, it judges whether or not the value of the wait timer 412 has become 0.
[0232] In step N5, the main CPU 200 sets the wait timer 412. More specifically, the wait timer 412 is set to 4100.
[0233] <Subroutine for mode management after total stop> A subroutine of the mode management processing after a total stop is shown in Fig. 32. Here, the subroutine of the mode management processing after a total stop is processing performed in step B12.
[0234] In step O1, a mode read process is performed by the main CPU 200. Specifically, a process of reading the value stored in the mode storage area 408 is performed.
[0235] In step O2, the process proceeds to a process corresponding to the mode by the main CPU 200. Specifically, a process proceeds to a process corresponding to each mode (see Figs. 33 to 42) according to the value read in the process of step O1.
[0236] <Subroutine for reset mode processing after total stop> A subroutine of the reset mode processing after a total stop is shown in Fig. 33. Here, the subroutine of the reset mode processing after a total stop is a process to which the process is shifted in the process of step O2 when the value of the mode storage area 408 is 0 by the mode reading process of step O1.
[0237] In step P1, the main CPU 200 determines whether the value of the RST game number counter 417 is zero.
[0238] In step P2, a process of setting an advantageous zone is performed by the main CPU 200. Specifically, 1 is set in the advantageous zone storage area 413.
[0239] In step P3, the main CPU 200 performs a process of transitioning to the normal mode. Specifically, information about the normal mode is set in the mode memory area 408. At this time, a process of setting the ceiling game number counter 416 to 868 is performed.
[0240] <Subroutine for normal mode processing after complete stop> 34 shows a subroutine for normal mode processing after a full stop. Here, the subroutine for normal mode processing after a full stop is a process to which the process is shifted in step O2 when the value of the mode storage area 408 is 1 by the mode read process in step O1.
[0241] In step Q1, the main CPU 200 determines whether the ceiling game number counter 416 is 0 or not.
[0242] In step Q2, a process of transitioning to the BB precursor mode is performed by the main CPU 200. Specifically, information about the BB precursor mode is set in the mode storage area 408.
[0243] In step Q3, it is determined whether or not a CZ has been won by the main CPU 200. Specifically, as a result of the CZ drawing process in step E2, it is determined whether or not a CZ mode drawing has been won.
[0244] In step Q4, a process of transitioning to the CZ precursor mode is performed by the main CPU 200. Specifically, information regarding the CZ precursor mode is set in the mode memory area 408.
[0245] In step Q5, it is determined whether or not the BB has been won by the main CPU 200. Specifically, as a result of the BB drawing process in step E5, it is determined whether or not the BB mode drawing has been won.
[0246] In step Q6, a process of transitioning to the BB precursor mode is performed by the main CPU 200. Specifically, information about the BB precursor mode is set in the mode storage area 408.
[0247] In step Q7, the main CPU 200 judges whether it is time to transition to the F premonition mode. Specifically, it is judged that a rare combination has been won in step E10, and it is judged whether the number of F premonition games has been determined by the processing of step E11. More specifically, it is judged that it is time to transition to the F premonition mode when it is not won in the CZ drawing processing of step E2, the BB drawing processing of step E5, and the direct hit mode transition drawing processing of step E8, and the combination judgment result is a rare combination.
[0248] In step Q8, the main CPU 200 executes a process of switching to the F precursor mode. Specifically, information on the F precursor mode is set in the mode storage area 408.
[0249] In step Q9, it is determined whether or not it is time to switch to the direct hit mode by the main CPU 200. Specifically, it is determined whether or not the BB mode lottery has been won as a result of the BB lottery processing in step E5.
[0250] In step Q10, a process for transitioning to the direct hit mode is performed by the main CPU 200. Specifically, information regarding the direct hit mode is set in the mode memory area 408. Also, 20 is set in the direct hit game number counter 420.
[0251] <Subroutine for processing F precursor mode after full stop> 35 shows a subroutine for the F premonition mode processing after a full stop. Here, the subroutine for the F premonition mode processing after a full stop is a process to which the process is shifted in the process of step O2 when the value of the mode storage area 408 is 2 by the mode reading process of step O1.
[0252] In step R1, the main CPU 200 judges whether or not the rewrite lottery has been won. Specifically, it judges whether or not the premonition rewrite lottery in step H2 has been won.
[0253] In step R2, a process of transitioning to the BB precursor mode is performed by the main CPU 200. Specifically, information about the BB precursor mode is set in the mode storage area 408.
[0254] In step R3, the main CPU 200 determines whether the ceiling game number counter 416 is 0 or not.
[0255] In step R4, a process of transitioning to the BB precursor mode is performed by the main CPU 200. Specifically, information about the BB precursor mode is set in the mode storage area 408.
[0256] In step R5, the main CPU 200 determines whether the value of the premonition game number counter 418 is zero.
[0257] In step R6, a process for transitioning to the normal mode is performed by the main CPU 200. Specifically, information relating to the normal mode is set in the mode storage area 408.
[0258] <Subroutine for processing CZ precursor mode after full stop> 36 shows the subroutine for processing the CZ precursor mode after a full stop. Here, the subroutine for processing the CZ precursor mode after a full stop is a process that is transitioned to in the process of step O2 when the value of the mode storage area 408 is 3 by the mode read process of step O1.
[0259] In step S1, the main CPU 200 determines whether the value of the premonition game number counter 418 is zero.
[0260] In step S2, the main CPU 200 performs a process of transitioning to the CZ mode. Specifically, information about the CZ mode is set in the mode memory area 408. At this time, 12 is set in the CZ game number counter 419.
[0261] In step S3, the main CPU 200 determines whether the ceiling game number counter 416 is 0 or not.
[0262] In step S4, a process of transitioning to the BB precursor mode is performed by the main CPU 200. Specifically, information about the BB precursor mode is set in the mode storage area 408.
[0263] <Subroutine for processing BB precursor mode after full stop> 37 shows a subroutine for processing the BB precursor mode after a full stop. Here, the subroutine for processing the BB precursor mode after a full stop is a process that is shifted to in the process of step O2 when the value of the mode storage area 408 is 4 by the mode reading process of step O1.
[0264] In step T1, the main CPU 200 determines whether the value of the premonition game number counter 418 is 0 or not.
[0265] In step T2, the main CPU 200 performs a process of transitioning to the BB mode. Specifically, information about the BB mode is set in the mode memory area 408 based on the value of the winning BB memory area 422. At this time, 20 is set in the BB game number counter 421.
[0266] <Subroutine for CZ mode processing after full stop> 38 shows the subroutine for the CZ mode processing after a full stop. Here, the subroutine for the CZ mode processing after a full stop is a process to which the process is shifted in the process of step O2 when the value of the mode storage area 408 is 5 by the mode read process of step O1.
[0267] In step U1, the main CPU 200 determines whether the ceiling game number counter 416 is 0 or not.
[0268] In step U2, a process of transitioning to the BB precursor mode is performed by the main CPU 200. Specifically, information about the BB precursor mode is set in the mode storage area 408.
[0269] In step U3, it is determined whether or not the BB mode has been won by the main CPU 200. Specifically, as a result of the BB mode drawing process in step I3, it is determined whether or not the BB mode has been won.
[0270] In step U4, the main CPU 200 performs a process of transitioning to the BB mode. Specifically, information about the BB mode is set in the mode memory area 408 based on the value of the winning BB memory area 422. At this time, 20 is set in the BB game number counter 421.
[0271] In step U5, the main CPU 200 determines whether the ceiling game number counter 416 is 0 or not.
[0272] In step U6, a process for transitioning to the normal mode is performed by the main CPU 200. Specifically, information regarding the normal mode is set in the mode storage area 408.
[0273] <Subroutine for processing direct hit mode after full stop> The subroutine for the direct hit mode processing after a full stop is shown in Fig. 39. Here, the subroutine for the direct hit mode processing after a full stop is a process to which the process is shifted in the process of step O2 when the value of the mode storage area 408 is 6 by the mode reading process of step O1.
[0274] In step V1, the main CPU 200 determines whether the ceiling game number counter 416 is 0 or not.
[0275] In step V2, a process of transitioning to the BB precursor mode is performed by the main CPU 200. Specifically, information about the BB precursor mode is set in the mode storage area 408.
[0276] In step V3, it is determined whether or not the AT mode has been won by the main CPU 200. Specifically, as a result of the AT mode lottery process in step J3, it is determined whether or not the AT mode lottery has been won.
[0277] In step V4, the main CPU 200 performs a process of transitioning to the AT mode. Specifically, information about the AT mode is set in the mode memory area 408. Also, the AT game number counter 423 is set to 50. Also, a scenario is determined based on the scenario map and stored in the scenario memory area 425, and the scenario counter 426 is set to 4.
[0278] At step V5, the main CPU 200 judges whether the direct hit game number counter 420 is 0 or not.
[0279] In step V6, a process for transitioning to the normal mode is carried out by the main CPU 200. Specifically, information relating to the normal mode is set in the mode storage area 408.
[0280] <Subroutine for BB mode processing after full stop> 40 shows a subroutine for the BB mode processing after a full stop. Here, the subroutine for the BB mode processing after a full stop is a process to which the process of step O2 is shifted when the value of the mode storage area 408 is 7 or 8 by the mode read process of step O1.
[0281] In step W1, the main CPU 200 determines whether the BB game number counter 421 is 0 or not.
[0282] In step W2, it is determined whether or not the AT mode has been won by the main CPU 200. Specifically, as a result of the AT drawing process during the red BB mode in step K3 or the AT drawing process during the blue BB mode in step K4, it is determined whether or not the AT mode has been won.
[0283] In step W3, the main CPU 200 performs a process of transitioning to the AT mode. Specifically, information about the AT mode is set in the mode memory area 408. At this time, the AT game number counter 423 is set to 50. Also, a scenario is determined based on the scenario map and stored in the scenario memory area 425, and the scenario counter 426 is set to 4.
[0284] In step W4, the main CPU 200 executes a process of transitioning to the reset mode. Specifically, information about the reset mode is set in the mode memory area 408. At this time, 32 is set in the RST game number counter 417.
[0285] <Subroutine for AT mode processing after complete stop> 41 shows a subroutine for the AT mode processing after a full stop. Here, the subroutine for the AT mode processing after a full stop is a process to which the process is shifted in the process of step O2 when the value of the mode storage area 408 is 9 by the mode reading process of step O1.
[0286] In step X1, the main CPU 200 determines whether the AT game number counter 423 is 0 or not.
[0287] In step X2, the main CPU 200 performs a mode selection process at the end of the AT mode. Specifically, the selection of the mode to be selected is performed using the number of characters entered in the mode selection process at the end of the AT mode shown in FIG. 15(E).
[0288] In step X3, the main CPU 200 determines whether it is time to switch to the pull-back mode. Specifically, as a result of the AT mode termination mode lottery process in step X2, it is determined whether it has been decided to switch to the pull-back mode.
[0289] In step X4, the main CPU 200 performs a process of transitioning to the pull-back mode. Specifically, information about the pull-back mode is set in the mode memory area 408. At this time, 30 is set in the pull-back game number counter 424.
[0290] In step X5, the main CPU 200 executes a process of transitioning to the reset mode. Specifically, information about the reset mode is set in the mode memory area 408. At this time, 32 is set in the RST game number counter 417.
[0291] In step X6, the main CPU 200 judges whether or not a rare combination has been won.
[0292] In step X7, the main CPU 200 performs a freeze setting process. Specifically, it is determined whether or not to execute a freeze based on the value stored in the scenario storage area 425 and the value of the scenario counter 426. Next, if it is determined that a freeze is to be executed, the freeze time is determined based on the result of the combination and the number of pieces used in the drawing at the time of the freeze (see FIG. 15(D)). Then, the value of the freeze information storage area 410 is updated based on the determined freeze time.
[0293] In step X8, the main CPU 200 performs processing to subtract 1 from the value of the scenario counter 426.
[0294] At step X9, the main CPU 200 judges whether the value of the scenario counter 426 has reached 0 or not.
[0295] In step X10, the main CPU 200 performs a scenario setting process. Specifically, one of the first to eleventh scenarios is determined using the number of entries used in the scenario drawing (see FIG. 15(B)). Then, information about the determined scenario is stored in the scenario storage area 425. At this time, the scenario counter 426 is set to 4.
[0296] <Subroutine for processing pullback mode after full stop> 42 shows a subroutine of the pull back mode process after a full stop. Here, the subroutine of the pull back mode process after a full stop is a process to which the process of step O2 is shifted when the value of the mode storage area 408 is 10 by the mode read process of step O1.
[0297] In step Y1, the main CPU 200 determines whether the value of the pullback game number counter 424 is 0 or not.
[0298] In step Y2, it is determined whether or not the retraction lottery has been won by the main CPU 200. Specifically, as a result of performing the retraction lottery process in step M2, it is determined whether or not the retraction lottery has been won.
[0299] In step Y3, the main CPU 200 performs a process of transitioning to the AT mode. Specifically, information about the AT mode is set in the mode memory area 408. At this time, the AT game number counter 423 is set to 50. In addition, in the pull-back mode, the value stored in the scenario memory area 425 and the value of the scenario counter 426 are set to the value before transitioning to the pull-back mode. For this reason, the process of step Y3 differs from the process of step W3 and the process of transitioning to the AT mode in the process of step Y3 in some respects.
[0300] In step Y4, the main CPU 200 performs a process of transitioning to the reset mode. Specifically, information about the reset mode is set in the mode memory area 408. At this time, 32 is set in the RST game number counter 417.
[0301] <Subroutine for advantageous zone management processing> 43 shows a subroutine of the advantageous zone management process. Here, the subroutine of the advantageous zone management process is a process performed by step B13.
[0302] In step Z1, the main CPU 200 performs a process of subtracting 1 from the value of the advantageous zone game number counter 414.
[0303] In step Z2, the main CPU 200 determines whether the value of the advantageous zone game number counter 414 is 0.
[0304] In step Z3, the main CPU 200 performs a process of clearing the RAM 400. Specifically, a process of clearing a predetermined storage area of the RAM 400 is performed. For example, the value of the mode storage area 408 is cleared, so that the value of the mode storage area 408 becomes 0, and the mode transitions to the reset mode. Also, the value of the advantageous zone storage area 413 is cleared, so that the value of the advantageous zone storage area 413 becomes 0, and the mode transitions to the normal zone. Note that the set value storage area 401 and the game status storage area 402 are not cleared and remain stored.
[0305] Incidentally, the processing of step Z3 clears the scenario storage area 425 and the scenario counter 426.
[0306] In step Z4, the main CPU 200 determines whether the value of the advantageous zone number counter 415 is equal to or greater than 2401. The value of the advantageous zone number counter 415 is set to count the number of medals paid out in the BB mode, AT mode, etc.
[0307] <Timer interrupt processing> 44 shows a flowchart of the timer interrupt process of the main control board 100. The timer interrupt process is a process that interrupts the game progress control process of the main control board 100 every 1 ms.
[0308] In step AA1, interrupt initial processing is performed by the main CPU 200. Specifically, processing such as saving registers and disabling interrupts is performed.
[0309] In step AA2, the main CPU 200 determines whether a power outage has been detected.
[0310] In step AA3, the main CPU 200 performs a power-off process. Specifically, the process saves the registers and stores the stack pointer and the interrupt state. The process also holds the information stored in the game state storage area 402 and the information stored in the condition device storage area 403. The process also calculates a checksum and stores the checksum.
[0311] In step AA4, the main CPU 200 performs a process of updating the value of the interrupt counter. Specifically, the interrupt counter value is decremented by 1.
[0312] In step AA5, timer measurement processing is performed by the main CPU 200. This processing subtracts 1 from the values of the freeze timer 411, the wait timer 412, and the like.
[0313] In step AA6, an input port read process is performed by the main CPU 200. Specifically, the signal levels of various signals input to the input ports are read, stored, and determined.
[0314] In step AA7, the main CPU 200 performs reel control processing. Specifically, the drive of the left reel 6, center reel 7, and right reel 8 (acceleration, deceleration, constant speed maintenance, stopped maintenance, etc. of the rotation of the left reel 6, center reel 7, and right reel 8) is controlled. In addition, depending on the drive state (stopped, waiting for reel rotation, accelerating, constant speed, decelerating) of the left reel 6, center reel 7, and right reel 8, the drive pulse output counter value indicating the timing to switch the excitation layer of the stepping motor is updated, and reel drive pulse data for driving the stepping motor is acquired, updated, and output.
[0315] In step AA8, the main CPU 200 determines whether or not the reel control process of step AA7 has been performed on all of the left reel 6, center reel 7, and right reel 8.
[0316] In step AA9, a port output process is performed by the main CPU 200. Specifically, excitation output is performed for the left reel 6, the center reel 7, the right reel 8, the hopper 20, etc.
[0317] In step AA10, the main CPU 200 performs a command transmission process. Specifically, a process of transmitting the control command stored in the control command buffer is performed. Here, the control command stored in the control command buffer is explained. After the values of each area of the main RAM 400 are updated, the control command is stored in the control command buffer. For example, a role determination command having information on the role determination result by the role determination process in step B3, an instruction information command having information on the determined instruction information, a stop command having information on the stopped reel, a winning command having information on the winning symbol combination, etc. can be mentioned.
[0318] In step AA11, an outer end signal is output by the main CPU 200. Specifically, a process of reading the outer end signal data and outputting the outer end signal to the outside of the slot machine 1 is performed.
[0319] In step AA12, LED display processing is performed by the main CPU 200. Specifically, lighting control and extinguishing control are performed for the storage display section 13, payout display section 14, BET number display section 15, replay display section 16, start permission display section 17, input permission display section 18, and advantageous zone display section 19.
[0320] For example, when no error occurs, the payout display unit 14 performs a process of displaying the number of medals paid out, a process of displaying a set value, and a process of displaying instruction information. Also, when an error occurs, the payout display unit 14 performs a process of displaying error information.
[0321] In step AA13, the main CPU 200 performs an error management process. Specifically, the process determines whether an error has occurred. If an error has occurred, the process transmits error information to the sub-control board 800.
[0322] In step AA14, a random number update process is performed by the main CPU 200. A process of updating the random number value used to determine the winning combination is performed.
[0323] In step AA15, interrupt return processing is performed by the main CPU 200. Specifically, processing for returning registers and processing for enabling interrupts are performed.
[0324] <Power-on process for the sub-control board 800> FIG. 45 shows a flowchart of the power-on process for the sub-control board 800.
[0325] In step AB1, it is determined whether or not the power has been turned on by the secondary CPU 811. Specifically, it is determined whether or not the power button 24 has been operated and the power switch 24A has been turned on.
[0326] In step AB2, the secondary CPU 811 performs main control board communication processing. Specifically, it is determined whether or not a command has been received from the main control board 100. If a command has been received from the main control board 100, processing to store the command in the secondary RAM 813 is performed.
[0327] In step AB3, image display device control processing is performed by the sub-CPU 811. Specifically, the image display device 26 is controlled via the sound image CPU 821.
[0328] In step AB4, lamp control processing is performed by the secondary CPU 811. Specifically, the lamp 25 is controlled.
[0329] In step AB5, a speaker control process is performed by the sub-CPU 811. Specifically, the speaker 27 is controlled via the sound image CPU 821.
[0330] In step AB6, various switch detection processes are performed by the sub-CPU 811. Specifically, when the performance switch 28A detects the operation of the performance button 28, a process for switching the image displayed on the image display device 26 is performed, when the light adjustment switch 29A detects the operation of the light adjustment button 29, a process for adjusting the light amount of the lamp 25 is performed, and when the sound adjustment switch 30A detects the operation of the sound adjustment button 30, a process for adjusting the volume of the speaker 27 is performed.
[0331] <Animation in direct hit mode> FIG. 46 shows the animation in direct hit mode.
[0332] 46(A) shows the state of the image display device 26 when in the reset mode. Specifically, a daytime image is displayed on the image display device 26. This indicates that the image display device 26 is in the reset mode.
[0333] Fig. 46(B) illustrates the state of the image display device 26 when in the normal mode. Specifically, a daytime image is displayed on the image display device 26. This suggests that the mode is the normal mode.
[0334] Fig. 46(C) shows the state of the image display device 26 when the device is in the normal mode or the direct hit mode. Specifically, an evening image different from a daytime image is displayed on the image display device 26. This indicates that the device is in the direct hit mode.
[0335] Fig. 46(D) shows the state of the image display device 26 when the direct hit mode is in effect. Specifically, a night image different from a daytime image or an evening image is displayed on the image display device 26. This notifies the user that the direct hit mode is in effect.
[0336] In this embodiment, when a daytime image is displayed on the image display device 26, it is highly likely that the device is in the reset mode or normal mode. However, even if the device is in the direct hit mode, the image display device 26 can display a daytime image.
[0337] Furthermore, in this embodiment, when an evening image is displayed on the image display device 26, there is a higher possibility that the image display device 26 will remain in the direct hit mode than when a daytime image is displayed.
[0338] In this embodiment, the direct hit mode is active when a night image is displayed on the image display device 26. In other words, the direct hit mode is inactive when the image display device 26 is not in the direct hit mode.
[0339] <Freeze animation> Figure 47 shows the animation when frozen.
[0340] In Figure 47, in the AT mode, the role determination process in step B3 determines that the role is a weak cherry, the additional lottery process in step L2 determines the number of additional games to be 10 games, the freeze setting process in step X7 determines a 6-second freeze, and the number of additional games due to the freeze is 20 games.
[0341] Fig. 47(A) shows the state of the image display device 26 when the game is in the AT mode. Specifically, the state of the image display device 26 when the start lever 5 is operated and the left reel 6, the center reel 7, and the right reel 8 start to rotate is shown. At this time, the image display device 26 displays a cherry symbol 1006. In other words, the image display device 26 notifies the player that the determined winning combination is a cherry.
[0342] Also, as shown in FIG. 47(A), the display area of the image display device 26 is provided with a remaining game number display area 1100 which displays the number of games that can be played in AT mode, and an acquired medal number display area 1200 which displays the number of acquired medals.
[0343] FIG. 47(B) shows the state of the image display device 26 when the left stop button 9, the center stop button 10, and the right stop button 11 are operated after the state of FIG. 47(A), and the left reel 6, the center reel 7, and the right reel 8 stop spinning. Specifically, the number of games determined by the additional lottery process of step L2 is displayed on the image display device 26. Note that in FIG. 47(B), it is announced that the number of additional games is 10 games.
[0344] In addition, after 10 games are announced as the added number of games, the value of the remaining game number display area 1100 is updated. Specifically, in FIG. 47(B), the value of the remaining game number display area 1100 is updated from 20 games to 30 games.
[0345] Fig. 47(C) shows the state when the start lever 5 is operated and freezing is performed after the state of Fig. 47(B). Fig. 47(C) shows the state from the start of freezing to the lapse of 5 seconds. Here, in this embodiment, the display mode of the image display device 26 during freezing is the same as the image display mode of the image display device 26 in the AT mode, but the display mode of the image display device 26 during freezing may be a display mode different from the image display mode of the image display device 26 in the AT mode.
[0346] Fig. 47(D) shows the state after Fig. 47(C). Here, Fig. 47(D) shows the state from 5 seconds after the freeze started to 6 seconds after the freeze started, and the image display device 26 displays that the number of added games is 20 games.
[0347] FIG. 47(E) shows a state after the state of FIG. 47(D). Here, in FIG. 47(E), the state from 5 seconds after freezing to 6 seconds after that is shown, and it is displayed on the image display device 26 that the number of games added by freezing is 20 games.
[0348] Here, in the present embodiment, as described in the flow from FIG. 47(C) to FIG. 47(D), the last 1 second of the time during which freezing is being executed is the notification time for notifying the number of additional games.
[0349] FIG. 47(F) shows the state of the image display device 26 when the rotation of the left reel 6, the middle reel 7, and the right reel 8 starts after FIG. 47(E). Here, in FIG. 47(F), it is determined by the winning determination process in step B3 that the winning determination result is the push order bell BA, and the image display device 26 is notified of the yellow bell symbol 1004 and the operation order of the left stop button 9, the middle stop button 10, and the right stop button 11.
[0350] <Animation of Freeze Suggestion / Notification in AT Mode> FIG. 48 shows the animation of freeze suggestion / notification in AT mode.
[0351] In FIG. 48(A), when it is determined by the winning determination process in step B3 that the winning determination result is a rare winning combination, an AT midday image that does not suggest the possibility of freezing is displayed on the image display device 26. Note that the AT midday image can be displayed based on the scenario stored in the scenario storage area 425 when the winning determination result is a rare winning combination, depending on whether freezing is executed or not.
[0352] In FIG. 48(B), when the result of the role determination process in step B3 determines that the role is a rare role, an evening image during the AT, which suggests that a freeze may be performed, is displayed on the image display device 26. Here, when an evening image during the AT is displayed on the image display device 26, it suggests that there is a higher possibility that a freeze will be performed than when a daytime image during the AT is displayed on the image display device 26. Note that when the result of the role determination is a rare role, the evening image during the AT may be displayed in a case where a freeze is performed or a case where a freeze is not performed based on the scenario stored in the scenario storage area 425.
[0353] In Fig. 48(C), an AT midnight image is displayed on the image display device 26 to notify that freezing will be performed if the role determination result of step B3 determines that the role is a rare role by the role determination process. Here, when the AT midnight image is displayed on the image display device 26, it notifies that freezing will be performed if the role determination result is a rare role. Note that the AT midnight image is displayed only when the role determination result is a rare role and freezing is performed based on the scenario stored in the scenario storage area 425, and is not displayed when freezing is not performed.
[0354] In addition, in Fig. 48, it was explained that the suggestion / notification of whether or not the freeze will be performed is performed when the next role judgment result is a rare role, but it is also possible to perform the suggestion / notification multiple times, such as the next information and the information after that. Also, when the scenario is decided, the information of the scenario itself may be suggested / notified.
[0355] <Animation from pullback mode to return to AT mode> FIG. 49 shows the animation from the pull back mode to the return to the AT mode.
[0356] In Fig. 49(A), an image notifying the end of the AT mode is displayed on the image display device 26. At this time, a text image saying "AT END" and the number of medals paid out in the AT mode are displayed on the image display device 26.
[0357] In Fig. 49(B), an image notifying the pull-back mode is displayed on the image display device 26. Specifically, a pull-back expectation display area 1300 is provided in the display area of the image display device 26, and the expectation of returning to the AT mode is displayed in this pull-back expectation display area 1300.
[0358] In Fig. 49(C), the expectation displayed in the pull-back expectation display area 1300 is updated. Specifically, the expectation is notified that the expectation is 3 in the pull-back expectation display area 1300 of the image display device 26.
[0359] In FIG. 49(D), when the value of the pull-back game number counter reaches 3, a continuous effect is displayed on the image display device 26.
[0360] In Fig. 49(E), after Fig. 49(D), when the value of the pullback game number counter becomes 0, the result of the continuous performance is displayed on the image display device 26. Specifically, in Fig. 49(E), an image notifying the user of a return to the AT mode is displayed on the image display device 26.
[0361] In FIG. 49(F), after FIG. 49(E), when the start lever 5 is operated, an image corresponding to the AT mode is displayed on the image display device 26.
[0362] <Animation from pullback mode to reset mode> FIG. 50 shows the animation from the pull back mode to the reset mode.
[0363] In Fig. 50(A), an image notifying the end of the AT mode is displayed on the image display device 26. At this time, a character image saying "AT end" and the number of medals paid out in the AT mode are displayed on the image display device 26.
[0364] In Fig. 50(B), an image notifying the pull-back mode is displayed on the image display device 26. At this time, the degree of expectation is displayed in the pull-back expectation display area 1300 of the image display device 26 in the same manner as in Fig. 49(B).
[0365] In Fig. 50(C), the degree of expectation is updated and displayed. Specifically, it is notified that the degree of expectation is 3 in the pull-back expectation display area 1300 of the image display device 26.
[0366] In Fig. 50(D), when the value of the pull-back game number counter becomes 3, a continuous effect is displayed on the image display device 26.
[0367] In Fig. 50(E), after Fig. 50(D), when the value of the pull-back game number counter becomes 0, the result of the continuous effect is displayed on the image display device 26. Specifically, in Fig. 50(E), an image notifying the transition to the reset mode is displayed on the image display device 26.
[0368] In Fig. 50(F), it is a state when the start lever 5 is operated after Fig. 50(E). At this time, a daytime image suggesting the reset mode will be displayed on the image display device 26.
[0369] <Animation when notified of returning to the AT mode> Fig. 51 shows an animation when notified of returning to the AT mode.
[0370] In Fig. 51(A), an image notifying the end of the AT mode is displayed on the image display device 26. At this time, a character image saying "AT end" and the number of medals paid out in the AT mode are displayed on the image display device 26.
[0371] In Fig. 51(B), an image informing the user of the pull-back mode is displayed on the image display device 26. At this time, the expectation level is displayed in the pull-back expectation level display area 1300 of the image display device 26, similar to Fig. 49(B) and Fig. 50(B).
[0372] In Fig. 51(C), the pull-back expectation degree is updated and displayed. Specifically, the pull-back expectation degree display area 1300 of the image display device 26 notifies that the expectation degree is 5. In other words, it notifies that the mode will be changed to the AT mode.
[0373] Here, in this embodiment, when the expectation level of 5 is notified in the pull-back expectation level display area 1300, even if the value of the pull-back game number counter 424 becomes 3, continuous performance will not be performed.
[0374] In Fig. 51(D), when the value of the pull-back game number counter 424 becomes 0, an image notifying the AT mode and the like are displayed on the image display device 26. That is, when the pull-back expectation display area 1300 notifies that the expectation is 5, the image display device 26 will transition to the AT mode without displaying a continuous performance.
[0375] <Animation when the return rate is 0> FIG. 52 shows an animation when the pullback expectation is 0.
[0376] In Fig. 52(A), an image notifying the end of the AT mode is displayed on the image display device 26. At this time, a text image saying "AT END" and the number of medals paid out in the AT mode are displayed on the image display device 26.
[0377] In Fig. 52(B), an image informing the user of the pull-back mode is displayed on the image display device 26. When the value of the pull-back game number counter 424 becomes 3, if the expectation displayed in the pull-back expectation display area 1300 remains 0, the continuous performance is not executed.
[0378] In FIG. 52(C), when the value of the pullback game number counter 424 becomes 0, a daytime image suggesting the reset mode is displayed on the image display device .
[0379] <Number of prizes placed when the lottery is won> FIG. 53 shows the number of effects placed when a draw is won.
[0380] The number of effects placed when the pull-back lottery is won is stored in the sub-ROM 812, and is used when determining the value to be added to the expectation value (hereinafter, "expectation value") displayed in the pull-back expectation display area 1300 when the pull-back lottery is won. Specifically, the number of effects placed when the pull-back lottery is won is specified to be the number corresponding to the expected value added for each combination determination result.
[0381] In this embodiment, when the expected value is 0, the value to be added to the expected value is determined by referring to the number of effects placed at the time of the pull-back lottery winning (expected value = 0) shown in Figure 53 (A). For example, when the expected value is 0 and the result of the role determination is a weak cherry, the expected value is not added with a probability of 10000 / 65536, 1 is added to the expected value with a probability of 30000 / 65536, 2 is added to the expected value with a probability of 20000 / 65536, 3 is added to the expected value with a probability of 5000 / 65536, 4 is added to the expected value with a probability of 500 / 65536, and 5 is added to the expected value with a probability of 36 / 65536.
[0382] Also, when the expected value is 1, the value to be added to the expected value is determined by referring to the number of effects placed (expected value = 1) at the time of the winning draw shown in Fig. 53 (B). For example, when the expected value is 1 and the result of the role determination is a weak cherry, there is a probability of 20000 / 65536 where the expected value is not added, a probability of 30000 / 65536 where 1 is added to the expected value, a probability of 10000 / 65536 where 2 is added to the expected value, a probability of 5000 / 65536 where 3 is added to the expected value, and a probability of 536 / 65536 where 4 is added to the expected value.
[0383] Also, when the expected value is 2, the value to be added to the expected value is determined by referring to the number of effects placed (expected value = 2) at the time of the winning draw shown in Fig. 53 (C). For example, when the expected value is 2 and the result of the role determination is a weak cherry, there is a 20000 / 65536 probability that the expected value will not be added, there is a 30000 / 65536 probability that 1 will be added to the expected value, there is a 15000 / 65536 probability that 2 will be added to the expected value, and there is a 536 / 65536 probability that 3 will be added to the expected value.
[0384] Also, when the expected value is 3, the value to be added to the expected value is determined by referring to the number of effects placed at the time of the winning draw (expected value = 3) shown in Figure 53 (D). For example, when the expected value is 3 and the result of the combination is a weak cherry, there is a 20000 / 65536 probability that the expected value will not be added, there is a 40000 / 65536 probability that 1 will be added to the expected value, and there is a 5536 / 65536 probability that 2 will be added to the expected value.
[0385] In addition, when the expected value is 4, the value to be added to the expected value is determined by referring to the number of effects placed at the time of the winning draw shown in Fig. 53(E) (expected value = 4). For example, when the expected value is 4 and the result of the combination is a weak cherry, there is a 60000 / 65536 probability that the expected value will not be added, and there is a 5536 / 65536 probability that 1 will be added to the expected value.
[0386] It should be noted that when the expected value is 5, the expected value is not increased. This is because the maximum expected value is 5. In other words, when the expected value is 5, it is notified that the mode will be changed to the AT mode.
[0387] In addition, in this embodiment, when the player is in the pull-back mode, if the result of the role determination is a strong chance role, the expected value is added to the maximum value of 5. This is because, as explained in the setting number used in the pull-back drawing (see FIG. 16), if the result of the role determination is a strong chance role when the player is in the pull-back mode, the mode will transition to the AT mode.
[0388] <Number of prizes placed when the pull-back lottery is not won> FIG. 54 shows the number of effects that can be placed when the pull-back lottery is not won.
[0389] The number of effects placed when the draw back lottery is not won is stored in the sub-ROM 812, and is used to determine the value to be added to the expected value when the draw back lottery is not won. Specifically, the number of effects placed when the draw back lottery is not won is regulated to the number corresponding to the expected value to be added for each combination.
[0390] In this embodiment, when the expected value is 0, the value to be added to the expected value is determined by referring to the number of effects placed when the pull-back lottery is not won (expected value = 0) shown in Figure 54 (A). For example, when the expected value is 0 and the result of the role determination is a weak cherry, there is a probability of 15000 / 65536 that the expected value will not be added, a probability of 35000 / 65536 that the expected value will be added by 1, a probability of 10000 / 65536 that the expected value will be added by 2, a probability of 500 / 65536 that the expected value will be added by 3, and a probability of 36 / 65536 that the expected value will be added by 4.
[0391] Also, when the expected value is 1, the value to be added to the expected value is determined by referring to the number of effects placed when the pull-back lottery is not won (expected value = 1) shown in Figure 54 (B). For example, when the expected value is 1 and the result of the role determination is a weak cherry, there is a probability of 25000 / 65536 that the expected value will not be added, there is a probability of 35000 / 65536 that the expected value will be added by 1, there is a probability of 5500 / 65536 that the expected value will be added by 2, and there is a probability of 36 / 65536 that the expected value will be added by 3.
[0392] In addition, when the expected value is 2, the value to be added to the expected value is determined by referring to the number of effects placed when the pull-back lottery is not won (expected value = 2) shown in Figure 54 (C). For example, when the expected value is 2 and the result of the combination is a weak cherry, there is a 30000 / 65536 probability that the expected value will not be added, there is a 35000 / 65536 probability that 1 will be added to the expected value, and there is a 536 / 65536 probability that 2 will be added to the expected value.
[0393] In addition, when the expected value is 3, the value to be added to the expected value is determined by referring to the number of effects placed when the pull-back lottery is not won (expected value = 3) shown in Figure 54 (D). For example, when the expected value is 3 and the result of the combination is a weak cherry, there is a 65000 / 65536 probability that the expected value will not be added, and there is a 536 / 65536 probability that 1 will be added to the expected value.
[0394] In addition, when the expected value is 4, the value to be added to the expected value is determined by referring to the number of effects (expected value = 4) when the pull-back lottery is not won, as shown in Figure 54 (E). For example, when the expected value is 4, regardless of the result of the combination, there is a probability of 65536 / 65536 that the expected value will not be added.
[0395] In addition, when the expected value to be added is determined using the number of effects placed when the draw-back lottery is won, the expected value is easier to add compared to when the expected value to be added is determined using the number of effects placed when the draw-back lottery is not won. As a result, the higher the expected value, the higher the expectation that it has been decided to move to the AT mode.
[0396] In addition, in this embodiment, when determining the expected value to be added using the number of effects placed when the pull-back lottery is not won, the result of the added expected value is set not to be 5. This is to prevent the expected value from becoming 5 even though it has not been decided to move to the AT mode.
[0397] <Modification> The modified example will be described with reference to FIGS.
[0398] <Mode transition diagram in modified example> FIG. 55 shows a mode transition diagram in the modified example.
[0399] As shown in Fig. 55, in the modified example, a plurality of direct hit modes are provided. Specifically, a first direct hit mode and a second direct hit mode that is more advantageous to the player than the first direct hit mode are provided.
[0400] In addition, in the modified example, if the transition condition Ea is satisfied while remaining in the normal mode, the mode will transition to the first direct hit mode, and if the transition condition Eb is satisfied, the mode will transition to the second direct hit mode. The transition condition Ea is when, as a result of the direct hit mode transition lottery process in step E8, it is determined to transition to a direct hit lottery and then it is determined to transition to the first direct hit mode. The transition condition Eb is when, as a result of the direct hit mode transition lottery process in step E8, it is determined to transition to a direct hit lottery and then it is determined to transition to the second direct hit mode.
[0401] Here, whether to switch to the first direct hit mode or the second direct hit mode may be determined in any manner. For example, whether to switch to the first direct hit mode or the second direct hit mode may be determined by performing a 1 / 2 lottery.
[0402] In the modified example, when the transition condition M is satisfied while the player is in the direct hit mode, the direct hit mode transitions to the BB mode. The transition condition M is that the value of the ceiling game number counter 416 becomes 0, as in the above-mentioned embodiment.
[0403] In addition, in the modified example, when the transition condition N is satisfied while staying in the direct hit mode, the first direct hit mode or the second direct hit mode will transition to the AT mode. The transition condition N is, as in the above-mentioned embodiment, winning the AT mode transition lottery, but the probability of transitioning to the AT mode is different. This point will be explained using FIG. 56.
[0404] In addition, in the modified example, when the transition condition Oa is satisfied while the player is in the first direct hit mode, the mode transitions from the first direct hit mode to the normal mode, and when the transition condition Ob is satisfied, the mode transitions from the second direct hit mode to the normal mode. The transition condition Oa is that a predetermined number of games have been played while the player is in the first direct hit mode. The transition condition Ob is that a predetermined number of games have been played while the player is in the second direct hit mode. Here, the number of games played in the first direct hit mode and the number of games played in the second direct hit mode may be the same, or the number of games played in the second direct hit mode may be greater.
[0405] <Numbers used in the direct hit mode in the modified example> FIG. 56 shows the numbers used in the direct hit mode in the modified example stored in the main ROM 300.
[0406] In Fig. 56(A), the number of pieces used in the drawing of the AT mode in the first direct hit mode is illustrated. Here, in the modified example, the drawing of the AT mode is performed when the result of the judgment of the role is a weak cherry, a strong cherry, a watermelon, a weak chance role, or a strong chance role. In the first direct hit mode, the drawing of the AT mode is performed with the same probability as the direct hit mode in the above-mentioned embodiment.
[0407] In Fig. 56(B), the number of pieces used in the drawing of the AT mode in the second direct hit mode is illustrated. Here, in the modified example, when the result of the combination is a weak cherry, a strong cherry, a watermelon, a weak chance combination, or a strong chance combination, the drawing of the AT mode is performed.
[0408] Here, when the player is in the second direct hit mode, it is easier to transition to the AT mode than when the player is in the first direct hit mode. Specifically, when the player is in the second direct hit mode, if the result of the role determination is a rare role, the player will transition to the AT mode. Note that, when the player is in the second direct hit mode, the number of positions can be set appropriately as long as it is easier to transition to the AT mode than when the player is in the first direct hit mode.
[0409] In this way, in the modified example, direct hit modes with different degrees of advantage for the player are provided. This makes the player play the game hoping for a transition to the second direct hit mode rather than the first direct hit mode when in the normal mode, improving the gameplay of the normal mode. Also, when in the second direct hit mode, the player plays the game with more anticipation for the transition to the AT mode than when in the first direct hit mode, improving the gameplay of the direct hit mode.
[0410] In this way, in the present invention, in the normal mode, the BB mode is drawn by the BB drawing process of step E5. Also, in the direct hit mode, the AT mode is drawn by the AT mode drawing process of step J3. As a result, when the player is in the normal mode, a transition to the BB mode is expected, and when the player is in the direct hit mode, a transition to the AT mode is expected, so that it is possible to provide a slot machine that makes it easy to know which mode to expect.
[0411] Furthermore, according to the present invention, an evening image suggesting the direct hit mode or a night image notifying the direct hit mode is displayed on the image display device 26, so that when an evening image or a night image is displayed on the image display device 26, it is expected that the direct hit mode will be in effect.
[0412] Furthermore, according to the present invention, since the first direct hit mode and the second direct hit mode which is more advantageous to the player than the first direct hit mode are provided, the player will expect to transition to the second direct hit mode.
[0413] The details of the means and the like described in the gaming machine will now be described.
[0414] The invention of claim 1 relates to a slot machine equipped with a game control means (e.g., a main control board 100) for controlling a game and a presentation control means (e.g., a sub-control board 800) for controlling presentation, the game control means comprising mode control means (e.g., the main control board 100 for performing the mode-specific processing in step B4 and the mode management processing after all stops in step B12) for controlling an unfavorable mode (e.g., a normal mode) that is unfavorable to a player and an advantageous mode (e.g., a BB mode) that is advantageous to a player compared with the unfavorable mode, and a transition drawing means for performing a transition drawing for the advantageous mode in the unfavorable mode (e.g., the BB drawing in step E5). The slot machine is equipped with a main control board 100 which performs the processing for determining whether or not to transition to the first advantageous mode in step J1 and the processing for determining whether or not to transition to the AT mode in step J2, and a main control board 100 which performs the processing for determining whether or not to transition to the AT mode in step J3, and the disadvantageous modes include a normal mode (e.g., normal mode) and a specific mode (e.g., direct hit mode) different from the normal mode, and the advantageous modes include a first advantageous mode (e.g., BB mode) and a second advantageous mode (e.g., AT mode) different from the first advantageous mode, and the transition drawing means performs a drawing in the normal mode to determine whether or not to transition to the first advantageous mode, and in the specific mode to determine whether or not to transition to the second advantageous mode.
[0415] The invention of claim 2 is the slot machine described in claim 1, characterized in that the presentation control means performs control to suggest (for example, display an evening image on the image display device 26) or notify (for example, display a night image on the image display device) the specific mode when the specific mode is being controlled by the mode control means.
[0416] The invention of claim 3 is a slot machine as described in claim 1 or claim 2, characterized in that the specific modes include a first specific mode (e.g., a first direct hit mode) and a second specific mode (e.g., a second direct hit mode) which is more advantageous to the player than the first specific mode.
[0417] It should be noted that the matters shown in this embodiment are merely examples and can be modified as appropriate without departing from the scope of the present invention. [Explanation of symbols]
[0418] 1. Slot Machines 1A box part 1B Front door 2 Medal slot 2A Medal Sensor 3 BET button 3A BET switch 4 MAXBET button 4A MAXBET SWITCH 5 Start lever 5A Start Switch 6 Left Reel 7 Middle Reel 8 Right Reel 9 Left Stop Button 9A Left stop switch 10 Stop button 10A Medium Stop Switch 11 Right stop button 11A Right Stop Switch 12 Checkout button 12A Adjustment Switch 13 Storage display unit 14. Payment display section 15 BET number display 16 Replay display section 17 Start permission display area 18 Feeding permission display section 19. Favorable Zone Display Section 20 Hopper 21 Setting value change button 21A Setting value change switch 22A Keyhole Switch 23 Setting value display section 24 Power button 24A Power Switch 25 Lamp 26 Image display devices 27 Speaker 28 Production button 28A Performance switch 29 Light adjustment button 29A Light Adjustment Switch 30 Sound adjustment button 30A Sound Adjustment Switch 100 Main control board 200 Main CPU 300 Main ROM 400 main RAM 401 Setting value storage area 402 Game status memory area 403 Condition device storage area 404 Left stop position storage area 405 Medium stop position storage area 406 Right stop position storage area 407 Winning Information Storage Area 408 Mode Storage Area 409 BB Flag Storage Area 410 Freeze information storage area 411 Freeze Timer 412 Wait Timer 413 Advantageous Zone Storage Area 414 Advantageous Zone Game Number Counter 415 Advantageous Zone Number Counter 416 Ceiling Game Counter 417 RST Game Counter 418 Premonition Game Count Counter 419 CZ Game Number Counter 420 Direct Hit Game Counter 421 BB Game Counter 422 Winning BB Memory Area 423 AT Game Number Counter 424 Retraction Game Number Counter 425 Scenario Storage Area 426 Scenario Counter 500 Clock Signal Generator 600 divider 700 Random Number Generator 800 Sub-control board 810 1st sub-control board 811 Secondary CPU 812 Secondary ROM 813 Secondary RAM 820 Second sub-control board 821 Audio and Image CPU 822 Sound and Image ROM 823 Sound and Image RAM 1000 BAR design 1001 Red BB design 1002 Blue BB design 1003 Green watermelon design 1004 Yellow bell design 1005 Replay design 1006 Cherry design 1007 Black Bell Design 1008 Red watermelon design 1009 Blank Design 1100 Remaining games display area 1200 Display area for number of medals acquired 1300 Expected pullback display area
Claims
1. A game control means for controlling a game; A performance control means for controlling the performance; In a slot machine comprising: The game control means includes: a mode control means for controlling a disadvantageous mode that is disadvantageous to a player and a favorable mode that is advantageous to the player in comparison with the disadvantageous mode; A transition drawing means for performing a transition drawing from the disadvantageous mode to the advantageous mode; Equipped with The adverse mode is: Normal mode and A specific mode different from the normal mode; A CZ mode in which it is easier to win the transition lottery to the advantageous mode than the normal mode; There is a system in place, The advantageous mode is: A first advantageous mode; A second advantageous mode different from the first advantageous mode; There is a system in place, The transition lottery means is In the normal mode, when a predetermined role is won, a lottery is conducted to determine whether or not to transition to the first advantageous mode, but a lottery is not conducted to determine whether or not to transition to the second advantageous mode, A slot machine characterized in that in the specific mode, when the predetermined role is won, a lottery is conducted to determine whether or not to transition to the second advantageous mode.
2. The performance control means includes:
2. The slot machine according to claim 1, wherein, when the specific mode is being controlled by the mode control means, control is performed to suggest or notify the specific mode.
3. The specific mode is: A first specific mode; a second specific mode which is more advantageous to a player than the first specific mode; 3. The slot machine according to claim 1, further comprising:
Citation Information
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