Gaming Machines
The integration of rotating bodies with visible patterns, start-stop operations, and lottery-based bonuses in gaming machines addresses the lack of engagement by creating dynamic and exciting gameplay experiences.
Patent Information
- Application Number
- JP2024001185
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-01-09
- Publication Date
- 2025-04-08
- Estimated Expiration
- 2040-11-20
AI Technical Summary
Existing gaming machines lack mechanisms to enhance player engagement and attention during gameplay.
Incorporation of rotating bodies with visible patterns, start and stop operations, lottery systems, and bonus awarding mechanisms to create varied gameplay experiences, including performance modes that adjust event likelihood based on lottery results.
Enhances player engagement by increasing attention and excitement through dynamic gameplay elements and varied outcomes.
Smart Images

Figure 0007658471000001 
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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Known types of gaming machines include pachinko machines and slot machines, etc. In these gaming machines, an internal lottery is held when a predetermined lottery condition is met, and a bonus is awarded to a player according to the result of the internal lottery.
[0003] Specifically, in a slot machine, when a start lever is operated while medals as a gaming medium are bet, an internal lottery is conducted and the reels start to rotate, and when a stop switch is operated while the reels are rotating, the reels stop rotating. If the reels stop as a result of the internal lottery, a bonus according to the result is awarded (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2008-295707 A Summary of the Invention [Problem to be solved by the invention]
[0005] Here, in the gaming machines exemplified above, it is necessary to increase the attention to the game, and in this regard, there is still room for improvement.
[0006] The present invention has been made in consideration of the above-mentioned circumstances, and has as its object to provide a gaming machine that can increase the attention to the game. [Means for solving the problem]
[0007] The present invention relates to A plurality of rotating bodies having a plurality of patterns applied thereto in a circumferential direction; A display unit that allows some of the patterns on each of the rotating bodies to be viewed; A start operation means for performing a start operation for starting the rotation of each of the rotating bodies; A stop operation means for performing a stop operation to stop the rotation of each of the rotating bodies; a drive control means for executing a start drive control to start rotation of each of the rotating bodies when the start operation means is operated, and for executing a stop drive control to stop the rotation of the corresponding rotating body when the stop operation means is operated; a lottery means for holding a lottery for awarding a privilege to a player based on an operation of the start operation means; a bonus awarding means for awarding a bonus corresponding to a predetermined result when a result of the lottery by the lottery means is a predetermined result; A gaming machine comprising: a means for causing a predetermined event advantageous to a player to occur based on a result of the lottery by the lottery means; a means for executing a predetermined effect by a predetermined effect means based on a lottery result by the lottery means; A means for setting a performance mode of the predetermined performance; Equipped with The predetermined event is less likely to occur when the lottery result is the second result by the lottery means than when the lottery result is the first result, It is possible to prevent the presentation mode of the predetermined presentation of the game in which the lottery result by the lottery means is the first result from being a presentation mode in which the predetermined event is less likely to occur than the presentation mode of the predetermined presentation executed in a game prior to the game in question. It is composed of , When the presentation mode of the predetermined presentation of the game in which the lottery result by the lottery means is the first result is set to a presentation mode in which the predetermined event is more likely to occur than the presentation mode of the predetermined presentation executed in a game prior to the game, a specific presentation can be executed before the predetermined presentation in the presentation mode is set, The specific effect can be executed even if the presentation mode of the predetermined effect of the game in which the lottery result by the lottery means is the second result is not set to a presentation mode in which the predetermined event is more likely to occur than the presentation mode of the predetermined effect executed in a game prior to the game in question. It is characterized by: Effect of the Invention
[0008] According to the present invention, it is possible to increase the attention given to the game. [Brief description of the drawings]
[0009] [Figure 1] FIG. 1A is a front view of the slot machine according to embodiment α of the first embodiment. [Diagram 2] 1 is an oblique view of the slot machine with the front door closed. [Diagram 3] 1 is an oblique view of the slot machine with the front door open. [Figure 4] FIG. [Diagram 5] FIG. [Figure 6] FIG. 2 is a diagram showing the arrangement of symbols on each reel. [Figure 7] 1 is an explanatory diagram showing the relationship between the symbols visible through the display window and the pay lines. [Figure 8] FIG. 13 is an explanatory diagram showing the relationship between the winning modes and the benefits provided. [Figure 9] FIG. 13 is an explanatory diagram showing the relationship between the winning modes and the benefits provided. [Figure 10] FIG. 13 is an explanatory diagram showing the relationship between the winning modes and the benefits provided. [Figure 11] FIG. 13 is a diagram for explaining an example of a winning mode. [Figure 12] FIG. 13 is a diagram for explaining an example of a winning mode. [Figure 13] FIG. 13 is a diagram for explaining an example of a winning mode. [Figure 14] FIG. 13 is a diagram for explaining an example of a winning mode. [Figure 15] FIG. 2 is a block diagram showing the electrical configuration of the main control device. [Figure 16] 2 is a block diagram showing an electrical configuration of the display control device; [Figure 17] 13 is a flowchart showing timer interrupt processing by the main control device. [Figure 18] 4 is a flowchart showing normal processing by the main control device. [Figure 19] 13 is a flowchart showing a lottery process. [Figure 20]FIG. 13 is a diagram showing an example of a lottery table for a normal gaming state when three bets are made. [Figure 21] FIG. 13 is a diagram showing an example of a lottery table for a normal gaming state when two bets are made. [Figure 22] 13 is a flowchart showing a reel control process. [Diagram 23] 13 is an explanatory diagram showing the relationship between the operation sequence of the stop switches and the winning patterns that are achieved. FIG. [Figure 24] 13 is a flowchart showing bonus state processing. [Diagram 25] FIG. 13 is a diagram showing an example of a lottery table for a bonus state. [Figure 26] FIG. 2 is an explanatory diagram showing the transition relationship between states. [Figure 27] 13 is a flowchart showing a lottery result handling process. [Figure 28] 13 is a flowchart showing the lottery process for transition to advantageous zones. [Figure 29] FIG. 13 is a diagram showing an example of various transition lottery tables. [Diagram 30] 13 is a flowchart showing the AT lottery processing. [Diagram 31] 13 is a flowchart showing the AT addition processing. [Diagram 32] A figure showing an example of an add-on lottery table. [Diagram 33] FIG. 2 is a diagram for explaining an overview of an indication monitor and a section display. [Diagram 34] An explanatory diagram showing an overview of the push order notification presentation performed on the auxiliary display unit. [Diagram 35] 13 is a flowchart showing an AT start notification process. [Diagram 36] 13 is an explanatory diagram showing the relationship between the operation sequence of the stop switches and the winning patterns that are achieved. FIG. [Figure 37] 13 is a flowchart showing a winning result response process. [Figure 38] 13 is a flowchart showing a process for a precursor mode. [Figure 39] 13 is a flowchart showing an AT type determination process. [Diagram 40] 13 is a flowchart showing a CZ mode process. [Diagram 41] 13 is a flowchart showing a process for an AT mode. [Diagram 42] 13 is a flowchart showing a preparation mode process. [Diagram 43] FIG. 13 is a diagram showing an example of a promotion lottery table. [Diagram 44] 13 is a flowchart showing a first section display process. [Diagram 45] 13 is a flowchart showing a second section display process. [Diagram 46] 13 is a flowchart showing a performance setting process by a sub-side display control device. [Figure 47] 13 is a flowchart showing a start-time performance setting process. [Figure 48] 13 is a flowchart showing a process for setting effects when all stops are performed. [Figure 49] 13 is a flowchart showing an AT start process. [Figure 50] 13 is a flowchart showing a rotation effect process. [Figure 51] 13 is a flowchart showing a rotation effect process. [Figure 52] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Figure 53] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Figure 54] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Figure 55] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Figure 56] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Figure 57] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Figure 58] 13 is a diagram for explaining an overview of the spinning effects of each reel. FIG. [Figure 59] 13 is a flowchart showing a second external output setting process. [Figure 60]13 is a flowchart showing a first external output setting process. [Figure 61] 13 is a flowchart showing a timer update process. [Figure 62] This is a timing chart to explain the AT mode start effect, the rotation effect, and the timing of the external output. [Figure 63] This is a timing chart to explain the AT mode start effect, the rotation effect, and the timing of the external output. [Figure 64] 13 is a flowchart showing a preparation mode process in the first modification example. [Figure 65] 13 is a flowchart showing a rotation effect process. [Figure 66] 13 is a flowchart showing an AT start notification process. [Figure 67] 13 is a flowchart showing a first external output setting process. [Figure 68] This is a timing chart to explain the AT mode start effect, the rotation effect, and the timing of the external output. [Figure 69] This is a timing chart to explain the AT mode start effect, the rotation effect, and the timing of the external output. [Figure 70] 13 is a flowchart showing a rotation effect process in Modification 2. [Figure 71] FIG. 13A is a flowchart showing an error notification process, and FIG. 13B is a diagram showing an example of a display effect by the auxiliary display unit. [Figure 72] 13 is a flowchart showing a first external output setting process in Modification 3. [Figure 73] 13 is a flowchart showing a second external output setting process in Modification 4. [Figure 74] 13 is a flowchart showing a rotation effect process. [Figure 75] 13 is a flowchart showing a process for an AT mode. [Figure 76] 13 is a flowchart showing a rotation effect process in the first a embodiment β. [Figure 77]13 is a flowchart showing a rotation effect process. [Figure 78] FIG. 1 is a diagram for explaining an overview of a simulated game. [Figure 79] This is a timing chart for explaining the timing of the AT mode start effect, the rotation effect, and the external output in relation to the pseudo game and the pseudo game in progress display. [Figure 80] 13A is a diagram for explaining a modified example of the execution timing of a pseudo game in Modification 1, and FIG. 13B is a diagram for explaining a modified example of the execution timing of a pseudo game in Modification 2. FIG. [Figure 81] (a) is a flowchart showing a part of the spinning effect processing, (b) is a flowchart showing a part of the reel control processing, and (c) to (h) are figures for explaining an overview of the game when a pseudo game is executed during normal play. [Figure 82] A figure for explaining a modified example of a pseudo-play notification in variant example 3. [Figure 83] FIG. 11 is a diagram for explaining changes in the relationship between the winning mode and the benefit to be awarded in embodiment γ of 1a. [Figure 84] 13 is a flowchart showing an AT start notification process. [Figure 85] 13 is a flowchart showing a preparation mode process. [Figure 86] 13A is a flowchart showing a preparation mode effect setting process, and FIG. 13B is a flowchart showing an avoidance effect setting process. [Figure 87] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Figure 88] 11A to 11C are diagrams showing examples of display presentations by an auxiliary display unit. [Figure 89] 13 is a flowchart showing the AT lottery processing in embodiment δ of 1a. [Figure 90] 13 is a flowchart showing a process for a precursor mode. [Figure 91] A flowchart showing the AT winning notification processing. [Figure 92]13 is a flowchart showing a CZ mode process. [Figure 93] 13 is a flowchart showing a rotation effect process. [Figure 94] 13 is a flowchart showing a timer update process. [Figure 95] FIG. 2B is a block diagram showing the electrical configuration of the main control device in the embodiment α of FIG. [Figure 96] 2 is a block diagram showing an electrical configuration of the display control device; [Figure 97] 5 is a flowchart showing timer interrupt processing by the main control device. [Figure 98] 4 is a flowchart showing normal processing by the main control device. [Figure 99] 13 is a flowchart showing a lottery process. [Figure 100] FIG. 13 is a diagram showing an example of a lottery table for a normal gaming state when three bets are made. [Figure 101] FIG. 13 is a diagram showing an example of a lottery table for a normal gaming state when two bets are made. [Figure 102] 13 is a flowchart showing a reel control process. [Figure 103] 13 is an explanatory diagram showing the relationship between the operation sequence of the stop switches and the winning patterns that are achieved. FIG. [Figure 104] 13 is a flowchart showing bonus state processing. [Figure 105] FIG. 13 is a diagram showing an example of a lottery table for a bonus state. [Fig. 106] FIG. 2 is an explanatory diagram showing the transition relationship between states. [Figure 107] 13 is a flowchart showing a lottery result handling process. [Figure 108] 13 is a flowchart showing the lottery process for transition to advantageous zones. [Fig. 109] FIG. 13 is a diagram showing an example of various transition lottery tables. [Figure 110] 13 is a flowchart showing the AT lottery processing. [Figure 111] 13 is a flowchart showing a continuation determination process. [Figure 112] 13 is a flowchart showing the AT addition processing. [Figure 113] FIG. 2 is a diagram for explaining an overview of an indication monitor and a section display. [Fig. 114] An explanatory diagram showing an overview of the push order notification presentation performed on the auxiliary display unit. [Figure 115] 13 is a flowchart showing a winning result response process. [Fig. 116] 13 is a flowchart showing a process for a precursor mode. [Figure 117] A figure showing an example of the selection rate of the continuation rate of the AT mode. [Figure 118] 13 is a flowchart showing a CZ mode process. [Figure 119] 13 is a flowchart showing a process for an AT mode. [Figure 120] 13 is a flowchart showing a first section display process. [Figure 121] 13 is a flowchart showing a second section display process. [Figure 122] 13 is a flowchart showing a performance setting process by a sub-side display control device. [Figure 123] 13 is a flowchart showing a start-up performance setting process. [Figure 124] 13 is a flowchart showing a process for setting effects when all stops are performed. [Fig. 125] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Fig. 126] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Figure 127] 13 is a flowchart showing the AT performance setting process. [Figure 128] 13 is a flowchart showing a specific performance setting process. [Figure 129] FIG. 13 is a diagram for explaining an overview of the confrontation performance. [Fig. 130] FIG. 13 is a diagram for explaining an overview of battle effects. [Fig. 131] FIG. 13 is a diagram showing an example of a specific performance table. [Fig. 132]11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Fig. 133] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Fig. 134] This is a timing chart to explain the relationship between the occurrence of a specific effect and whether or not the AT mode continues. [Fig. 135] This is a timing chart to explain the relationship between the continuation rate of the AT mode and the timing of the occurrence of specific effects. [Fig. 136] 13 is a flowchart showing the AT effect setting process in variant example 1. [Fig. 137] 13 is a flowchart showing a specific performance setting process. [Figure 138] 13 is a flowchart showing the AT addition process in the second modified example. [Figure 139] 13 is a flowchart showing a specific performance setting process. [Fig. 140] 13 is a flowchart showing the AT effect setting process in variant example 3. [Fig. 141] A flowchart showing the suggestion performance setting process in variant example 4. [Fig. 142] FIG. 13 is a diagram showing an example of a suggestion performance table. [Fig. 143] FIG. 13 is a diagram showing an example of a display presentation by an auxiliary display unit in Modification Example 5. [Fig. 144] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Fig. 145] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Fig. 146] 13 is a flowchart showing the AT performance setting process. [Fig. 147] 13 is a flowchart showing a second specific performance setting process. [Fig. 148] 13 is a flowchart showing a standby performance setting process. [Figure 149] A figure showing an example of a second specific performance table. [Fig. 150] A figure to explain the flow of presentation during AT mode in embodiment β of 2b. [Fig. 151] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Fig. 152] 13 is a flowchart showing a process for a precursor mode. [Fig. 153] 13 is a flowchart showing the AT performance setting process. [Fig. 154] 13 is a flowchart showing a third specific performance setting process. [Fig. 155] A figure showing an example of a third specific performance table. [Fig. 156] 11 is a timing chart for explaining the relationship between the set and pseudo set of the AT mode. [Fig. 157] 13 is a flowchart showing a third specific performance setting process in variant example 1. [Fig. 158] A figure showing an example of a third specific performance table at the time of update. [Fig. 159] 13 is a flowchart showing a third specific performance setting process in variant example 2. [Fig. 160] FIG. 13 is a diagram showing an example of an ending game number table. [Fig. 161] FIG. 13 is a diagram showing an example of a third specific effect table in the third modified example. [Fig. 162] 11 is a timing chart for explaining the relationship between the continuation rate of the AT mode and a pseudo set. [Fig. 163] A figure to explain the flow of presentation during AT mode in embodiment γ of 2b. [Fig. 164] 13 is a flowchart showing the AT performance setting process. [Fig. 165] 13 is a flowchart showing the fourth specific performance setting process. [Fig. 166] 13 is a flowchart showing a process for setting the number of big win effect games. [Fig. 167] 13 is a flowchart showing an adjustment process. [Fig. 168] A figure showing an example of a jackpot effect game number table and an adjustment game number table. [Fig. 169]This is a diagram to explain the flow of the presentation of the final set of AT mode. [Fig. 170] FIG. 3C is a front view of the slot machine according to the embodiment. [Fig. 171] 1 is an oblique view of the slot machine with the front door closed. [Fig. 172] 1 is an oblique view of the slot machine with the front door open. [Fig. 173] FIG. [Fig. 174] FIG. [Fig. 175] FIG. 2 is a diagram showing the arrangement of symbols on each reel. [Fig. 176] 1 is an explanatory diagram showing the relationship between the symbols visible through the display window and the pay lines. [Fig. 177] FIG. 13 is an explanatory diagram showing the relationship between the winning modes and the benefits provided. [Fig. 178] FIG. 13 is an explanatory diagram showing the relationship between the winning modes and the benefits provided. [Fig. 179] FIG. 13 is an explanatory diagram showing the relationship between the winning modes and the benefits provided. [Fig. 180] FIG. 13 is a diagram for explaining an example of a winning mode. [Fig. 181] FIG. 13 is a diagram for explaining an example of a winning mode. [Fig. 182] FIG. 13 is a diagram for explaining an example of a winning mode. [Fig. 183] FIG. 13 is a diagram for explaining an example of a winning mode. [Fig. 184] FIG. 2 is a block diagram showing the electrical configuration of the main control device. [Fig. 185] 2 is a block diagram showing an electrical configuration of the display control device; [Fig. 186] 13 is a flowchart showing timer interrupt processing by the main control device. [Fig. 187] 4 is a flowchart showing normal processing by the main control device. [Fig. 188] 13 is a flowchart showing a lottery process. [Fig. 189]FIG. 13 is a diagram showing an example of a lottery table for a normal gaming state when three bets are made. [Fig. 190] FIG. 13 is a diagram showing an example of a lottery table for a normal gaming state when two bets are made. [Fig. 191] 13 is a flowchart showing a reel control process. [Fig. 192] 13 is an explanatory diagram showing the relationship between the operation sequence of the stop switches and the winning patterns that are achieved. FIG. [Fig. 193] 13 is a flowchart showing bonus state processing. [Fig. 194] FIG. 13 is a diagram showing an example of a lottery table for a bonus state. [Fig. 195] FIG. 2 is an explanatory diagram showing the transition relationship between states. [Fig. 196] 13 is a flowchart showing a lottery result handling process. [Figure 197] 13 is a flowchart showing the lottery process for transition to advantageous zones. [Figure 198] 13 is a flowchart showing the AT lottery processing. [Figure 199] 13 is a flowchart showing the normal AT mode lottery processing. [Figure 200] A flowchart showing the AT mode lottery processing for CZ. [Figure 201] 13 is a flowchart showing a process for setting a precursor mode. [Fig. 202] FIG. 13 is a diagram showing an example of various transition lottery tables. [Fig. 203] A figure showing an example of an AT mode transition lottery table for CZ. [Fig. 204] FIG. 13 is a diagram showing an example of an immediate notification lottery table. [Fig. 205] A figure showing an example of a CZ mode game number table and a premonition effect game number table. [Fig. 206] 13 is a flowchart showing the AT addition processing. [Fig. 207] A figure showing an example of an add-on lottery table. [Fig. 208]13 is an explanatory diagram showing the relationship between the operation sequence of the stop switches and the winning patterns that are achieved. FIG. [Fig. 209] FIG. 2 is a diagram for explaining an overview of an indication monitor and a section display. [Fig. 210] An explanatory diagram showing an overview of the push order notification presentation performed on the auxiliary display unit. [Fig. 211] 13 is a flowchart showing the process for notifying the order of pressing. [Fig. 212] 13 is a flowchart showing a winning result response process. [Fig. 213] 13 is a flowchart showing a first number-of-games management process. [Fig. 214] 13 is a flowchart showing a second game count management process. [Fig. 215] 13 is a flowchart showing a first section display process. [Fig. 216] A flowchart showing processing for advantageous zone transition games. [Fig. 217] 13 is a flowchart showing a second section display process. [Fig. 218] FIG. 13 is a diagram for explaining an overview of transition relationships between display modes. [Fig. 219] A diagram to explain the relationship between the start game and end game of the advantageous zone and the display of the zone indicator. [Fig. 220] 13 is a flowchart showing a performance setting process by a sub-side display control device. [Fig. 221] 13 is a flowchart showing a start-up performance setting process. [Fig. 222] 13 is a flowchart showing a process for setting effects when all stops are performed. [Fig. 223] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Fig. 224] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Fig. 225] 13 is a diagram for explaining an overview of the game status display section and the bet display section. FIG. [Fig. 226] 13 is a flowchart showing a BET process. [Fig. 227]13 is a flowchart showing a process for setting replay. [Fig. 228] 13 is a flowchart showing a medal insertion response process. [Fig. 229] 13 is a flowchart showing a first operation response process. [Fig. 230] 13 is a flowchart showing a second operation response process. [Fig. 231] 13 is a flowchart showing processing for a game status display unit. [Fig. 232] 13 is a flowchart showing a bet time effect setting process. [Fig. 233] 13 is a flowchart showing a single bet effect setting process. [Fig. 234] 13 is a flowchart showing consecutive bet effect setting processing. [Fig. 235] 13 is a flowchart showing a bet effect setting process for a re-play state. [Fig. 236] 13 is a flowchart showing a normal re-play bet effect setting process. [Fig. 237] 13 is a flowchart showing a specific re-play bet effect setting process. [Fig. 238] 13 is a timing chart for explaining how the pseudo bet effects are restricted. [Fig. 239] 13 is a timing chart for explaining how the pseudo bet effects are restricted. [Fig. 240] 13 is a flowchart showing a standby state setting process. [Fig. 241] 13 is a flowchart showing a standby process. [Fig. 242] 11 is a timing chart for explaining a provisional standby state and a standby state. [Fig. 243] 13 is a timing chart for explaining how the pseudo bet effects are restricted in the first modified example. [Fig. 244] 13 is a flowchart showing a specific re-play bet effect setting process. [Fig. 245] 13 is a flowchart showing a specific re-play bet effect setting process. [Fig. 246] 13 is a flowchart showing a specific re-play bet effect setting process. [Fig. 247] 13 is a timing chart for explaining the relationship between the start-time effects and the pseudo-bet effects in Modification 2. [Fig. 248] 13 is a flowchart showing a specific re-play bet effect setting process. [Fig. 249] 13 is a flowchart showing a specific re-play bet effect setting process. [Fig. 250] A flowchart showing the setting process for the push order notification effects. [Fig. 251] 13 is a flowchart showing a specific re-play bet effect setting process in Modification 3. [Fig. 252] 13 is a timing chart for explaining the relationship between the pseudo bet effect and the freeze effect. [Fig. 253] 13 is a flowchart showing a freeze lottery process. [Fig. 254] 13 is a timing chart for explaining pseudo bet presentations according to types of bet number operations in the fourth modification example. [Figure 255] 13 is a flowchart showing a specific re-play bet effect setting process. [Fig. 256] 13 is a flowchart showing a standby state setting process in Modification 5. [Fig. 257] 13 is a flowchart showing a standby process. [Fig. 258] 11 is a timing chart for explaining a provisional standby state and a standby state. [Fig. 259] 23 is a flowchart showing a medal return process in Modification 6. [Fig. 260] 13 is a flowchart showing a process of producing a performance when returning a vehicle. [Fig. 261] 11 is a timing chart for explaining the relationship between credit settlement and pseudo bet effects. [Fig. 262] 23 is a flowchart showing a specific re-play bet effect setting process in Modification Example 7. [Fig. 263]FIG. 4D is an explanatory diagram showing the relationship between the winning modes and the benefits provided in the embodiment. [Fig. 264] FIG. 13 is an explanatory diagram showing the relationship between the winning modes and the benefits provided. [Fig. 265] FIG. 13 is an explanatory diagram showing the relationship between the winning modes and the benefits provided. [Fig. 266] FIG. 13 is a diagram for explaining an example of a winning mode. [Fig. 267] FIG. 13 is a diagram for explaining an example of a winning mode. [Fig. 268] FIG. 13 is a diagram for explaining an example of a winning mode. [Fig. 269] FIG. 13 is a diagram for explaining an example of a winning mode. [Fig. 270] FIG. 2 is a block diagram showing the electrical configuration of the main control device. [Fig. 271] 2 is a block diagram showing an electrical configuration of the display control device; [Fig. 272] 5 is a flowchart showing timer interrupt processing by the main control device. [Fig. 273] 4 is a flowchart showing normal processing by the main control device. [Fig. 274] 13 is a flowchart showing a lottery process. [Fig. 275] FIG. 13 is a diagram showing an example of a lottery table for a normal gaming state when three bets are made. [Fig. 276] FIG. 13 is a diagram showing an example of a lottery table for a normal gaming state when two bets are made. [Fig. 277] 13 is a flowchart showing a reel control process. [Fig. 278] 13 is an explanatory diagram showing the relationship between the operation sequence of the stop switches and the winning patterns that are achieved. FIG. [Fig. 279] An explanatory diagram for explaining the operation mode when a special role is won. [Fig. 280] 13 is a flowchart showing bonus state processing. [Fig. 281] FIG. 13 is a diagram showing an example of a lottery table for a bonus state. [Fig. 282] FIG. 2 is an explanatory diagram showing the transition relationship between states. [Fig. 283] 13 is a flowchart showing a lottery result handling process. [Fig. 284] 13 is a flowchart showing the lottery process for transition to advantageous zones. [Fig. 285] FIG. 13 is a diagram showing an example of various transition lottery tables. [Fig. 286] A flowchart showing the start-time AT lottery processing. [Fig. 287] 13 is a flowchart showing a continuation determination process. [Fig. 288] 13 is a flowchart showing the AT addition processing. [Fig. 289] FIG. 2 is a diagram for explaining an overview of an indication monitor and a section display. [Fig. 290] An explanatory diagram showing an overview of the push order notification presentation performed on the auxiliary display unit. [Fig. 291] 13A is a flowchart showing the lottery result command setting process, and FIG. 13B is an explanatory diagram for explaining the relationship between the lottery result command and the push order notification command. [Fig. 292] 13 is a flowchart showing a winning result response process. [Fig. 293] A flowchart showing the processing for AT lottery at the time of stop. [Fig. 294] 13A and 13B are diagrams showing examples of a ceiling subtraction value table and a stop-time transition lottery table. [Fig. 295] This is an explanatory diagram to explain the trigger for winning AT and CZ. [Fig. 296] 13 is a flowchart showing processing for the number of premonition games. [Fig. 297] A figure showing an example of the selection rate of the continuation rate of the AT mode. [Fig. 298] A flowchart showing processing for the number of CZ games. [Figure 299] 13 is a flowchart showing processing for the number of AT games. [Figure 300] 13 is a flowchart showing a first section display process. [Fig. 301] 13 is a flowchart showing a second section display process. [Fig. 302] 13 is a flowchart showing a performance setting process by a sub-side display control device. [Fig. 303] 13 is a flowchart showing a start-up performance setting process. [Fig. 304] 13 is a flowchart showing a process for setting effects when all stops are performed. [Fig. 305] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Fig. 306] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Fig. 307] A flowchart showing the start-time CZ performance setting processing. [Fig. 308] A flowchart showing the CZ performance setting processing at stop. [Fig. 309] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Fig. 310] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Fig. 311] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Fig. 312] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Fig. 313] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Fig. 314] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Fig. 315] This is a timing chart to explain the timing of the effects of each game during CZ mode. [Fig. 316] This is an explanatory diagram to explain the relationship between the timing of execution of the stop-time CZ effect setting process and the occurrence rate of explosion effects. [Fig. 317] FIG. 13 shows an example of a premonition game number table. [Fig. 318] 13 is a flowchart showing a start-time premonition effect setting process. [Fig. 319] 13 is a flowchart showing a process for setting a premonition effect at the time of stopping. [Fig. 320] 13 is a flowchart showing a game number management process. [Fig. 321] 13 is a diagram for explaining the difference between the displayed number of games and the actual number of games to reach the ceiling. FIG. [Fig. 322] 13 is a flowchart showing the first stop ON time effect setting process in the first modified example. [Fig. 323] A flowchart showing the start-time AT lottery processing in variant example 2. [Fig. 324] 13 is a flowchart showing the AT addition processing. [Fig. 325] This is a diagram to explain how AT winning notification is made in a special role winning game. [Fig. 326] In the third modification, (a) is a flowchart showing the processing for setting the effect when the first stop is ON, and (b) and (c) are diagrams for explaining how the final effect is performed. [Fig. 327] A flowchart showing a part of the start-time AT lottery processing in variant example 4. [Fig. 328] 13 is a flowchart showing a pre-determination process. [Figure 329] A flowchart showing the start-time CZ performance setting processing. [Fig. 330] 13 is a flowchart showing a navigation mode process in Modification 5. [Fig. 331] 13 is a flowchart showing a specific notification process. [Fig. 332] A diagram for explaining an overview of a specific notification performance. [Figure 333] In variant example 6, (a) is a flowchart showing a part of the processing for the number of AT games, and (b) is a flowchart showing the processing for adding AT at the time of stop. [Fig. 334] A figure showing an example of each add-on lottery table. [Figure 335] A flowchart showing part of the process for the AT addition lottery at the start. [Fig. 336] 13 is a flowchart showing an add-on advance judgment process. [Figure 337](a) is a flowchart showing part of the start-time performance setting process, and (b) and (c) are figures for explaining the outline of specific notification performance during AT. [Figure 338] In the seventh modified example, (a) is a flowchart showing a part of a lottery result corresponding process, and (b) is a diagram showing an example of an informing small winnings lottery table. [Figure 339] In the eighth modification, (a) is a flowchart showing the lottery for shifting to an advantageous zone, and (b) is a diagram showing an example of the lottery table for announcing small winnings. [Fig. 340] FIG. 13 is a diagram for explaining an outline of the notification small win lottery in variant example 9. [Fig. 341] 23 is a flowchart showing a second section display process in the tenth modification. [Fig. 342] 13 is a flowchart showing the lottery process for transition to advantageous zones. [Figure 343] A flowchart showing processing when transitioning to a favorable zone. [Fig. 344] A diagram to explain the relationship between the operation mode and the degree of advantage when a special role is won in the normal period. [Figure 345] FIG. 15 is an explanatory diagram for explaining each special role in variant example 11. [Fig. 346] This is an explanatory diagram to explain the relationship between the push order notification performance when the push order bell is won and the push order notification performance when a special role is won. [Figure 347] 13 is a flowchart showing a part of a lottery result response process. [Fig. 348] An explanatory diagram for explaining the processing related to the instruction function of each special role in variant example 12. [Figure 349] A figure showing an example of an add-on lottery table. [Fig. 350] FIG. 5e is a block diagram showing the electrical configuration of a main control device in the 5e embodiment. [Fig. 351] 2 is a block diagram showing an electrical configuration of the display control device; [Fig. 352] 13 is a flowchart showing timer interrupt processing by the main control device. [Figure 353] 4 is a flowchart showing normal processing by the main control device. [Fig. 354] 13 is a flowchart showing a lottery process. [Figure 355] FIG. 13 is a diagram showing an example of a lottery table for a normal gaming state when three bets are made. [Fig. 356] FIG. 13 is a diagram showing an example of a lottery table for a normal gaming state when two bets are made. [Figure 357] 13 is a flowchart showing a reel control process. [Figure 358] 13 is an explanatory diagram showing the relationship between the operation sequence of the stop switches and the winning patterns that are achieved. FIG. [Figure 359] 13 is a flowchart showing bonus state processing. [Figure 360] FIG. 13 is a diagram showing an example of a lottery table for a bonus state. [Fig. 361] FIG. 2 is an explanatory diagram showing the transition relationship between states. [Fig. 362] 13 is a flowchart showing a lottery result handling process. [Figure 363] 13 is a flowchart showing the lottery process for transition to advantageous zones. [Fig. 364] FIG. 13A is a diagram showing an example of various transition lottery tables, and FIG. 13B is a diagram showing an example of a loop lottery table. [Figure 365] 13 is a flowchart showing the AT lottery processing. [Fig. 366] 13 is a flowchart showing a continuation determination process. [Figure 367] 13 is a flowchart showing the AT addition processing. [Figure 368] 13 is a flowchart showing a process for an additional loop. [Figure 369] 13 is a flowchart showing an operation instruction performance setting process. [Figure 370] 13 is a flowchart showing a pseudo operation instruction performance setting process. [Fig. 371] 13 is an explanatory diagram showing the relationship between the operation sequence of the stop switches and the winning patterns that are achieved. FIG. [Figure 372]FIG. 2 is a diagram for explaining an overview of an indication monitor and a section display. [Fig. 373] An explanatory diagram showing an overview of the push order notification presentation performed on the auxiliary display unit. [Fig. 374] 13 is a flowchart showing a winning result response process. [Figure 375] 13 is a flowchart showing a process for a precursor mode. [Figure 376] A figure showing an example of the selection rate of the continuation rate of the AT mode. [Figure 377] 13 is a flowchart showing a CZ mode process. [Figure 378] 13 is a flowchart showing a process for an AT mode. [Figure 379] 13 is a flowchart showing a first section display process. [Figure 380] 13 is a flowchart showing a second section display process. [Figure 381] 13 is a flowchart showing a performance setting process by a sub-side display control device. [Figure 382] 13 is a flowchart showing a start-up performance setting process. [Figure 383] 13 is a flowchart showing a process for setting effects when all stops are performed. [Figure 384] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Figure 385] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Figure 386] 13 is a flowchart showing the AT performance setting process. [Figure 387] 13 is a flowchart showing a specific performance setting process. [Figure 388] FIG. 13 is a diagram for explaining an overview of the confrontation performance. [Figure 389] FIG. 13 is a diagram for explaining an overview of battle effects. [Figure 390] FIG. 13 is a diagram showing an example of a specific performance table. [Figure 391] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Figure 392]11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Figure 393] 4 is a flowchart showing a stepping motor control process. [Figure 394] 4 is a flowchart showing a motor control process. [Figure 395] 13 is a flowchart showing a rotation start process. [Figure 396] FIG. 2 is a diagram illustrating an example of a normal turntable. [Figure 397] 13 is a flowchart showing a rotation performance command setting process. [Figure 398] 13 is a flowchart showing a rotation effect process. [Figure 399] 13 is a flowchart showing a first rotation control process. [Figure 400] FIG. 13 is a diagram showing an example of a special rotary table. [Fig. 401] 13 is a flowchart showing a second rotation control process. [Fig. 402] 13 is a flowchart showing a rotation performance preparation process. [Fig. 403] 13 is a flowchart showing a rotation effect process. [Fig. 404] 13 is a flowchart showing a first rotation performance process. [Fig. 405] 13 is a flowchart showing the second rotation performance processing. [Fig. 406] FIG. 13 is a diagram for explaining an overview of the rotation effect. [Fig. 407] FIG. 13 is a diagram for explaining an overview of the rotation effect. [Fig. 408] FIG. 13 is a diagram for explaining an overview of the rotation effect. [Fig. 409] FIG. 13 is a diagram for explaining an overview of the rotation effect. [Fig. 410] FIG. 13 is a diagram for explaining an overview of the rotation effect. [Fig. 411] FIG. 13 is a diagram for explaining an overview of the rotation effect. [Fig. 412] 13 is a diagram for explaining the difference between a rotation effect produced by a first rotation motion and a rotation effect produced by a restricted motion. FIG. [Fig. 413] 13 is a flowchart showing a rotation performance command setting process in Modification 1. [Fig. 414] 13 is a flowchart showing a second rotation control process. [Fig. 415] FIG. 13 is a diagram showing an example of a stop rotating table. [Fig. 416] 13 is a flowchart showing the second rotation performance processing. [Fig. 417] FIG. 13 is a diagram for explaining an overview of the rotation effect. [Fig. 418] 13 is a flowchart showing an additional loop process in the second modified example. [Fig. 419] 13 is a flowchart showing a first rotation control process. [Fig. 420] 13 is a flowchart showing a second rotation control process. [Fig. 421] 13 is a flowchart showing a rotation performance command setting process. [Fig. 422] 13 is a flowchart showing a rotation effect process. [Fig. 423] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Fig. 424] 13 is a flowchart showing a part of the first rotation performance process in Modification Example 3. [Fig. 425] FIG. 13A is a diagram showing an example of a special effect table, and FIG. 13B is a diagram showing an example of a display effect by the auxiliary display unit. [Fig. 426] 13 is a flowchart showing an operation instruction performance setting process in Modification 4. [Fig. 427] 13 is a flowchart showing a rotation performance command setting process. [Fig. 428] 13A is a flowchart showing the rotation effect preparation process, and FIG. 13B is an explanatory diagram for explaining an overview of each rotation effect. [Fig. 429] FIG. 13 is a diagram for explaining an overview of the rotation effect. [Fig. 430] FIG. 13 is a diagram for explaining an overview of the rotation effect. [Fig. 431]FIG. 13 is a diagram for explaining an overview of the rotation effect. [Fig. 432] 13 is a flowchart showing a second rotation control process in Modification 5. [Fig. 433] FIG. 11 is a diagram showing an example of a second special rotary table. [Fig. 434] FIG. 13 is a diagram for explaining an overview of the rotation effect. [Fig. 435] In Modification 6, (a) is a flowchart showing a rotation performance process, (b) is a flowchart showing a part of the rotation performance process, and (c) is a flowchart showing a part of the second rotation performance process. [Fig. 436] 23 is a flowchart showing a first rotation control process in Modification 7. [Fig. 437] 13 is a flowchart showing a second rotation control process. [Fig. 438] FIG. 13 is a diagram for explaining an overview of the rotation effect. [Fig. 439] FIG. 23 is a diagram for explaining an outline of a rotation effect in Modification Example 8. [Fig. 440] FIG. 6f is a front view of the slot machine according to the embodiment. [Fig. 441] 1 is an oblique view of the slot machine with the front door closed. [Figure 442] 1 is an oblique view of the slot machine with the front door open. [Figure 443] FIG. [Figure 444] FIG. [Figure 445] FIG. 2 is a diagram showing the arrangement of symbols on each reel. [Fig. 446] 1 is an explanatory diagram showing the relationship between the symbols visible through the display window and the pay lines. [Figure 447] FIG. 13 is an explanatory diagram showing the relationship between the winning modes and the benefits provided. [Figure 448] FIG. 13 is an explanatory diagram showing the relationship between the winning modes and the benefits provided. [Figure 449] FIG. 13 is an explanatory diagram showing the relationship between the winning modes and the benefits provided. [Fig. 450] FIG. 13 is a diagram for explaining an example of a winning mode. [Fig. 451] FIG. 13 is a diagram for explaining an example of a winning mode. [Fig. 452] FIG. 13 is a diagram for explaining an example of a winning mode. [Fig. 453] FIG. 13 is a diagram for explaining an example of a winning mode. [Fig. 454] FIG. 2 is a block diagram showing the electrical configuration of the main control device. [Fig. 455] 2 is a block diagram showing an electrical configuration of the display control device; [Fig. 456] 13 is a flowchart showing timer interrupt processing by the main control device. [Fig. 457] 4 is a flowchart showing normal processing by the main control device. [Fig. 458] 13 is a flowchart showing a lottery process. [Fig. 459] FIG. 13 is a diagram showing an example of a lottery table for a normal gaming state when three bets are made. [Fig. 460] FIG. 13 is a diagram showing an example of a lottery table for a normal gaming state when two bets are made. [Fig. 461] 13 is a flowchart showing a reel control process. [Fig. 462] 13 is an explanatory diagram showing the relationship between the operation sequence of the stop switches and the winning patterns that are achieved. FIG. [Fig. 463] 13 is a flowchart showing bonus state processing. [Fig. 464] FIG. 13 is a diagram showing an example of a lottery table for a bonus state. [Fig. 465] FIG. 2 is an explanatory diagram showing the transition relationship between states. [Fig. 466] 13 is a flowchart showing a lottery result handling process. [Fig. 467] 13 is a flowchart showing the lottery process for transition to advantageous zones. [Fig. 468] FIG. 13 is a diagram showing an example of various transition lottery tables. [Fig. 469] 13 is a flowchart showing the AT lottery processing. [Fig. 470]13 is a flowchart showing a continuation determination process. [Fig. 471] 13 is a flowchart showing the AT addition processing. [Fig. 472] FIG. 2 is a diagram for explaining an overview of an indication monitor and a section display. [Fig. 473] An explanatory diagram showing an overview of the push order notification presentation performed on the auxiliary display unit. [Fig. 474] 13 is a flowchart showing a winning result response process. [Fig. 475] 13 is a flowchart showing a process for a precursor mode. [Fig. 476] A figure showing an example of the selection rate of the continuation rate of the AT mode. [Fig. 477] 13 is a flowchart showing a CZ mode process. [Fig. 478] 13 is a flowchart showing a process for an AT mode. [Fig. 479] 13 is a flowchart showing a first section display process. [Fig. 480] 13 is a flowchart showing a second section display process. [Figure 481] 13 is a flowchart showing a performance setting process by a sub-side display control device. [Figure 482] FIG. 2 is a diagram for explaining an overview of a game status display section and a BET display section. [Figure 483] 13 is a flowchart showing a start waiting process. [Figure 484] 13 is a flowchart showing a BET operation response process. [Figure 485] 13 is a flowchart showing a medal insertion monitoring process. [Figure 486] 13 is a flowchart showing a first storage return process. [Figure 487] 13 is a flowchart showing a second storage and return process. [Figure 488] FIG. 11 is a diagram for explaining an overview of a first confirmation process and a first correction process. [Figure 489] FIG. 13 is a diagram for explaining an overview of a second confirmation process and a second correction process. [Fig. 490] FIG. 13 is a diagram for explaining an overview of a second confirmation process and a second correction process. [Figure 491] 13 is a flowchart showing a part of a BET operation response process in Modification 1. [Fig. 492] 13 is a flowchart showing a part of a BET operation response process in Modification 2. [Figure 493] 13A is a flowchart showing a part of the BET operation response process, and FIG. 13B is a flowchart showing a part of the first storage return process in the third modified example. [Figure 494] 13A is a flowchart showing a part of the second reserved return process, FIG. 13B is a flowchart showing the bet increase process, and FIG. 13C is a diagram for explaining an overview of each bet effect sound. [Fig. 495] In Modification 4, (a) is a flowchart showing a part of a first storage / return process, and (b) is a flowchart showing a part of a second storage / return process. [Figure 496] 13 is a flowchart showing a part of a BET operation response process in Modification 5. [Figure 497] In Modification 6, (a) is a flowchart showing a part of the first storage / return process, and (b) is a flowchart showing a part of the second storage / return process. [Figure 498] 13 is a flowchart showing a part of a BET operation response process. [Figure 499] 13 is a flowchart showing a stored medal settlement process. [Figure 500] 23 is a flowchart showing a part of a BET operation response process in Modification 7. [Fig. 501] 13A is a flowchart showing a process for notifying completion of a non-performing account, and FIG. 13B is a diagram showing an example of a special notification table. [Figure 502] In the eighth modification, (a) is a flowchart showing a payout determination process, and (b) is a flowchart showing a process for a non-settleable counter. [Figure 503] FIG. 7G is a front view of the slot machine according to the embodiment. [Figure 504] 1 is an oblique view of the slot machine with the front door closed. [Figure 505] 1 is an oblique view of the slot machine with the front door open. [Figure 506] FIG. [Figure 507] FIG. [Figure 508] FIG. 2 is a diagram showing the arrangement of symbols on each reel. [Figure 509] 1 is an explanatory diagram showing the relationship between the symbols visible through the display window and the pay lines. [Fig. 510] FIG. 13 is an explanatory diagram showing the relationship between the winning modes and the benefits provided. [Figure 511] FIG. 13 is an explanatory diagram showing the relationship between the winning modes and the benefits provided. [Figure 512] FIG. 13 is an explanatory diagram showing the relationship between the winning modes and the benefits provided. [Figure 513] FIG. 13 is a diagram for explaining an example of a winning mode. [Figure 514] FIG. 13 is a diagram for explaining an example of a winning mode. [Figure 515] FIG. 13 is a diagram for explaining an example of a winning mode. [Fig. 516] FIG. 13 is a diagram for explaining an example of a winning mode. [Figure 517] FIG. 1 is a diagram for explaining an overview of a backlight device. [Figure 518] FIG. 2 is a block diagram showing the electrical configuration of the main control device. [Figure 519] 2 is a block diagram showing an electrical configuration of the display control device; [Fig. 520] 13 is a flowchart showing timer interrupt processing by the main control device. [Fig. 521] 4 is a flowchart showing normal processing by the main control device. [Figure 522] 13 is a flowchart showing a lottery process. [Figure 523] FIG. 13 is a diagram showing an example of a lottery table for a normal gaming state when three bets are made. [Figure 524]13 is a flowchart showing a reel control process. [Figure 525] 13 is an explanatory diagram showing the relationship between the operation sequence of the stop switches and the winning patterns that are achieved. FIG. [Fig. 526] 13 is a flowchart showing bonus state processing. [Figure 527] FIG. 13 is a diagram showing an example of a lottery table for a bonus state. [Figure 528] 13 is a flowchart showing a lottery result handling process. [Figure 529] 13 is a flowchart showing the lottery process for transition to advantageous zones. [Fig. 530] 13 is a flowchart showing the AT lottery processing. [Fig. 531] 13 is a flowchart showing the normal AT mode lottery processing. [Figure 532] A flowchart showing the AT mode lottery processing for CZ. [Figure 533] 13 is a flowchart showing a process for setting a precursor mode. [Fig. 534] FIG. 13 is a diagram showing an example of various transition lottery tables. [Fig. 535] A figure showing an example of an AT mode transition lottery table for CZ. [Fig. 536] FIG. 13 is a diagram showing an example of an immediate notification lottery table. [Figure 537] A figure showing an example of a CZ mode game number table and a premonition effect game number table. [Figure 538] 13 is a flowchart showing the AT addition processing. [Figure 539] A figure showing an example of an add-on lottery table. [Fig. 540] 13 is an explanatory diagram showing the relationship between the operation sequence of the stop switches and the winning patterns that are achieved. FIG. [Figure 541] FIG. 2 is a diagram for explaining an overview of an indication monitor and a section display. [Fig. 542] An explanatory diagram showing an overview of the push order notification presentation performed on the auxiliary display unit. [Figure 543]13 is a flowchart showing the process for notifying the order of pressing. [Figure 544] 13 is a flowchart showing a winning result response process. [Figure 545] 13 is a flowchart showing a first number-of-games management process. [Figure 546] 13 is a flowchart showing a second game count management process. [Figure 547] 13 is a flowchart showing a first section display process. [Figure 548] A flowchart showing processing for advantageous zone transition games. [Figure 549] 13 is a flowchart showing a second section display process. [Fig. 550] FIG. 13 is a diagram for explaining an overview of transition relationships between display modes. [Fig. 551] A diagram to explain the relationship between the start game and end game of the advantageous zone and the display of the zone indicator. [Figure 552] 13 is a flowchart showing a performance setting process by a sub-side display control device. [Figure 553] 13 is a flowchart showing a start-up performance setting process. [Fig. 554] 13 is a flowchart showing a process for setting effects when all stops are performed. [Figure 555] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Fig. 556] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Figure 557] FIG. 2 is a diagram for explaining the arrangement of backlights in a backlight device. [Figure 558] 11A to 11C are diagrams for explaining the effect patterns of flash effects. [Fig. 559] 11A to 11C are diagrams for explaining the effect patterns of flash effects. [Fig. 560] 11A to 11C are diagrams for explaining the effect patterns of flash effects. [Fig. 561] 11A to 11C are diagrams for explaining the effect patterns of flash effects. [Fig. 562]11A to 11C are diagrams for explaining the effect patterns of flash effects. [Fig. 563] 11A to 11C are diagrams for explaining the effect patterns of flash effects. [Fig. 564] FIG. 13 is a diagram for explaining an overview of the light-off effect. [Fig. 565] 13 is a flowchart showing a freeze lottery process. [Fig. 566] FIG. 13 is a diagram showing an example of a normal flash freeze table. [Figure 567] FIG. 13 is a diagram showing an example of a carryover flash freeze table. [Figure 568] 13 is a flowchart showing a flash standby process. [Fig. 569] 13 is a flowchart showing a flash effect control process. [Fig. 570] 13 is a flowchart showing a normal flash setting process. [Fig. 571] FIG. 13 is a diagram showing an example of a flash pattern data table. [Fig. 572] 13 is a flowchart showing a process for flash effect during stop. [Fig. 573] 13 is a flowchart showing a special flash setting process. [Figure 574] 13 is a flowchart showing a first special setting process. [Fig. 575] 13 is a flowchart showing a second special setting process. [Fig. 576] 13 is a flowchart showing a third special setting process. [Figure 577] 13 is a flowchart showing a fourth special setting process. [Figure 578] 13 is a flowchart showing a fifth special setting process. [Fig. 579] 13 is a flowchart showing a sixth special setting process. [Fig. 580] 13 is a flowchart showing a flash effect ending process. [Fig. 581] 13 is a flowchart showing a termination adjustment process. [Fig. 582] 13 is a flowchart showing a process for outputting a dispensing sound. [Fig. 583] 13 is a flowchart showing a process for adjustment during flash. [Fig. 584] 11 is a timing chart showing how a flash effect is performed. [Figure 585] 11 is a timing chart showing how a flash effect is performed. [Fig. 586] 11 is a timing chart showing how a flash effect is performed. [Figure 587] 11 is a timing chart showing how a flash effect is performed. [Figure 588] 11 is a timing chart showing how a flash effect is performed. [Figure 589] 11 is a timing chart showing how a flash effect is performed. [Fig. 590] 13 is a flowchart showing a BET process. [Fig. 591] 13 is a flowchart showing a bet time effect setting process. [Fig. 592] 13 is a flowchart showing a single bet effect setting process. [Fig. 593] 13 is a flowchart showing consecutive bet effect setting processing. [Fig. 594] 13 is a flowchart showing a bet effect setting process for a re-play state. [Fig. 595] 13 is a flowchart showing a re-bet presentation process for normal re-play. [Fig. 596] 13 is a flowchart showing a re-bet presentation process for a specific re-play. [Figure 597] 13 is a flowchart showing a sub-flash re-bet effect process. [Figure 598] 11 is a timing chart for explaining the relationship between the flash effect and the bet process or bet effect. [Figure 599] 11 is a timing chart for explaining the relationship between the flash effect and the bet process or bet effect. [Figure 600]11 is a timing chart for explaining the relationship between the flash effect and the bet process or bet effect. [Fig. 601] 11 is a timing chart for explaining the relationship between the flash effect and the bet process or bet effect. [Fig. 602] 13A is a flowchart showing processing for a flash effect at the start, and FIG. 13B is a timing chart for explaining the relationship between the flash effect and a start operation. [Figure 603] 13 is a flowchart showing a process for adjustment during flash in the first modification. [Figure 604] 13 is a timing chart for explaining the relationship between the flash effect and the confirmation effect. [Fig. 605] In Modification 2, (a) is a flowchart showing a part of the flash standby process, (b) is a flowchart showing the invalid period process, and (c) is a flowchart showing a part of the during-flash adjustment process. [Fig. 606] 13 is a timing chart for explaining how a flash effect is canceled. [Fig. 607] 13 is a flowchart showing a process for adjustment during flash in Modification 3. [Figure 608] 13 is a flowchart showing a sub-flash re-bet effect process. [Figure 609] 11 is a timing chart for explaining the relationship between the flash effect and the bet process or bet effect. [Figure 610] 13 is a flowchart showing a flash effect control process in Modification 4. [Figure 611] 13 is a flowchart showing a flash effect control process in Modification 5. [Figure 612] 23 is a flowchart showing a flash effect control process in Modification 6. [Figure 613] FIG. 13 is a diagram showing an example of an execution lottery table. [Figure 614]In the seventh modified example, (a) is a flowchart showing a part of a start-time performance setting process, and (b) is a diagram showing an example of a specific role announcing performance lottery table. [Fig. 615] In Modification 8, (a) is a flowchart showing the continuous performance setting process, (b) is a diagram for explaining the performance pattern of each game of the continuous performance, and (c) is a diagram showing an example of a continuous performance table. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] <1a embodiment α> Hereinafter, an embodiment of the present invention will be described in detail with reference to the drawings, in which the present invention is applied to a reel type gaming machine, which is one type of gaming machine, specifically, a slot machine. Fig. 1 is a front view of a slot machine 10, Fig. 2 is a perspective view of the slot machine 10 with the front door 12 closed, Fig. 3 is a perspective view of the slot machine 10 with the front door 12 open, Fig. 4 is a rear view of the front door 12, and Fig. 5 is a front view of a cabinet 11.
[0011] 1 to 5, the slot machine 10 includes a housing 11 that forms the outer shell of the slot machine 10. The housing 11 is generally formed in a box shape with an open front, and is attached to so-called island equipment by nailing it when it is installed in a game hall.
[0012] A front door 12 is attached to the front side of the housing 11 so as to be openable and closable. That is, a pair of upper and lower support shafts 13a, 13b are provided on the left side of the housing 11 when viewed from the front, and bearings 14a, 14b are provided on the front door 12 at positions corresponding to the support shafts 13a, 13b. When the support shafts 13a, 13b are inserted into the bearings 14a, 14b, the front door 12 is supported rotatably around an opening and closing axis extending in the vertical direction connecting the support shafts 13a, 13b with respect to the housing 11, and the front open side of the housing 11 can be opened or closed by rotating the front door 12. The front door 12 is locked so as not to be opened by a locking device 20 provided on the back side. A key cylinder 21 integrated with the locking device 20 is provided on the upper right end side of the front door 12, and the locked state is released by a predetermined key operation on the key cylinder 21.
[0013] A game panel 25 that notifies the player of the game status is provided at the upper center of the front door 12. The game panel 25 has three vertically long display windows 26L, 26M, and 26R arranged side by side, and the inside of the slot machine 10 can be seen through each of the display windows 26L, 26M, and 26R. The display windows 26L, 26M, and 26R may be combined into one common display window.
[0014] As shown in FIG. 3, the inside of the housing 11 is divided into two parts, an upper part and a lower part, by a partition plate 30, and a reel unit 31 constituting a variable display means is attached to the upper part of the partition plate 30. The reel unit 31 includes a left reel 32L, a center reel 32M, and a right reel 32R each formed in a cylindrical (annular) shape. Each of the reels 32L, 32M, and 32R is supported rotatably so that its central axis is the axis of rotation of the reel. The axes of rotation of the reels 32L, 32M, and 32R are arranged on the same axis extending in a substantially horizontal direction, and each of the reels 32L, 32M, and 32R corresponds one-to-one to each of the display windows 26L, 26M, and 26R. Therefore, a part of the surface of each of the reels 32L, 32M, and 32R is visible through the corresponding display window 26L, 26M, and 26R. Furthermore, when the reels 32L, 32M, and 32R rotate forward, the surfaces of the reels 32L, 32M, and 32R are displayed through the respective display windows 26L, 26M, and 26R as if they were moving from top to bottom.
[0015] Here, the structure of the reel unit 31 will be briefly described.
[0016] Each of the reels 32L, 32M, and 32R is connected to a stepping motor, and each of the reels 32L, 32M, and 32R can be rotated individually, i.e., independently, by driving each stepping motor. The stepping motor is set to rotate once by giving a drive signal (hereinafter also referred to as an excitation pulse) of, for example, 500 pulses, and the rotational position of the stepping motor, i.e., the rotational position of the reel, is controlled by this excitation pulse. In addition, the reel unit 31 is provided with a reel index sensor for each of the reels 32L, 32M, and 32R for detecting that the reel has rotated once. Whenever the reel index sensor detects that the reel has rotated once, it outputs a detection signal to the main control device 101, which will be described later. Therefore, the main control unit 101 can check and correct the angular position of each reel 32L, 32M, and 32R for each rotation based on the detection signal of the reel index sensor and the number of excitation pulses output before the detection signal is input.
[0017] On the outer circumferential surface of each of the reels 32L, 32M, and 32R, a plurality of symbols are drawn in the long side direction (rotation direction) as identification information. More specifically, 20 symbols are drawn at equal intervals. Therefore, in order to switch a symbol to the next symbol at a predetermined position, it is necessary to output 25 excitation pulses (=500 pulses÷20 symbols). In addition, the main control device 101 can control the recognition of the symbols that are visible from the display windows 26L, 26M, and 26R, and the stopping of the predetermined symbols at the positions visible from the display windows 26L, 26M, and 26R, based on the number of excitation pulses output after the detection signal of the reel index sensor is input.
[0018] Next, the symbols displayed on each of the reels 32L, 32M, and 32R will be described.
[0019] FIG. 6 shows the arrangement of symbols on the left reel 32L, the center reel 32M, and the right reel 32R. As shown in FIG. 6, 20 symbols are arranged in a row on each of the reels 32L, 32M, and 32R. Numbers from 0 to 19 are assigned to the reels 32L, 32M, and 32R, but these numbers are numbers used by the main control device 101 to identify the symbols that are visible through the display windows 26L, 26M, and 26R, and are not actually assigned to the reels 32L, 32M, and 32R. However, the following description will use these numbers.
[0020] There are ten types of symbols: "bell" symbol (e.g., the first on the left reel 32L), "replay" symbol (e.g., the zeroth on the left reel 32L), "red 7" symbol (e.g., the fourteenth on the left reel 32L), "watermelon" symbol (e.g., the second on the left reel 32L), "cherry" symbol (e.g., the eighth on the left reel 32L), "bar" symbol (e.g., the ninth on the left reel 32L), "white 7" symbol (e.g., the third on the left reel 32L), "youth" symbol (e.g., the eighteenth on the left reel 32L), "red shell" symbol (e.g., the fourth on the left reel 32L), and "white shell" symbol (e.g., the nineteenth on the left reel 32L). As shown in FIG. 6, the number and arrangement order of the various symbols are completely different on each of the reels 32L, 32M, and 32R.
[0021] Each of the display windows 26L, 26M, and 26R is formed so that only three of the 20 symbols on the corresponding reel are visible in their entirety. Therefore, when each of the reels 32L, 32M, and 32R is stopped, 3×3=9 symbols are visible through the display windows 26L, 26M, and 26R.
[0022] In the slot machine 10, the game result of each game is notified by using a combination of three symbols, one for each of the reels 32L, 32M, and 32R, among the symbols that can be seen. As described above, 3×3=9 symbols can be seen, and as the combination of these three symbols, for example, as shown in FIG. 7, there are combinations of symbols that stop on the upper line L1 connecting the upper symbols of the reels 32L, 32M, and 32R, combinations of symbols that stop on the middle line L2 connecting the middle symbols of the reels 32L, 32M, and 32R, and combinations of symbols that stop on the lower line L3 connecting the lower symbols of the reels 32L, 32M, and 32R. There are also combinations of symbols that stop on a right-downward line L4 that connects the upper pattern of the left reel 32L, the middle pattern of the middle reel 32M, and the lower pattern of the right reel 32R, and combinations of symbols that stop on a right-upward line L5 that connects the lower pattern of the left reel 32L, the middle pattern of the middle reel 32M, and the upper pattern of the right reel 32R. There are also combinations of symbols that stop on a bent line L6 that connects the middle pattern of the left reel 32L, the upper pattern of the middle reel 32M, and the upper pattern of the right reel 32R. The above lines L1 to L5 are lines that become a straight line when the symbols are lined up, and the bent line L6 is a line that bends when the symbols are lined up. There are other combinations of symbols that stop on a bent line besides the bent line L6, but we will not explain them here.
[0023] Among these lines L1 to L6, some are activated by betting on medals, and some are not, and when symbols stop in a predetermined combination on an activated line, i.e., an activated line, a prize is awarded in which a predetermined number of medals, which are game media, are paid out, or a prize is awarded in which the game state is changed. On the other hand, when symbols stop in a predetermined combination on an inactivated line, a prize is not awarded, and the prize is not awarded.
[0024] In the slot machine 10, among the above-mentioned lines L1 to L6, the bent line L6 is set as the activated line. More specifically, in the slot machine 10, there are cases where the game is started by betting three medals and cases where the game is started by betting two medals. When the game is started by betting three medals or two medals, only the bent line L6 is set as the activated line, and the other lines L1 to L5 are not set as the activated lines. In the following description, the bent line L6 may be referred to as the activated line ML. In addition, hereinafter, a game started by betting three medals is also referred to as a 3-bet game, a game started by betting two medals is also referred to as a 2-bet game, and a game started by betting one medal is also referred to as a 1-bet game. In this embodiment, a 1-bet game is not set.
[0025] 8 to 10 are diagrams showing the correspondence between winning symbol combinations and the benefits awarded when the winning symbol combinations are achieved.
[0026] The small prize winnings that result in medal payouts include the 1st small prize winning to the 32nd small prize winning.
[0027] When the "Replay" symbols on the left reel 32L, the middle reel 32M, and the right reel 32R stop on the active line ML, the first small win is won. When the first small win is won, 13 medals are paid out in a 3-bet game, and 5 medals are paid out in a 2-bet game.
[0028] As shown in Figure 11(a), when the symbol corresponding to the first small win stops on the pay line ML, the "bell" symbols stop in a line L4 that slopes downward to the right. Therefore, the player can easily understand that the small win corresponding to the bell has been achieved.
[0029] When the "Replay" symbol on the left reel 32L, the "Bell" symbol on the middle reel 32M, and the "Bell" symbol on the right reel 32R stop on the active line ML, the second small win is won. When the second small win is won, 13 medals are paid out in a 3-bet game, and 5 medals are paid out in a 2-bet game.
[0030] As shown in Fig. 11(b), when the symbol corresponding to the second small win stops on the pay line ML, the "bell" symbols stop in line on the upper line L1. Therefore, the player can easily understand that the small win corresponding to the bell has been achieved, and can also understand that a small win different from the first small win has been achieved because of the difference in the line on which the "bell" symbols are aligned.
[0031] When the "bell" symbol on the left reel 32L, the "replay" symbol on the middle reel 32M, and the "watermelon" or "red shell" symbol on the right reel 32R stop on the active line ML, the third small win is won. When the third small win is won, 13 medals are paid out in a 3-bet game, and 5 medals are paid out in a 2-bet game.
[0032] As shown in Fig. 11(c), when the symbol corresponding to the third small win stops on the pay line ML, the "bell" symbols stop in line on the middle line L2. Therefore, the player can easily understand that the small win corresponding to the bell has been achieved, and can also understand that a small win different from the first and second small wins has been achieved because of the difference in the line on which the "bell" symbols are aligned.
[0033] When the "watermelon" symbol on the left reel 32L, the "replay" symbol on the middle reel 32M, and the "bell" symbol on the right reel 32R stop on the active line ML, the 4th small win is achieved. When the 4th small win is achieved, 13 medals are paid out in a 3-bet game, and 5 medals are paid out in a 2-bet game.
[0034] As shown in Fig. 11(d), when the symbol corresponding to the 4th small win stops on the pay line ML, the "bell" symbols stop in line L5. Therefore, the player can easily understand that the small win corresponding to the bell has been achieved, and can also understand that a small win different from the 1st to 3rd small wins has been achieved because of the difference in the line on which the "bell" symbols are aligned.
[0035] When the "watermelon" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "replay" symbol on the right reel 32R stop on the active line ML, the 5th minor win is achieved. When the 5th minor win is achieved, 13 medals are paid out in a 3-bet game, and 5 medals are paid out in a 2-bet game.
[0036] As shown in Fig. 11(e), when the symbol corresponding to the 5th small win stops on the pay line ML, the "bell" symbols stop in line with the lower line L3. Therefore, the player can easily understand that the small win corresponding to the bell has been achieved, and can also understand that a small win different from the 1st to 4th small wins has been achieved because of the difference in the line on which the "bell" symbols are aligned.
[0037] When the "watermelon" symbol on the left reel 32L, the "replay" symbol on the middle reel 32M, and the "replay" symbol on the right reel 32R stop on the active line ML, the 6th small win is achieved. When the 6th small win is achieved, 13 medals are paid out in a 3-bet game, and 5 medals are paid out in a 2-bet game.
[0038] As shown in Fig. 11(f), when the symbol corresponding to the 6th small win stops on the activated line ML, the "bell" symbols stop (in a small mountain shape) on the bottom of the left reel 32L, the middle of the middle reel 32M, and the bottom of the right reel 32R. Therefore, the player can easily understand that the small win corresponding to the bell has been achieved, and can also understand that a small win different from the 1st to 5th small wins has been achieved due to the difference in the stopping position of the "bell" symbols.
[0039] When the "bell" symbol on the left reel 32L, the "white 7" symbol, the "cherry" symbol, the "red shell" symbol or the "young man" symbol on the middle reel 32M, and the "white 7" symbol, the "white shell" symbol or the "young man" symbol on the right reel 32R stop on the active line ML, the 7th small prize is won. When the 7th small prize is won, 3 medals are paid out in a 3-bet game, and 3 medals are paid out in a 2-bet game.
[0040] As shown in Fig. 12(a), when the symbol corresponding to the seventh minor win stops on the pay line ML, the "watermelon" symbols stop in a line L4 that slopes downward to the right. Therefore, the player can easily understand that the minor win corresponding to the watermelon has been achieved.
[0041] When the "bell" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "watermelon" symbol on the right reel 32R stop on the active line ML, the 8th small win is achieved. When the 8th small win is achieved, 3 medals are paid out in a 3-bet game, and 3 medals are paid out in a 2-bet game.
[0042] As shown in Fig. 12(b), when the symbol corresponding to the 8th minor win stops on the pay line ML, the "watermelon" symbols stop in line with the upper line L1. Therefore, the player can easily understand that the minor win corresponding to the watermelon has been achieved, and can also understand that a minor win different from the 7th minor win has been achieved because of the difference in the line on which the "watermelon" symbols are aligned.
[0043] The 9th to 32nd small prizes are mainly awarded when the 1st to 6th small prizes are missed, so to speak. When the 9th to 32nd small prizes are awarded, one medal is paid out in a 3-bet game, and one medal is paid out in a 2-bet game. For the 9th to 32nd minor symbols, a winning combination is made when the following symbols stop on the active line ML: "Replay", "Red 7", "BAR", "Red Shell", "White Shell", "Youth" or "Bell" on the left reel 32L, "White 7", "Cherry", "Red Shell", "Youth", "Red 7", "Watermelon", "Replay", "BAR", "Bell" or "White Shell" on the middle reel 32M, and "Red 7", "White 7", "White Shell", "Youth", "Watermelon", "Red Shell", "BAR" or "Replay" on the right reel 32R. As shown in Figures 8 and 9, the combinations of symbols corresponding to the 9th to 32nd small prize winnings are all set so that the "bell" symbols do not all stop aligned on a straight line (L1 to L5), making it easy to understand that the small prize winning corresponding to the bell has not been achieved.
[0044] Incidentally, in the configuration where medals are paid out based on the above-mentioned 1st small prize winning to 32nd small prize winning, the paid out small prize is a type of privilege (game value) granted according to the result of the game. In this specification, the paid out medals may also be referred to as "out balls," and the ratio of the number of paid out medals (out balls) to the number of inserted (bet) medals may also be referred to as "out ball rate."
[0045] The winning combinations that can be awarded with a replay privilege (play value) that allows a player to play the next game without inserting a medal include the 1st replay winning combination to the 12th replay winning combination. As shown in FIG. 10, winning symbol combinations are set for the 1st replay winning combination to the 12th replay winning combination.
[0046] The first replay wins when the "replay" symbol on the left reel 32L, the "watermelon" symbol on the center reel 32M, and the "red 7", "white 7", "white clam" or "young man" symbols on the right reel 32R stop on the pay line ML. As shown in FIG. 12(c), when the symbols corresponding to the first replay win stop on the pay line ML, the "replay" symbols stop in unison on the center line L2. Therefore, the player can easily understand that the replay win corresponding to the replay has been achieved.
[0047] The second replay wins when the "white 7" symbol on the left reel 32L, the "white shell" symbol on the center reel 32M, and the "cherry" symbol on the right reel 32R stop on the active line ML. When the symbol corresponding to the second replay win stops on the active line ML, the "white 7" symbols stop in a line on the center line L2, as shown in Figure 13(e).
[0048] The third replay wins when the "white 7" symbol on the left reel 32L, the "white shell" symbol on the middle reel 32M, and the "BAR" symbol on the right reel 32R stop on the active line ML. When the symbols corresponding to the third replay win stop on the active line ML, as shown in Figure 13(f), the "white 7" symbol stops on the middle row of the left reel 32L and the middle row of the middle reel 32M, and the "red 7" symbol stops on the middle row of the right reel 32R.
[0049] The fourth and fifth replays are adjustment replays in the case where multiple replays overlap and result in a win.
[0050] In the sixth replay, a win is achieved when the "bell" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "red 7", "white 7", "BAR", "cherry", "white shell" or "young man" symbols on the right reel 32R stop on the active line ML. As shown in FIG. 12(d), when the symbols corresponding to the sixth replay win stop on the active line ML, the "watermelon" symbols stop on the upper row of the left reel 32L and the upper row of the middle reel 32M, but the "watermelon" symbol does not stop on the upper row of the right reel 32R (the "watermelon" symbol stops on the lower row of the right reel 32R), resulting in a stop mode where the so-called "upper row watermelon tenpai is not completed". In addition, when the symbol corresponding to the 6th replay win stops on the activated line ML, the "watermelon" symbol stops on the top row of the left reel 32L and the bottom row of the right reel 32R, but the "watermelon" symbol does not stop on the middle row of the middle reel 32M (the "watermelon" symbol stops on the top row of the middle reel 32M), resulting in a stopping pattern that is known as a right-downward watermelon miss.
[0051] In the seventh replay, a win is achieved when the "bell" symbol on the left reel 32L, the "white 7" symbol, the "cherry" symbol, the "red shell" symbol or the "young man" symbol on the middle reel 32M, and the "watermelon" symbol or the "red shell" symbol on the right reel 32R stop on the activated line ML. As shown in FIG. 12(e), when the symbols corresponding to the seventh replay win stop on the activated line ML, the "watermelon" symbols stop on the upper row of the left reel 32L and the upper row of the right reel 32R, but the "watermelon" symbol does not stop on the upper row of the middle reel 32M (the "watermelon" symbol stops on the middle row of the middle reel 32M), resulting in a stop mode where the upper row watermelon tenpai is not completed. In addition, when the symbol corresponding to the seventh replay win stops on the activated line ML, the "watermelon" symbol stops on the top row of the left reel 32L and the middle row of the middle reel 32M, but the "watermelon" symbol does not stop on the bottom row of the right reel 32R (the "watermelon" symbol stops on the top row of the right reel 32R), resulting in a stopping pattern that is known as a right-downward watermelon miss.
[0052] The 8th replay wins when the "watermelon" symbol on the left reel 32L, the "white 7" symbol, the "cherry" symbol, the "red shell" symbol or the "young man" symbol on the center reel 32M, and the "replay" symbol on the right reel 32R stop on the pay line ML. As shown in FIG. 13(a), when the symbol corresponding to the 8th replay win stops on the pay line ML, the "watermelon" symbols stop in a line on the center line L2.
[0053] In the 9th replay, a win is achieved when the "replay" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "watermelon" symbol or the "red shell" symbol on the right reel 32R stop on the pay line ML. As shown in FIG. 13(b), when the symbol corresponding to the 9th replay win stops on the pay line ML, the "replay" symbol stops on the middle row of the left reel 32L and the middle row of the middle reel 32M, but the "replay" symbol does not stop on the middle row of the right reel 32R (the "bell" symbol stops on the middle row of the right reel 32R), resulting in a stop mode where the so-called middle row replay tenpai is not completed.
[0054] In the 10th replay, a win is established when the "BAR" symbol on the left reel 32L, the "white 7" symbol, the "BAR" symbol, the "cherry" symbol, the "red shell" symbol, or the "young man" symbol on the center reel 32M, and the "red 7" symbol, the "white 7" symbol, the "BAR" symbol, the "cherry" symbol, the "white shell" symbol, or the "young man" symbol on the right reel 32R stop on the active line ML. In the 12th replay, a win is established when the "BAR" symbol on the left reel 32L, the "BAR" symbol on the center reel 32M, and the "bell" symbol, the "watermelon" symbol, or the "red shell" symbol on the right reel 32R stop on the active line ML. As shown in Figures 13(c) and 13(d), when a symbol corresponding to the 10th replay or 12th replay win stops on the pay line ML, a "cherry" symbol stops on the lower row of the left reel 32L. If the 10th replay or 12th replay is won, when a stop operation is performed aiming for a "cherry" symbol on the right reel 32R, the "cherry" symbol stops on the upper row in the case of the 10th replay win, and the "cherry" symbol stops on the middle or lower row in the case of the 12th replay win, so it is possible to distinguish between the 10th replay win and the 12th replay win. The 11th replay wins when the 10th replay or the 12th replay cannot be won, that is, when there is a possibility of a miss.
[0055] The state transition winnings which only result in a transition of the game state include the 1st BB winning and the 2nd BB winning.
[0056] When the "replay" symbol on the left reel 32L, the "bell" symbol on the middle reel 32M, and the "BAR" symbol on the right reel 32R stop on the active line ML, the first BB win is achieved. When the first BB win is achieved, the game state transitions to the first BB state. As shown in FIG. 14(a), when the symbol corresponding to the first BB win stops on the active line ML, the "BAR" symbols stop in a line slanting to the right L5, or as shown in FIG. 14(b), the "red 7" symbol, the "red 7" symbol, and the "BAR" symbol stop on the active line L5 in order from the left.
[0057] When the "red shell" symbol on the left reel 32L, the "bell" symbol on the middle reel 32M, and the "bell" symbol on the right reel 32R stop on the pay line ML, the 2nd BB win is achieved. When the 2nd BB win is achieved, the game state transitions to the 2nd BB state. As shown in FIG. 14(c), when the symbol corresponding to the 2nd BB win stops on the pay line ML, the "white 7" symbols stop in a line on the lower line L3, or as shown in FIG. 14(d), the "white 7", "white 7", and "red 7" symbols stop on the lower line L3 in order from the left.
[0058] A start lever 41 is provided on the lower left side of the game panel 25 to start the rotation of each of the reels 32L, 32M, and 32R. The start lever 41 constitutes a start operation means or a start operation means that is operated to start the rotation of the reels 32L, 32M, and 32R, that is, to start the variable display of the patterns. When the start lever 41 is operated with a predetermined number of medals inserted, each of the reels 32L, 32M, and 32R starts to rotate.
[0059] Button-like stop switches 42-44 that are operated to individually stop each of the spinning reels 32L, 32M, 32R are provided on the right side of the start lever 41. Each of the stop switches 42-44 is disposed directly below the display windows 26L, 26M, 26R that correspond to the reels 32L, 32M, 32R to be stopped.
[0060] The stop switches 42-44 are connected to stop detection sensors 42a-44a (FIG. 15), respectively, and the stop detection sensors 42a-44a are connected to a main control device 101, which will be described later. The main control device 101 then determines that the stop switches 42-44 have been operated based on the detection signals from the stop detection sensors 42a-44a. Specifically, when the stop switches 42-44 are not operated, the stop detection sensors 42a-44a output a detection signal of a LOW signal, and when the stop switches 42-44 are operated, the detection signal switches from a LOW signal to a HI signal. The main control device 101 determines that the stop switches 42-44 have been operated by determining this signal switch. When the main control device 101 determines that the stop switches 42-44 have been operated, it controls the reel corresponding to the operated switch to stop spinning.
[0061] That is, when the left stop switch 42 is operated, the left reel 32L stops spinning, when the center stop switch 43 is operated, the center reel 32M stops spinning, and when the right stop switch 44 is operated, the right reel 32R stops spinning. The stop switches 42 to 44 constitute a stop operation means that is operated to stop the variable display of symbols based on the rotation of the reels 32L, 32M, and 32R.
[0062] Stop lamps 42b to 44b are built into the stop switches 42 to 44, respectively. Light from the stop lamps 42b to 44b is partially transmitted through the operation surfaces of the stop switches 42 to 44, and the light of the stop lamps 42b to 44b is visible through the stop switches 42 to 44. When the operation of the stop switches 42 to 44 is valid, the stop lamps 42b to 44b are controlled to be turned on, and when the operation of the stop switches 42 to 44 is invalid, the corresponding stop lamps 42b to 44b are controlled to be turned off.
[0063] A medal insertion port 45 for inserting medals is provided on the lower right side of the display windows 26L, 26M, and 26R. The medal insertion port 45 constitutes an input means for inputting game media. In addition, considering that the medal insertion port 45 involves the action of the player directly inserting medals, it can also be said to constitute a direct input means for directly inputting game media.
[0064] A medal inserted from the medal insertion port 45 is guided to either a storage passage 47 or a discharge passage 48 by a selector 46 as a passage switching means provided on the back of the front door 12. More specifically, a medal passage switching solenoid 46a is provided in the selector 46, and when the medal passage switching solenoid 46a is not excited, the medal is guided to the discharge passage 48 side, and when the medal passage switching solenoid 46a is excited, the medal is guided to the storage passage 47 side. The medal guided to the storage passage 47 is guided to a hopper device 51 stored inside the housing 11. On the other hand, the medal guided to the discharge passage 48 is guided to a medal tray 50 from a medal discharge port 49 provided on the lower front surface of the front door 12, and is returned to the player.
[0065] The hopper device 51 is composed of a storage tank 52 for storing medals and a payout device 53 for paying out medals to a player. The payout device 53 rotates a medal payout rotating plate (not shown) to discharge medals to an opening 48a provided in the discharge passage 48, and pays out the medals to a medal tray 50 through the discharge passage 48. A spare tank 54 is provided on the right side of the hopper device 51 to prevent medals from being stored in the storage tank 52 by more than a predetermined amount. Inside the storage tank 52 of the hopper device 51, a guide plate 52a is provided to discharge medals from the storage tank 52 to the spare tank 54. Therefore, if medals are stored above the height at which the guide plate 52a is provided, the medals will be stored in the spare tank 54.
[0066] A button-shaped return switch 55 is provided below the medal insertion slot 45. When the return switch 55 is operated when a medal inserted into the medal insertion slot 45 is jammed in the selector 46, the selector 46 is mechanically linked and operated, so that the medal jammed in the selector 46 is returned from the medal discharge port 49.
[0067] A first credit insertion switch 56 is provided on the lower left side of the display windows 26L, 26M, and 26R for inserting a predetermined specific number of credited virtual medals as game media at one time out of the specified number of the game. The specific number is set according to the progress of the game. For example, when the specified number of the game is set to 3 and the specific number is set to 3, when the first credit insertion switch 56 is operated, three virtual medals are inserted on the condition that there are credits, when the specified number is set to 2 and the specific number is set to 2, when the first credit insertion switch 56 is operated, two virtual medals are inserted on the condition that there are credits, when the specified number is set to 3 or 2 and the specific number is set to 3, when the first credit insertion switch 56 is operated, three virtual medals are inserted on the condition that there are credits, and when the specified number is set to 3 or 2 and the specific number is set to 2, when the first credit insertion switch 56 is operated, two virtual medals are inserted on the condition that there are credits. Also, a second credit input switch 57 is provided to the left of the first credit input switch 56. The second credit input switch 57 is for inserting two virtual medals. The credit input switches 56, 57, together with the medal input slot 45, constitute an input means for inputting game media. Also, while the medal input slot 45 involves the action of the player directly inserting medals, the credit input switches 56, 57 only involve the action of inserting virtual medals based on the stored memory. Considering this, it can be said that they constitute indirect input means for indirectly inputting game media. Note that, in this slot machine 10, a credit input switch is not provided since one virtual medal is inserted.
[0068] The first credit insertion switch 56 is set to have a larger operation surface operated by the player than the second credit insertion switch 57, and the first credit insertion switch 56 is easier to operate than the second credit insertion switch 57. Therefore, it is expected that the player will normally proceed with the game by operating the first credit insertion switch 56. In other words, it is expected that the player will normally insert a specific number of coins out of the specified number to play the game.
[0069] To the right of the first credit insertion switch 56 and the second credit insertion switch 57, there is provided an effect switch 66 which is operated when an effect occurs.
[0070] A settlement switch 59 is provided to the left of the start lever 41. That is, the slot machine 10 has a credit function for storing and storing, as virtual medals, surplus inserted medals up to a predetermined maximum value (equivalent to 50 medals) and medals paid out at the time of winning, and when the settlement switch 59 is operated in a situation where virtual medals are stored and stored, the virtual medals are paid out as real medals from the medal discharge port 49. In this case, when attention is paid to the function of paying out credited virtual medals as real medals, the settlement switch 59 can also be said to constitute a settlement operation means for actually paying out the stored and stored game media.
[0071] Below the display windows 26L, 26M, and 26R of the game panel 25, there are provided a credit display section 60 that displays the number of credited virtual medals, a remaining payout number display section 61 that displays the number of medals remaining to be paid out until the BB state ends, and a payout number display section 62 that displays the number of medals paid out at the time of winning. These display sections 60 to 62 are configured with 7-segment displays, but can of course be replaced with liquid crystal displays or the like.
[0072] Below the display windows 26L, 26M, and 26R in the game panel 25 and to the right of the payout number display unit 62, there is provided an instruction monitor 68 having a push order indicator that notifies the operation order of the stop switches 42 to 44, and an area indicator that indicates an advantageous area that is an area in which the player can progress in the game under advantageous conditions by changing the winning rate of the minor role by notifying the operation order. The instruction monitor 68 will be described in detail later.
[0073] At the top of the front door 12, there are provided an upper lamp 63 that lights up or flashes as the game progresses, a pair of left and right speakers 64 that play various sound effects as the game progresses and notify the player of the game status, and an auxiliary display unit 65 that gives the player various information. The auxiliary display unit 65 is for executing various display effects as the game progresses, and since the game using each of the reels 32L, 32M, and 32R can be considered to be performed by the main display unit, it is referred to as the auxiliary display unit 65 in this embodiment. At the back of the auxiliary display unit 65, there is provided a display control device 81 for driving the upper lamp 63, the speaker 64, and the auxiliary display unit 65.
[0074] On the front door 12, below the game panel 25 and below the stop switches 42 to 44, a lower display section 69 is provided on which the model name of the gaming machine is written and which constitutes a predetermined display screen. The lower display section 69 may be configured as a liquid crystal display section, or may be provided with operation buttons for presentation purposes, or the entire lower display section 69 may be configured to be operable.
[0075] A power supply box 70 is provided on the left side of the hopper device 51 inside the housing 11. The power supply box 70 houses the power supply device 91 therein and is equipped with a power switch 71, a reset switch 72, a setting key insertion hole 73, and the like. The power switch 71 is a start switch for supplying power to each part including the main control device 101. The reset switch 72 is a switch for resetting an error state of the slot machine 10. The setting key insertion hole 73 is for a hall manager or the like to adjust the medal output. That is, the hall manager or the like can set the winning probability (setting value) of the slot machine 10 by inserting the setting key into the setting key insertion hole 73 and turning it ON. The reset switch 72 is operated not only when resetting an error state but also when changing the winning probability of the slot machine 10.
[0076] A main control device 101 for controlling the overall game is attached to the cabinet 11 above the reel unit 31 .
[0077] The main control device 101 is provided with a hand ratio monitor 77 for clearly indicating the ratio between a game state advantageous to a player and a state not advantageous to the player. The hand ratio monitor 77 is installed on the side of the main control device 101 facing the front of the gaming machine so that it can be seen from the front of the gaming machine when the front door 12 is in an open state, and cannot be seen from the front of the gaming machine when the front door 12 is in a closed state. More specifically, the hand ratio monitor 77 is housed in a board box so that the display surface of the hand ratio monitor 77 can be seen through the board box in which the main control device 101 is housed. Incidentally, when the front door 12 is in a closed state, the hand ratio monitor 77 cannot be seen from the gaps of the display windows 26L to 26R, and the hand ratio monitor 77 cannot be seen unless the locked state is released by a predetermined key operation on the key cylinder 21 and the front door 12 is in an open state. The hand ratio monitor 77 will be described in detail later.
[0078] Next, the electrical configuration of the slot machine 10 will be described with reference to the block diagrams of FIG. 15 and FIG.
[0079] The main control device 101 is equipped with a microcomputer centered on the CPU 102, which is a calculation means. In addition to the power supply device 91, the CPU 102 is connected to a clock circuit 103 that outputs a rectangular wave of a predetermined frequency, an input / output port 104, and the like via an internal bus. The main control device 101 functions as a main board built into the slot machine 10.
[0080] Connected to the input side of the main control device 101 are various sensors, such as the reel unit 31 (more specifically, a reel index sensor which individually detects when each of the reels 32L, 32M, and 32R has made one rotation), a start detection sensor 41a which detects the operation of the start lever 41, stop detection sensors 42a-44a which individually detect the operation of each of the stop switches 42-44, an inserted medal detection sensor 45a which detects medals inserted through the medal insertion slot 45, a payout detection sensor 51a which detects medals paid out from the hopper device 51, a first credit insertion detection sensor 56a which individually detects the operation of the first credit insertion switch 56, a second credit insertion detection sensor 57a which individually detects the operation of the second credit insertion switch 57, a settlement detection sensor 59a which detects the operation of the settlement switch 59, a reset detection sensor 72a which detects the operation of the reset switch 72, and a setting key detection sensor 73a which detects when a setting key is inserted into the setting key insertion hole 73 and turned ON. Signals from these various sensors are output to the CPU 102 via the input / output port 104.
[0081] A power supply unit 91 is connected to the input side of the main control unit 101 via an input / output port 104. The power supply unit 91 is equipped with a power supply unit 91a that supplies driving power to the main control unit 101 and other electronic devices of the slot machine 10, a power failure monitoring circuit 91b, and the like.
[0082] The power failure monitoring circuit 91b monitors the power supply cut-off state and generates a power failure signal not only during a power failure but also when the power supply is cut off by the power switch 71. For this reason, the power failure monitoring circuit 91b is configured to monitor the stabilized drive voltage of 12 volts DC in this example output from the power supply unit 91a, and when this drive voltage drops to less than 10 volts, for example, it determines that the power supply has been cut off and outputs a power failure signal. The power failure signal is supplied to the CPU 102 and the input / output port 104, and the CPU 102 recognizes this power failure signal and executes a power failure process described later. The power failure signal is also supplied to the display control device 81.
[0083] The power supply unit 91a is configured to output a stabilized voltage of 5 volts, which is used as a drive voltage in a control system such as the main control device 101, even if the output voltage drops below 10 volts. The time for which this stabilized voltage is output is ensured to be long enough for the main control device 101 to execute power outage processing.
[0084] The output side of the main control device 101 is connected via an input / output port 104 to the reel unit 31 (more specifically, the stepping motor for rotating each of the reels 32L, 32M, 32R), the medal passage switching solenoid 46a provided in the selector 46, the hopper device 51, the credit display unit 60, the remaining number of coins to be paid out display unit 61, the number of coins to be paid out display unit 62, the instruction monitor 68, the role ratio monitor 77, the display control device 81, and an external centralized terminal board 121 capable of transmitting information to a hall management device (not shown), etc.
[0085] The above-mentioned CPU 102 includes a ROM 105 that stores various control programs and fixed value data executed by the CPU 102, a RAM 106 for securing a working area for temporarily storing various data when executing the control programs stored in the ROM 105, and, although not shown, various processing circuits required for the slot machine 10, such as an interrupt circuit, a timer circuit, a data transmission / reception circuit, and various counters, such as a credit counter for counting the number of credits, as are well known. The ROM 105 and the RAM 106 form a main memory as a storage means, and the programs for executing various processes are stored in the above-mentioned ROM 105 as part of the control programs.
[0086] The RAM 106 is configured to be able to hold (back up) data by receiving backup voltage from the power supply device 91 even after the power supply to the slot machine 10 is cut off. The RAM 106 is provided with a backup area in addition to memory for temporarily storing various data, a winning flag storage area 106a for storing the lottery results of winning combinations, a stop information storage area 106b for storing stop information used when controlling the stop of each of the reels 32L, 32M, and 32R, and a setting value information storage area 106c for storing setting values.
[0087] The backup area is an area for storing the value of the stack pointer at the time of power cut (including power cut by operating the power switch 71; the same applies below) when the power is cut off due to a power outage or the like, and when the power outage is resolved (including power on by operating the power switch 71; the same applies below), the state of the slot machine 10 can be restored to the state before the power was cut off based on the information in the backup area. Writing to the backup area is performed by the power outage processing (see FIG. 17) when the power is cut off, and the restoration of each value written in the backup area is performed in the main processing when the power is turned on.
[0088] Furthermore, a power failure signal is input from a power failure monitoring circuit 91b to an NMI terminal (non-maskable interrupt terminal) of the CPU 102 when the power is cut off due to a power failure or the like. When the power is cut off, an NMI interrupt process is immediately executed as a power failure flag generation process.
[0089] The external centralized terminal board 121 is connected to a hall management device (hall computer) of a gaming hall, a data display, etc., and is for outputting information to external devices of these gaming machines. As shown in Fig. 16, the external centralized terminal board 121 is provided with a game output terminal 121a for outputting information corresponding to the execution of one game, a first BB output terminal 121b for outputting information corresponding to the transition to the first BB or second BB as a bonus state, a second BB output terminal 121c, and an AT output terminal 121d for outputting information corresponding to the transition to the AT mode in which the operation sequence of the stop switches 42 to 44 is notified.
[0090] 16, the display control device 81 is equipped with a microcomputer centered around a CPU 181, which is a calculation means. The CPU 181 incorporates a ROM 182 that stores various control programs and fixed value data executed by the CPU 181, and a RAM 183 for securing a working area for temporarily storing various data when executing the control programs stored in the ROM 182.
[0091] The display control device 81 is provided with an input / output port (not shown), with the main control device 101 connected to the input side and the stop lamps 42b to 44b, the upper lamp 63, the speaker 64, and the auxiliary display unit 65 connected to the output side. The display control device 81 drives and controls the stop lamps 42b to 44b, the upper lamp 63, the speaker 64, and the auxiliary display unit 65 based on various commands input from the main control device 101. In other words, the display control device 81 is a sub-board that performs auxiliary control in relation to the main control device 101, which is the main board that manages the game. In other words, by providing a sub-board for sounds, lamps, and displays indirectly related to the game, the burden on the main board is reduced.
[0092] The input side of the display control device 81 is connected to the effect switch 66 (more specifically, a effect switch detection sensor that detects the operation of the effect switch 66) and the like. The display control device 81 may also be configured to drive and control the various display units 60 to 62, 68.
[0093] In addition, all or part of the components 42b to 44b, 63 to 65 connected to the display control device 81 may be directly connected to the main control device 101, and the main control device 101 may directly control all or part of these components 42b to 44b, 63 to 65.
[0094] Next, each control process executed by the CPU 102 of the main control device 101 will be described. The processes of the CPU 102 are roughly classified into main process which is started when the power is turned on, timer interrupt process which is started periodically (in this embodiment, at 1.49 msec intervals), and NMI interrupt process which is started when a power failure signal is input to the NMI terminal. Below, among these processes, processes related to the progress of the game, i.e., timer interrupt process, and normal process performed in the main process will be described.
[0095] FIG. 17 is a flowchart of a timer interrupt process that is periodically executed by the main control device 101. A timer interrupt is generated by the CPU 102 of the main control device 101, for example, every 1.49 msec.
[0096] First, in the register save process shown in step Sa101, the values of all registers in CPU 102 used in normal processing, which will be described later, are saved to a backup area in RAM 106. In step Sa102, it is confirmed whether or not the power outage flag is set, and if the power outage flag is set, the process proceeds to step Sa103, where power outage processing is executed.
[0097] Here, the power outage process will be outlined.
[0098] When the power supply is cut off due to a power outage or the like, a power outage signal is output from the power outage monitoring circuit 91b of the power supply device 91, and the power outage signal is input to the main control device 101 via the NMI terminal. When the power outage signal is input, the main control device 101 immediately executes an NMI interrupt process and sets a power outage flag in a power outage flag storage area provided in the RAM 106.
[0099] In the power failure process, first, it is determined whether the transmission of the command has been completed, and if the transmission has not been completed, this process is terminated and the process is returned to the timer interrupt process to terminate the transmission of the command. If the transmission of the command has been completed, the value of the stack pointer of the CPU 102 is stored in the backup area of the RAM 106. After that, the output state of the output port in the input / output port 104 is cleared, and all actuators (not shown) are turned off. Then, a RAM judgment value for judging whether the data in the RAM 106 is normal or not when the power failure is resolved is calculated and stored in the backup area, thereby prohibiting subsequent access to the RAM. After the above process is performed, an infinite loop is entered in preparation for the power being completely cut off and processing being unable to be executed. Note that, in consideration of the case where the power failure flag is erroneously set due to, for example, noise, etc., whether a power failure signal is being output or not is confirmed until the infinite loop is entered. If the power failure signal is not being output, it means that the power failure state has been recovered, so writing to the RAM 106 is permitted, the power failure flag is reset, and the process is returned to the timer interrupt process. If the power failure signal continues to be output, the infinite loop is entered as it is. Incidentally, even under an infinite loop, a check is made to see whether a power outage signal is being output, and if the power outage signal is no longer being output, the process transitions to the main process.
[0100] Returning to the explanation of the timer interrupt process, if the power outage flag is not set in step Sa102, various processes from step Sa104 onwards are carried out.
[0101] That is, in step Sa104, a watchdog timer clear process is performed to initialize the value of the watchdog timer for monitoring the occurrence of a malfunction. In step Sa105, an interrupt end declaration process is performed to enable the CPU 102 itself to set the next timer interrupt. In step Sa106, a stepping motor control process is performed to drive the stepping motors that are the reel drive motors for spinning each of the reels 32L, 32M, and 32R. In step Sa107, a sensor monitoring process is performed to read the states of various sensors (see FIG. 15) such as the stop detection sensors 42a to 44a, the inserted medal detection sensor 45a, and the payout detection sensor 51a connected to the input / output port 104, and to monitor whether the read results are normal or not. In step Sa108, a timer update process is performed to subtract or add the values of each counter and timer. In step Sa109, a counter process is performed to output the results of counting the number of medals bet and the number of medals paid out to the external centralized terminal board 121. The timer update process in step Sa108 will be described in detail later.
[0102] In step Sa110, a command output process is performed to transmit various commands such as a lottery result command to the display control device 81. In step Sa111, a segment data setting process is performed to set segment data to be displayed on the credit display unit 60, the remaining number of coins to be paid display unit 61, the number of coins to be paid display unit 62, and the instruction monitor 68. In step Sa112, a segment data display process is performed to supply the segment data set in the segment data setting process to each of the display units 60 to 62, 68 to display corresponding numbers, symbols, etc. In step Sa113, a port output process is performed to output data corresponding to the I / O device from the input / output port 104. In step Sa114, the values of each register saved in the backup area in the previous step Sa101 are restored to the corresponding register in the CPU 102. Thereafter, in step Sa115, an interrupt permission process is performed to permit the next timer interrupt, and this series of timer interrupt processes is terminated.
[0103] Next, the normal processing for carrying out main control relating to the game will be described with reference to the flowchart of FIG.
[0104] First, in step Sa201, an interrupt permission process is performed to permit the next timer interrupt. In step Sa202, a pre-start process is performed to enable a game. In the pre-start process, the process waits until the display control device 81 and the like finishes initialization. When the initialization of the display control device 81 and the like finishes, a game management process shown in steps Sa203 to Sa212 is performed.
[0105] As part of the game management process, in step Sa203, data such as various game information (for example, random number values used in the previous game) stored in the RAM 106 is cleared. After that, in step Sa204, a start waiting process is performed.
[0106] In the start waiting process, it is determined whether any replay winning was achieved in the previous game. If any replay winning was achieved, an automatic insertion process is performed to automatically insert virtual medals in the same number as the previous bet number, and the start waiting process is terminated. Specifically, for example, if a replay winning is achieved in a 3-bet game, a process to automatically insert 3 virtual medals is performed, and if a replay winning is achieved in a 2-bet game, a process to automatically insert 2 virtual medals is performed.
[0107] In the automatic insertion process, the virtual medals are inserted without reducing the number of virtual medals displayed on the credit display unit 60. In other words, if any replay winning was achieved in the previous game, the player can play the current game without reducing the number of medals owned and without inserting medals. If no replay winning was achieved, a sensor abnormality confirmation process is performed to check whether or not there is an abnormality in the sensor reading result performed in the sensor monitoring process step Sa107 of the timer interrupt process. If an abnormality is detected, the slot machine 10 is put into an error state and an abnormality occurrence process is performed to notify the occurrence of the error. Such an error state is maintained until the reset switch 72 is operated. If the sensor reading result is normal, it is determined whether or not the settlement switch 59 has been operated, and if the settlement switch 59 has been operated, a medal return process is performed to pay out the same number of medals as the credited virtual medals.
[0108] After the medal return process is completed or if the settlement switch 59 has not been operated, it is determined whether medals have been inserted or the credit insertion switch 56, 57 has been operated between the previous start waiting process and the current start waiting process, and if either has been performed, a medal insertion process is performed to change the number of bets, etc., and the start waiting process is terminated. Also, if neither medals have been inserted nor the credit insertion switch 56, 57 has been operated between the previous start waiting process and the current start waiting process, the start waiting process is terminated as is.
[0109] After the start waiting process is completed, in step Sa205, it is determined whether the number of medals bet has reached the specified number. In this slot machine 10, the specified number in the bonus state (BB state) is set to "3", and the specified numbers in the game states other than the bonus state are set to "2" and "3". In other words, in the bonus state, a positive determination is made in step Sa205 on the condition that the number of medals bet is "3", and in the game states other than the bonus state, a positive determination is made in step Sa205 on the condition that the number of medals bet is "2" or "3". In other words, in the game states other than the bonus state, if medals are not bet, or if medals are bet but the number of medals is "1", a negative determination is made in step Sa205. If the number of medals bet has not reached the specified number, the process returns to the start waiting process in step Sa204, and the process from the sensor abnormality confirmation process onwards is performed.
[0110] If the number of bets has reached the specified number, a bet command including information on the number of bets that was determined to be positive in step Sa205 is set as an output target to the display control device 81 as a sub-side control device in step Sa206. The command set here is output to the display control device 81 in step Sa110 in the timer interrupt processing. The display control device 81 that has received the bet command executes processing for notification based on the bet operation (for example, notification that a game start condition has been met, or notification of the lottery result of the previous game), and controls the speaker 64 and the auxiliary display unit 65.
[0111] After executing the process of step Sa206, it is determined in step Sa207 whether or not the start lever 41 has been operated. If the start lever 41 has not been operated, the process returns to the start waiting process of step Sa204, and the process from the sensor abnormality confirmation process onward is performed.
[0112] On the other hand, when the start lever 41 is operated, it means that a start command has been issued to start the game, since the game can be started when the start lever 41 is operated under the condition that the specified number of medals have been bet. In such a case, in step Sa208, a valid line setting process is performed to set the combination line corresponding to the number of bets as the valid line. That is, only the bent line L6 is set as the valid line. In step Sa209, the medal passage switching solenoid 46a is switched to a non-excited state to prohibit bet acceptance. After that, the lottery process in step Sa210, the reel control process in step Sa211, and the medal payout process in step Sa212 are executed in order, and the process returns to step Sa203.
[0113] Next, the lottery process in step Sa210 will be described with reference to the flowchart in FIG.
[0114] In step Sa301, a random number used for determining whether a winning combination has been achieved is obtained. In this slot machine 10, when the start lever 41 is operated, the hardware circuitry latches the value of the free-run counter at that time. The free-run counter generates random numbers from 0 to 65535, and the CPU 102 stores the value latched by the hardware circuitry in the RAM 106 after confirming the operation of the start lever 41. With this configuration, it is possible to quickly obtain a random number at the timing when the start lever 41 is operated, and it is possible to avoid problems such as synchronization. The hardware circuitry of this slot machine 10 is configured to latch the value of the free-run counter each time the start lever 41 is operated.
[0115] After obtaining the random number, in step Sa302, a lottery table for determining whether the winning combination is a winning combination is selected. In the slot machine 10, the game states are roughly classified into a normal game state and a bonus state, and a lottery table is set for each game state. In the normal game state, the prescribed number of bets is set to "3" and "2" as described above, so that the lottery table for the normal game state is set to a lottery table for a 3-bet game and a lottery table for a 2-bet game.
[0116] That is, in step Sa302, a lottery table corresponding to the number of bets and the game state is selected. For example, if the number of bets is "3" and any bonus state flag is not set, it is determined that the current game state is the normal game state, and a lottery table for the normal game state is selected. If the current game is a 3-bet game, a lottery table for the normal game state for 3-bet games (FIG. 20) is selected, and if the current game is a 2-bet game, a lottery table for the normal game state for 2-bet games (FIG. 21) is selected. In addition, in this slot machine 10, six stages of winning probabilities from "Setting 1" to "Setting 6" are prepared in advance, and by inserting a setting key into the setting key insertion hole and turning it ON and performing a predetermined operation, it is possible to set which winning probability is used to execute the internal processing. In step Sa302, when the setting state is "Setting 1", a lottery table with the lowest expected value of medal payout is selected, and when the setting state is "Setting 6", a lottery table with the highest expected value of medal payout is selected.
[0117] Here, a supplementary explanation will be given regarding the process for setting the winning probability.
[0118] The winning probability setting process is executed in the main process started by the main control device 101 when the power is turned on. More specifically, the winning probability setting process is started after the initialization process of the RAM 106 when the power is turned on in a state where the setting key detection sensor 73a detects that the setting key is inserted into the setting key insertion hole and is turned ON. In the winning probability setting process, the setting value is updated by one each time the start lever 41 is operated as a predetermined operation, and for example, the setting value is updated so that "setting 1" → "setting 2" → "setting 3" → "setting 4" → "setting 5" → "setting 6" → "setting 1" each time the start lever 41 is operated once. Note that each setting value is displayed, for example, on the credit display unit 60, and the display is updated each time the setting value is updated. Then, the operation of the start lever 41 in a state where the setting key detection sensor 73a is turned OFF is regarded as a setting value confirmation operation, and the setting value at that time is regarded as the current setting value, and the winning probability setting process is terminated. Based on the termination of the winning probability setting process, the display of the credit display unit 60 is also terminated. The set value set in the process of setting the winning probability is stored in the RAM 106 until the next process of setting the winning probability is started. In step Sa302, a process of selecting a lottery table is performed based on the stored set value.
[0119] The lottery table will be briefly explained. Fig. 20 is a lottery table for a normal game state selected in a normal game state in a 3-bet game. Fig. 21 is a lottery table for a normal game state selected in a 2-bet game. The lottery table has index values IV set, and each index value IV is uniquely associated with a winning combination and has a point value PV set.
[0120] After the lottery table is selected, in step Sa303, the index value IV is set to 1, and in the following step Sa304, a judgment value DV used when judging the winning or losing of a hand is set. In this judgment value setting process, a point value PV corresponding to the current index value IV is added to the current judgment value DV to set a new judgment value DV. Note that in the initial judgment value setting process, the random number value acquired in step Sa301 is set as the current judgment value DV, and the current index value IV (1) and the corresponding point value PV are added to this random number value to set a new judgment value DV.
[0121] After that, in step Sa305, the winning combination corresponding to the index value IV is judged. In the winning combination judgment, it is judged whether the judgment value DV exceeds 65535 or not. If it exceeds 65535, in step Sa306, a process is executed to set the winning flag of the game result corresponding to the index value IV judged positively in step Sa305 in the winning flag storage area 106a. For example, if the judgment value DV exceeds 65535 when IV=23, the seventh small winning combination flag and the eighth small winning combination flag are set in step Sa306. Also, if the judgment value DV exceeds 65535 when IV=25, the first BB winning flag is set in step Sa306, and if the judgment value DV exceeds 65535 when IV=26, the second BB winning flag is set in step Sa306.
[0122] Incidentally, if the set winning flag is not a winning flag indicating that the first BB has been won (first BB winning flag) or a winning flag indicating that the second BB has been won (second BB winning flag), the winning flag set in the winning flag storage area 106a is reset after the game in which the corresponding winning flag is set ends (see Sa203 in the normal process). On the other hand, if the winning flag is the first BB winning flag or the second BB winning flag, these winning flags are reset under the condition that the corresponding winning is achieved. In other words, the first BB winning flag and the second BB winning flag may be valid over multiple games.
[0123] In addition, in step Sa306 in a state where the 1st BB winning flag or the 2nd BB winning flag is carried over, if a winning combination other than the 1st BB and the 2nd BB is won, the corresponding winning flag is set, and if a winning combination other than the 1st BB and the 2nd BB is not won, the corresponding winning flag is not set.
[0124] That is, for example, in a state where the first BB winning flag is carried over, if the judgment value DV exceeds 65535 when the index value IV=25, the first BB winning flag is not set. Also, in a state where the first BB winning flag is carried over, if the judgment value DV exceeds 65535 when the index value IV=11, for example, the first small win flag, the ninth small win flag, the tenth small win flag, and the thirteenth small win flag are set.
[0125] In addition, a lottery table for the state in which the 1st BB winning flag or the 2nd BB winning flag is carried over may be prepared separately, and the lottery process may be performed using the separately prepared lottery table in the state in which the 1st BB winning flag or the 2nd BB winning flag is carried over. In this case, in the separately prepared lottery table, each index value IV and point value PV may be set so that the 1st BB and the 2nd BB are not won.
[0126] If the judgment value DV does not exceed 65535 in step Sa305, it means that the hand corresponding to the index value IV has not been obtained. In this case, the index value IV is incremented by 1 in step Sa307, and in the following step Sa308, it is determined whether or not there is a hand corresponding to the index value IV, that is, whether or not there is a target for which a win / loss judgment should be made. Specifically, it is determined whether or not the index value IV incremented by 1 exceeds the maximum value of the index value IV set in the lottery table. If there is a target for which a win / loss judgment should be made, the process returns to step Sa304, and the judgment of the hand is continued. At this time, in step Sa304, the point value PV corresponding to the current index value IV is added to the judgment value DV used for the judgment of the previous hand (i.e., the current judgment value DV) to obtain a new judgment value DV, and in step Sa305, the hand is judged to be a win / loss based on the judgment value DV.
[0127] Incidentally, when the winning combination is judged using the lottery table shown in Fig. 20, that is, when playing a 3-bet game in the normal game mode, the probability of winning normal lip A (probability of winning when IV = 1) is about 1 in 27.3 in setting 1, about 1 in 27.5 in setting 3, and about 1 in 28.3 in setting 6, and the higher the setting value, the harder it is to win. The probability of winning normal lip B (probability of winning when IV = 2) and the probability of winning normal lip C (probability of winning when IV = 3) are both about 1 in 26.2 regardless of the setting value. The probability of winning chance A (probability of winning when IV=4) is approximately 1 in 164 regardless of the setting value, the probability of winning chance B (probability of winning when IV=5) is approximately 1 in 262 regardless of the setting value, and the probability of winning chance C (probability of winning when IV=6) is approximately 1 in 16,400 regardless of the setting value, so that chance B is easier to win than chance C, and chance A is easier to win than chance B. The probability of winning Cherry A (probability of winning when IV=7) is approximately 1 in 107 with setting 1, approximately 1 in 104 with setting 3, and approximately 1 in 93.6 with setting 6, so that the higher the setting value, the easier it is to win. The probability of winning Cherry B (probability of winning when IV=8) is about 1 in 215 regardless of the setting value, and the probability of winning Cherry C (probability of winning when IV=9) is about 1 in 13100 regardless of the setting value, so that Cherry B is easier to win than Cherry C, and Cherry A is easier to win than Cherry B. The probability of winning the common bell (probability of winning when IV=10) is about 1 in 504 regardless of the setting value. The probability of winning the forward push bell 1, forward push bell 2, sandwich push bell 1, sandwich push bell 2, middle forward push bell 1, middle forward push bell 2, middle reverse push bell 1, middle reverse push bell 2, reverse sandwich bell 1, reverse sandwich bell 2, reverse push bell 1, reverse push bell 2 (hereinafter, these are collectively referred to as push order bells) (probability of winning when IV=11 to 22) is about 1 in 18.4 regardless of the setting value.The probability of winning watermelon (the probability of winning when IV=23) is about 1 in 107 regardless of the setting value. The probability of winning 1st BB (the probability of winning when IV=25) is about 1 in 5.03 regardless of the setting value, which is set higher than the winning probability of other roles (replay, small roles, IV=1-24). In 3-bet games, it is set not to win overlapping 1-coin roles (IV=24) or 2nd BB (IV=26) (corresponding point value PV is set to 0). In 3-bet games, the probability of not winning any role, including 1st BB, is 0. And in a situation where 1st BB is won, the probability of not winning any role in 3-bet games is about 1 in 5.03 (for 1st BB) regardless of the setting value. Incidentally, in 3-bet games, excluding the increase in the 1st BB state, you can expect a decrease of about 1.77 medals per game (net increase minus about 1.77 medals).
[0128] In contrast, when the winning or losing of the hand is judged using the lottery table shown in FIG. 21, that is, when playing a 2-bet game in the normal game state, the probability of winning the normal lip A, normal lip B, normal lip C, chance eye A, chance eye B, chance eye C, cherry A, cherry B, and cherry C (probability of winning when IV=1 to 9) is the same as the probability when playing the above 3-bet game. The probability of winning the common bell (probability of winning when IV=10) is about 1 in 9.64 regardless of the set value, and is set to be easier to win than when playing a 3-bet game. The push order bell (IV=11 to 22) is set not to be won in the 2-bet game. The probability of winning the watermelon (probability of winning when IV=23) is about 1 in 257 regardless of the set value, and is set to be harder to win than when playing a 3-bet game. In a 2-bet game, the game is set so that the player can win a duplicate 1-coin role (IV=24), and the probability of this is about 1 in 1.81 regardless of the setting value. In addition, the game is set so that the player cannot win the 1st BB (IV=25), but can win the 2nd BB (IV=26), and the probability of this is about 1 in 4.95 regardless of the setting value. In a 2-bet game, the probability of not winning any role, including the 2nd BB, is also 0. And when the 2nd BB is won, the probability of not winning any role in a 2-bet game is about 1 in 4.95 (for the 2nd BB), regardless of the setting value. Incidentally, in a 2-bet game, a decrease of about 0.64 medals can be expected per game, excluding the increase in the 2nd BB (net increase minus about 0.64 medals).
[0129] After the winning flag is set in step Sa306, or when it is determined in step Sa308 that there is no target to be determined, it means that the judgment of the winning or losing of the role is completed. In such a case, the process proceeds to step Sa309, and a freeze lottery process is performed to determine whether or not to execute a freeze effect that disables the operation of the stop switches 42 to 44 for a predetermined period of time.
[0130] In the following step Sa310, a lottery result response process is performed. In the lottery result response process, a process of whether or not to shift the gaming state depending on the lottery results in steps Sa301 to Sa308, a process for notifying the push order combination, etc. are performed. The lottery result response process will be described in detail later.
[0131] After executing the process of step Sa310, a lottery result command is set in step Sa311. Here, the lottery result command is a command sent to the display control device 81 to inform the result of the winning / losing role determination. However, in normal processing, various commands such as the lottery result command are simply set in the ring buffer, and no command is sent to the display control device 81. The command is sent to the display control device 81 in the command output process (step Sa110) of the timer interrupt process described above.
[0132] Then, in step Sa312, a stop information setting process is executed to set symbols that can be stopped on each of the reels 32L, 32M, and 32R based on the lottery result of the current game. In the stop information setting process, stop symbol information corresponding to a winning combination is set based on the winning flag set in step Sa306. For example, when the push order bell 1 is won (won when IV=11) and the first small role winning flag, the ninth small role winning flag, the tenth small role winning flag, and the thirteenth small role winning flag are set, the stop symbol information is set so that symbols corresponding to the first small role, the ninth small role, the tenth small role, and the thirteenth small role winning can be stopped on each of the reels 32L, 32M, and 32R. Also, when the watermelon is won (won when IV=23) and the seventh small role winning flag and the eighth small role winning flag are set, the stop symbol information is set so that symbols corresponding to the seventh small role winning and the eighth small role winning can be stopped on each of the reels 32L, 32M, and 32R.
[0133] In this slot machine 10, the first BB is set to be a winning combination only in a three-bet game, and the second BB is set to be a winning combination only in a two-bet game. Therefore, even if the first BB winning flag is set, when the game is started in a two-bet game, the stop information setting process in step Sa312 does not set the stop symbol information that makes the first BB winning combination (the stop symbol information that avoids the first BB winning combination is set). Also, even if the second BB winning flag is set, when the game is started in a three-bet game, the stop information setting process in step Sa312 does not set the stop symbol information that makes the second BB winning combination (the stop symbol information that avoids the second BB winning combination is set).
[0134] In the next step Sa313, when multiple stoppable symbol information is set in step Sa312, a priority setting process is executed to set the priority order. For example, when multiple roles among the small role, replay, and bonus roles are won, the following priority order is set. When a small role and a bonus are won, the priority order is set so that the small role win is given priority, and when the small role win cannot be won, the bonus win is won. When a replay and a bonus are won, the priority order is set so that the replay win is given priority.
[0135] For example, in a situation where the first BB has been won (the first BB winning flag is set and the first BB winning has been carried over), if a watermelon is also won and the stop symbol information corresponding to the first BB winning, the seventh small win and the eighth small win is set, the priority order is set so that the seventh small win and the eighth small win are given priority over the first BB winning. Also, in a situation where the second BB has been won (the second BB winning flag is set and the second BB winning has been carried over), if a normal lip A is also won and the stop symbol information corresponding to the second BB winning, the first replay, the second replay, the third replay and the fourth replay winning are set, the priority order is set so that each replay winning is given priority over the second BB winning.
[0136] Here, when the replay is won, the winning symbol combination is set so that one of the winning replays will always win. In other words, when the replay is won, the replay win is always established and there is no missed opportunity. Therefore, when the stop symbol information for the replay and the bonus is set, one of the set replays will always win, and the bonus will never win.
[0137] After executing the process of step Sa313, the section display first process is executed in step Sa314, and then the lottery process is terminated. The section display first process is a process related to the display control of the instruction monitor 68 and the role ratio monitor 77, and this process will be described in detail later.
[0138] Next, the reel control process in step Sa211 will be described with reference to the flowchart in FIG.
[0139] In the reel control process, first, in step Sa401, a first external output setting process is performed. The first external output setting process is a process for transmitting information such as a transition of a game state or an upcoming transition to a hall management device or the like via the external centralized terminal board 121. The first external output setting process will be described in detail later.
[0140] In the next step Sa402, a spin effect process is performed. The spin effect process is a process for performing an effect using reel control during an invalid period based on the result of the freeze lottery process performed in the above step Sa309 and the result of the lottery result response process performed in step Sa310. The spin effect process will be described in detail later. In the next step Sa403, a spin start process is performed to start spinning of each of the reels 32L, 32M, and 32R.
[0141] In the spin start process, it is confirmed whether a predetermined wait time (for example, 4.1 seconds) has elapsed since the reels started spinning in the previous game, and if not, the process waits until the wait time has elapsed. If the wait time has elapsed, the process resets the wait time for the next game and performs a motor control initialization process to set spin start information in a motor control storage area provided in the RAM 106. By performing this process, the stepping motor acceleration process is started in the stepping motor control process (step Sa106) of the timer interrupt process, and each of the reels 32L, 32M, and 32R starts spinning. For this reason, even if the player bets a specified number of medals and operates the start lever 41, each of the reels 32L, 32M, and 32R may not start spinning immediately. After that, the process waits until each of the reels 32L, 32M, and 32R spins at a constant speed at a predetermined speed, and the spin start process ends. In addition, when the rotation speed of each reel 32L, 32M, 32R becomes constant, the CPU 102 outputs a progress (command) to that effect to the display control device 81, and the CPU 181 on the display control device 81 side lights up the stop lamps 42b to 44b built into each stop switch 42 to 44, thereby notifying the player, etc. that it is possible to issue a stop command.
[0142] Following the spin start process, in step Sa404, it is determined whether any of the stop switches 42 to 44 has been operated. If none of the stop switches 42 to 44 has been operated, the process waits until any of the stop switches 42 to 44 has been operated. If it is determined that any of the stop switches 42 to 44 has been operated, the process proceeds to step Sa405, where it is determined whether or not the stop switch corresponding to the spinning reel has been operated, i.e., whether or not a stop command has been generated. If a stop command has not been generated, the process returns to step Sa404, where it waits until any of the stop switches 42 to 44 has been operated. If a stop command has been generated, a stop command command is set in step Sa406. Here, the stop command command is a command transmitted to the display control device 81 to allow the display control device 81 to know which stop switch has been operated to generate the stop command. If the stop command has been set, the stop control process shown in steps Sa407 to Sa413 is performed to stop the spinning reel. The display control device 81, which receives the stop command, controls the auxiliary display unit 65 and the speaker 64 to perform the effect of stopping the corresponding reel, and also controls the stop lamps 42b to 44b corresponding to the stop switches 42 to 44 that were currently operated to be turned off.
[0143] In step Sa407, the symbol number of the reaching symbol that has reached the base position (lower in this embodiment) at the timing when the stop switch is operated is confirmed. Specifically, the symbol number of the reaching symbol that has reached the base position is confirmed by the number of excitation pulses output from the time when the detection signal of the reel index sensor is input. In the following step Sa408, the number of slips of the reel to be stopped this time is calculated based on the stop information stored in the stop information storage area 106b. In this slot machine 10, five stop modes are prepared as stop modes for stopping each of the reels 32L, 32M, and 32R when the stop switches 42 to 44 are operated: a stop mode in which the reaching symbol that has reached the base position is stopped as it is, a stop mode in which the corresponding reel is stopped after sliding for one symbol, a stop mode in which the corresponding reel is stopped after sliding for two symbols, a stop mode in which the corresponding reel is stopped after sliding for three symbols, and a stop mode in which the corresponding reel is stopped after sliding for four symbols. Therefore, in step Sa408, a value of 0 to 4 is calculated as the number of slips based on the stop information stored in the stop information storage area 106b. After that, in step Sa409, the calculated number of slips is added to the symbol number of the reached symbol to determine the symbol number of the stop symbol to be actually stopped at the base position. In step Sa410, it is determined whether the symbol number of the reached symbol of the reel to be stopped this time and the symbol number of the stopped symbol are equal, and if they are equal, a reel stop process is performed in step Sa411 to stop the rotation of the reel. After that, in step Sa412, it is determined whether all reels 32L, 32M, and 32R have stopped. If all reels 32L, 32M, and 32R have not stopped, a second stop information setting process is performed in step Sa413, and the process returns to step Sa404.
[0144] Here, the second stop information setting process is a process for changing the stop information stored in the stop information storage area 106b of the RAM 106 after the reels have stopped. In the second stop information setting process, the stop information is changed based on the set winning flag and the stop results of the stopped reels. In the slot machine 10, for example, when a win occurs when IV=11 to 22, that is, when the push order bell is won (see Figs. 20 and 21), the second stop information setting process is performed to change the winning mode established by the operation order of the stop switches 42 to 44 that generated the stop command.
[0145] FIG. 23 is an explanatory diagram showing the correspondence between the winning combination, the operation sequence of the stop switches 42-44, and the winning mode that is established. For example, when the middle order push bell 1 is won, if each stop switch 42-44 is operated in the order of left → middle → right, left → right → middle, middle → right → left, right → left → middle, or right → middle → left, the stop information is set so that the 17th small win, the 18th small win, or the 21st small win is established, and if it is operated in the order of middle → left → right, the stop information is set so that the 3rd small win is established. However, even if the stop information is set in this way, depending on the operation timing of the stop switches 42-44, the corresponding win may not be established.
[0146] The arrangement of symbols on each of the reels 32L, 32M, and 32R will be briefly described. In the slot machine 10, the reels 32L, 32M, and 32R can be stopped after sliding a maximum of four symbols from the timing of the operation of the stop switches 42 to 44. Therefore, when the same symbols are arranged on each of the reels 32L, 32M, and 32R with an interval of four symbols or less, the winning symbol can be stopped on the pay line when it becomes a winning symbol regardless of the timing of the operation of the stop switch 43. On the other hand, for symbols arranged so as to form an interval of five symbols or more, the player needs to operate the stop switches 42 to 44 while aiming at the symbol in order to stop it on the pay line.
[0147] A case where the middle push bell 1 is won and the stop switches 42-44 are operated in the order of left → middle → right will be described as an example. In such a case, as described above, the reels 32L, 32M, and 32R are stopped to establish the 17th small prize, the 18th small prize, or the 21st small prize.
[0148] The 17th minor winning symbol on the left reel 32L is a "red 7" symbol and a "BAR" symbol. The 18th minor winning symbol on the left reel 32L is a "red shell" symbol and a "white shell" symbol. The 21st minor winning symbol on the left reel 32L is a "replay" symbol and a "young man" symbol. The 17th minor winning symbol, the 18th minor winning symbol, and the 21st minor winning symbol are arranged on the left reel 32L so that the interval between the symbols is 4 symbols or less. Therefore, when the left stop switch 42 is operated first, any one of the 17th minor winning symbol, the 18th minor winning symbol, and the 21st minor winning symbol stops on the pay line (middle row) regardless of the operation timing. In this slot machine 10, when multiple target symbols are operated at a timing when they can be stopped, the stop control is performed so that the symbol with the smallest number of slip frames stops on the pay line. That is, for example, when the left stop switch 42 is operated at the timing when the first "bell" symbol on the left reel 32L reaches the bottom row, the fourth "red shell" symbol (2-frame slide) which is the 18th small win symbol and the fifth "replay" symbol (3-frame slide) which is the 21st small win symbol can be stopped in the middle row, but the stop control of the left reel 32L is performed so that the fourth "red shell" symbol with the fewest number of slip frames stops in the middle row. In this case, although there is still a possibility that the 18th small win symbol will be established, the 17th small win symbol and the 21st small win symbol will not be established.
[0149] When the 18th minor winning symbol on the left reel 32L stops in the middle row, the second stop information setting process changes the stop information so that the 18th minor winning symbol can be achieved.
[0150] The 18th minor symbol on the center reel 32M is a "replay" symbol. The "replay" symbols are arranged on the left reel 32L so that the interval between the "replay" symbols is 4 symbols or less. Therefore, in this case, regardless of the operation timing of the center stop switch 43, the stop control is performed so that the "replay" symbols stop on the upper row of the center reel 32M.
[0151] The 18th minor winning symbols on the right reel 32R are the "white shell" symbol and the "young man" symbol. These symbols are arranged on the right reel 32R so that the interval between the "white shell" symbol and the "young man" symbol is 5 symbols or more. In other words, depending on the operation timing of the right stop switch 44, there are cases where the "white shell" symbol or the "young man" symbol, which is the 18th minor winning symbol, can be stopped on the upper row, and cases where it cannot be stopped on the upper row. If the right stop switch 44 is operated at a timing when it is possible to stop it on the upper row, the 18th minor winning symbol is established, and if the right stop switch 44 is operated at a timing when it is not possible to stop it on the upper row, it is a so-called miss.
[0152] Here, when the "red shell" symbol stops in the middle of the left reel 32L and the "replay" symbol stops in the upper row of the middle reel 32M, in addition to the case where the middle push bell 1 is won and the 18th small prize is won as described above, there is also a case where the middle push bell 2 is won and the 20th small prize is won. In other words, the 20th small prize symbol in the middle push bell 2 is the same as the 18th small prize symbol on the left reel 32L and the middle reel 32M. And, in the right reel 32R, the 18th small prize symbol is the "white shell" symbol and the "young man" symbol, while the 20th small prize symbol is the "red 7" symbol and the "white 7" symbol, which are different. In particular, the 18th and 20th small prize symbols on the right reel 32R are arranged so that if the right stop switch 44 is operated at the timing when the 18th small prize symbol can be stopped on the effective line, the 20th small prize symbol cannot be stopped on the effective line, and if the right stop switch 44 is operated at the timing when the 20th small prize symbol can be stopped on the effective line, the 18th small prize symbol cannot be stopped on the effective line. Therefore, assuming that it is not known whether the middle push bell 1 or the middle push bell 2 has been won, even if the left reel 32L and the middle reel 32M are stopped and the stop state is such that there is a possibility of the 18th and 20th small prize winning, it is not possible to aim for it and win.
[0153] Next, a case where the middle push bell 1 is won and the stop switches 42-44 are operated in the order of middle → left → right will be described as an example. In this case, the reels 32L, 32M, and 32R are stopped to establish the third small prize.
[0154] On the middle reel 32M, the "replay" symbols, which are the third minor symbol, are arranged so that the interval between the "replay" symbols is 4 symbols or less. Therefore, when the middle stop switch 43 is operated first, the "replay" symbols stop on the upper row regardless of the operation timing.
[0155] On the left reel 32L, the "bell" symbols, which are the third minor symbol, are arranged so that the interval between the "bell" symbols is four symbols or less. Therefore, when the left stop switch 42 is operated second, the "bell" symbols stop in the middle row regardless of the operation timing.
[0156] On the right reel 32R, the third minor winning symbols, the "watermelon" and "red shell" symbols, are arranged so that the interval between these symbols is four symbols or less. Therefore, if the right stop switch 44 is operated third, the "watermelon" or "red shell" symbol will stop on the top row regardless of the operation timing. As shown above, if the middle order push bell 1 is won and the middle stop switch 43 → left stop switch 42 → right stop switch 44 are operated in this order, the third minor winning symbol will be established regardless of the operation timing.
[0157] As described above, when the push order bell is won, if the stop switches 42-44 are operated in a predetermined operation sequence, the first small prize, the second small prize, the third small prize, the fourth small prize, the fifth small prize, or the sixth small prize will be won regardless of the operation timing, and if the stop switches 42-44 are operated in a different operation sequence, depending on the operation timing, other small prizes will be won, or none of the small prizes will be won and the winner will be lost. Incidentally, when the common bell is won, the first small prize, the second small prize, the third small prize, the fourth small prize, the fifth small prize, or the sixth small prize will be won regardless of the operation sequence and operation timing.
[0158] Returning to the description of the reel control process, if it is determined in step Sa412 that all reels 32L, 32M, and 32R are stopped, a payout determination process is performed in step Sa414. The payout determination process is a process for setting the number of medals to be paid out, with one of the conditions being that a combination of winning symbols is lined up on an active line. In the payout determination process, a combination of symbols formed on an active line is derived from the symbol numbers of the symbols stopped on the lower rows of each of the reels 32L, 32M, and 32R, and it is determined whether or not a winning combination is established on the active line. If a winning combination is established, it is further determined whether or not the winning combination corresponds to the winning flag set in the winning flag storage area 106a. If the winning combination corresponds to the winning flag, the winning combination and the payout number corresponding to the winning combination are set in the payout information storage area provided in the RAM 106. On the other hand, if the winning combination does not correspond to the winning flag, the slot machine 10 is put into an error state and an error occurrence notification process is performed. This error state is maintained until the reset switch 72 is operated.
[0159] After the payout determination process, in step Sa415, bonus state process is executed. The bonus state process will be described in detail later. After the bonus state process is executed, in step Sa416, second external output setting process is executed. The second external output setting process is a process for transmitting information such as that the gaming state has been changed or is about to be changed to a hall management device or the like via the external centralized terminal board 121. The second external output setting process will be described in detail later.
[0160] In the next step Sa417, a winning result response process is performed. In the winning result response process, a process for shifting the gaming state based on the winning result is performed. The winning result response process will be described in detail later.
[0161] After the winning result corresponding process is performed, the section display second process is executed in step Sa418. The section display second process is a process related to the display control of the instruction monitor 68, and this process will be described in detail later. After that, in step Sa419, a winning result command is set so that the display control device 81 knows the winning combination in the current game, and the reel control process is terminated.
[0162] Next, the medal payout process of step Sa212 will be outlined.
[0163] In the medal payout process, it is determined whether the payout number set in the payout information storage area is 0 or not. If the payout number is 0, it means that it has been determined in the previous payout determination process that a small winning combination has not been established. In such a case, it is determined whether any of the 1st replay winning to the 12th replay winning has been established based on the winning combination set in the payout determination process. If none of the replay winning combinations has been established, the medal payout process is terminated as it is, and if any of the replay winning combinations has been established, a replay setting process is performed to set the play mode to the replay mode, and the medal payout process is terminated. In the start waiting process (step Sa204) described above, when it is determined that the current play mode is the replay mode, an automatic insertion process is performed.
[0164] On the other hand, if the payout number set in the payout information storage area is not 0, medals equal to the payout number are paid out, and the medal payout process is terminated. Specifically, when the credit counter count value has not reached the upper limit (the number of medals stored is 50), the payout number is added to the credit counter count value, and the value after the addition is displayed on the credit display unit 60. When the credit counter count value has reached the upper limit, or when the count value reaches the upper limit during the addition of the payout number, the medal payout rotating plate is driven, and medals are paid out from the hopper device 51 to the medal receiving tray 50 via the medal discharge port 49. In addition, in the medal payout process, a process of changing the payout number displayed on the payout number display unit 62 according to the payout of medals is also performed. In addition, when the current game state is the BB state, the payout number is subtracted from the value of the remaining payout number counter described later, and the remaining payout number displayed on the remaining payout number display unit 61 is subtracted.
[0165] Next, the bonus state process in step Sa415 will be described with reference to the flowchart of FIG.
[0166] First, in step Sa501, it is determined whether the current gaming state is a bonus state, that is, whether the current gaming state is the first BB state or the second BB state. Whether the current gaming state is the first BB state or the second BB state can be determined by the presence or absence of a first BB state flag or a second BB state flag that are set in the various flag storage area 106d of RAM 106 when transitioning to the first BB state or the second BB state. That is, in step Sa501, if neither the first BB state flag nor the second BB state flag is set, it is determined that the current state is not the first BB state or the second BB state, and the process proceeds to step Sa502.
[0167] In step Sa502, it is determined whether the first BB hit flag or the second BB hit flag is set and either of the BB hits has been hit. If neither of the BB hit flags is set, the bonus state process ends. If either of the BB hit flags is set, the process proceeds to step Sa503.
[0168] In step Sa503, a process of inputting 3 into the MAX bet counter provided in the various counter area 106e of the RAM 106 is performed. The MAX bet counter is for setting a specific number of virtual medals to be inserted when the first credit insertion switch 56 is operated. That is, when the first credit insertion switch 56 is operated in a situation where 3 is input into the MAX bet counter, 3 virtual medals are inserted. In this case, since the MAX bet counter does not set the prescribed number of medals for the game, in a situation where 2 or 3 medals is set as the prescribed number of medals for the game, it is permitted to play a 2-bet game by operating the second credit insertion switch 57. Note that, if 3 has already been input into the MAX bet counter in step Sa503, that state is maintained.
[0169] The initial value of the MAX bet counter is 2, and when the reset switch 72 is operated to clear the RAM, the MAX bet counter is set to 2 and the slot machine 10 is started up.
[0170] In the next step Sa504, it is determined whether the first BB win or the second BB win has occurred. If neither of the BB wins has occurred, the bonus state process ends. If either of the BB wins has occurred, the process proceeds to step Sa505, where it is determined whether the first BB win has occurred.
[0171] If the first BB winning is established, in step Sa506, a process of inputting "15" to the BB counter provided in the various counter area 106e is executed. The BB counter is a counter for defining the upper limit payout number in each BB state. That is, by inputting "15" to the BB counter in step Sa506, the first BB state is set to end by paying out 15 or more medals. In step Sa507, the first BB winning flag is cleared. Then, in step Sa508, the first BB state flag is set in the various flag storage area 106d. As a result, from the next game onwards, a positive judgment is made in step Sa501. In the following step Sa509, a process of setting the first BB start command as an output target to the display control device 81 is executed. The first BB start command is a command for making the display control device 81 understand that the first BB state is starting, and the display control device 81 that has received the first BB start command controls the speaker 64, the auxiliary display unit 65, and the like so that a first BB start performance corresponding to the start of the first BB state is performed. Furthermore, by receiving the 1st BB start command, the display control device 81 is able to grasp that the 1st BB state will start from the next game, and controls the speaker 64, auxiliary display unit 65, etc. so that a presentation for the 1st BB state is performed from the next game.
[0172] After the output setting of the 1st BB start command is performed in step Sa509, the process of setting the specified number of bets to 3 is performed in step Sa510, and then this bonus state process is terminated. The specified number of bets corresponds to the specified number of coins for the above-mentioned game. In other words, by transitioning to the 1st BB state, the specified number of coins for the game is set to 3 coins, and the 1st BB state is performed in a 3-bet game.
[0173] The initial values of the prescribed number of bets are 2 and 3, and when the reset switch 72 is operated to clear the RAM, the prescribed number of bets is set to 2 and 3 and the slot machine 10 is started.
[0174] A case where it is determined in step Sa505 that the first BB winning has not been achieved is a case where the second BB winning has been achieved. In this case, the process proceeds to step Sa511, and a process of inputting "15" to the BB counter is executed. That is, the second BB state is set to end when 15 or more medals are paid out. Then, a process of clearing the second BB winning flag is executed in step Sa512, and a process of setting the second BB state flag is executed in step Sa513. After that, a process of setting the second BB start command to be output to the display control device 81 is executed in step Sa514. The second BB start command corresponds to the first BB start command, and is a command for making the display control device 81 understand that the second BB state is starting. The display control device 81 that has received the second BB start command controls the speaker 64, the auxiliary display unit 65, etc. so that a second BB start performance corresponding to the start of the second BB state is performed, and controls the speaker 64, the auxiliary display unit 65, etc. so that a performance for the second BB state is performed from the next game. The first BB start effect and the second BB start effect are different in appearance and content to a degree that is distinguishable by the player. The first BB state effect and the second BB state effect are also different in appearance and content to a degree that is distinguishable by the player.
[0175] After the output setting of the second BB start command is performed in step Sa514, the process of setting the specified bet number to 3 is performed in step Sa510, and then this bonus state process is terminated. That is, the specified number of coins for the game is set to 3 not only in the first BB state but also in the second BB state, and the second BB state is performed in a 3 bet game.
[0176] If the result of the positive determination in step Sa501 is the first BB state or the second BB state, the process proceeds to step Sa515, and processing in the first BB state or the second BB state is performed. FIG. 25 shows an example of a lottery table for the BB state. In this embodiment, a common lottery table is used for the first BB state and the second BB state, but separate lottery tables may be provided for each state, and the types of roles that can be won and the winning probability of each role may be different. In this embodiment, as shown in FIG. 25, in the first BB state and the second BB state, it is set so that normal lip A, common bell, and overlapping 1-coin role can be won. The probability of winning normal lip A (the probability of winning when IV=1) is about 1 in 61.2, the probability of winning common bell (the probability of winning when IV=10) is about 1 in 5.96, and the probability of winning overlapping 1-coin role (the probability of winning when IV=24) is about 1 in 1.31. In addition, in the 1st BB state or the 2nd BB state, the probability of getting a losing result, i.e., not winning any role, is approximately 1 in 10.14. In this case, you can expect an increase of approximately 0.00 medals per game (net increase of approximately plus or minus 0.00 medals), and there will be no increase or decrease in medals in the 1st BB state or the 2nd BB state. In other words, although you cannot expect an increase in medals in the 1st BB state or the 2nd BB state, it is possible to progress through the game without losing medals.
[0177] Here, in the normal game state in the 3-bet game and the 1st BB state to which the 3-bet game can be shifted, the main increase in medals is caused by the 1st to 6th minor winnings, which generate a payout of 13 medals, and the winning combination is the push order bell in the normal game state and the common bell in the 1st BB state. Comparing the winning rates of these main minor winning combinations, in the normal game state, assuming that the stop switches 42 to 44 are operated in a certain operation sequence, the winning probability is about 1 in 9.19, whereas in the 1st BB state, the winning probability is about 1 in 5.96, and in the 3-bet game, the 1st BB state is set to be more likely to win than the normal game state. In addition, in both the normal game state in a 2 bet game and the second BB state to which a transition can be made in a 2 bet game, the main medal increase is the common bell, and while in the normal game state the probability of winning is approximately 1 in 9.64, in the 2 BB state the probability of winning is approximately 1 in 5.96; therefore, even in a 2 bet game, it is set up so that winning is more likely to occur in the 2 BB state than in the normal game state.
[0178] However, as mentioned above, you cannot expect an increase in the number of medals you have even if you complete the 1st BB or 2nd BB state.
[0179] In the bonus state process, in step Sa515, as a result of the lottery process using the BB state lottery table and the control of each reel, it is determined whether or not any small winning combination has been achieved in this game. If no winning combination has been achieved, the bonus state process is terminated. If a winning combination has been achieved, in step Sa516, a process is executed to subtract the payout amount corresponding to the winning combination from the BB counter in the various counter area 106e. Then, in step Sa517, it is determined whether or not the BB counter has become 0 or less as a result of the subtraction process in step Sa516. For example, if a common bell is won and the first to sixth small winning combinations are achieved, 13 coins are paid out, so in step Sa516, 13 is subtracted from the BB counter.
[0180] If it is determined in step Sa517 that the number is not 0 or less, the bonus state process is terminated as it is. On the other hand, if it is determined that the number is 0 or less, a process of clearing the BB state flag corresponding to the current BB state is performed in step Sa518. That is, if it is the first BB state, the first BB state flag is cleared, and if it is the second BB state, the second BB state flag is cleared. Then, in step Sa519, a process of inputting 2 to the MAX bet counter is executed, and in step Sa520, a BB end command corresponding to the BB state to be ended this time is set as an output target to the display control device 81. More specifically, if the first BB state is to be ended, the first BB end command is set to be output, and if the second BB state is to be ended, the second BB end command is set to be output. The display control device 81 that has received the first BB end command or the second BB end command controls the speaker 64 and the auxiliary display unit 65 so that a performance for the first BB end or a performance for the second BB end is performed.
[0181] After that, in step Sa521, the specified number of bets is set to 2 and 3, and then this bonus state processing is terminated. In this case, in the normal game state after the end of the 1st BB state or the 2nd BB state, a 2-bet game and a 3-bet game are possible. In contrast, since 2 is input to the MAX bet counter in step Sa519 as described above, when the first credit insertion switch 56 is operated, two virtual medals are inserted and the game is played in the 2-bet game. In other words, in a situation where neither the 1st BB hit flag nor the 2nd BB hit flag is set, the game is set to be played more easily in the 2-bet game. Incidentally, after the end of the 1st BB state or the 2nd BB state, since 2 is input to the MAX bet counter, it is not possible to bet 3 medals by operating the first credit insertion switch 56 or the second credit insertion switch 57, and it is necessary to insert three medals from the medal insertion slot 45 in order to play the 3-bet game.
[0182] Here, the gameplay of the slot machine 10 using the 2-bet game and the 3-bet game will be briefly described with reference to FIG.
[0183] The normal game state where the first BB hit flag and the second BB hit flag are not set and no BB is hit is called a non-internal state. In this case, as described above, the prescribed bet number (prescribed number of coins per game) is set to 2 and 3 coins, and a 2-bet game and a 3-bet game are possible. However, when 2 is input to the MAX bet counter as described above and the game is started by operating the first credit insertion switch 56, it becomes a 2-bet game.
[0184] In the non-internal state, the 1st BB can be won in a 3-bet game but the 2nd BB cannot be won, and in a 2-bet game, the 2nd BB can be won but the 1st BB cannot be won. In a game in which the first credit insertion switch 56 is operated as described above, the 2nd BB can basically be won in a 2-bet game.
[0185] If the first or second BB is won but no prize is awarded in the winning game, the internal state is one in which the first or second BB win is carried over (carry-over state). As described above, the specified number of bets (specified number of coins per game) is set to 2 and 3 in the internal state as well, and a 2-bet game and a 3-bet game are possible. However, if 3 is input to the MAX bet counter as described above and the first credit insertion switch 56 is operated to start the game, the game will be a 3-bet game.
[0186] As already explained, in the slot machine 10, in the internal state where the 1st BB is won, the stop control of each reel 32L, 32M, 32R is performed so that the 1st BB winning can be achieved in the 3 bet game, but the 1st BB winning cannot be achieved in the 2 bet game. Also, in the internal state where the 2nd BB is won, the stop control of each reel 32L, 32M, 32R is performed so that the 2nd BB winning can be achieved in the 2 bet game, but the 2nd BB winning cannot be achieved in the 3 bet game. In other words, when the 1st BB is won in the 3 bet game, the 1st BB winning can be achieved by continuing the 3 bet game, but the 1st BB winning cannot be achieved by switching to the 2 bet game after the 1st BB is won. Also, when the 2nd BB is won in the 2 bet game, the 2nd BB winning can be achieved by continuing the 2 bet game, but the 2nd BB winning cannot be achieved by switching to the 3 bet game after the 2nd BB is won. And the 1st BB and the 2nd BB are not won twice, and the 1st BB is not won again when the 1st BB win is carried over, and the 2nd BB is not won twice. And the 2nd BB is not won again when the 2nd BB win is carried over, and the 1st BB is not won twice. In other words, if you play a 2-bet game when you win the 1st BB, the game will continue in an internal state where the 1st BB win is carried over, and if you play a 3-bet game when you win the 2nd BB, the game will continue in an internal state where the 2nd BB win is carried over.
[0187] Here, since the 1st BB winning is only realized in a 3-bet game and the 2nd BB winning is only realized in a 2-bet game as described above, even if the 3-bet game results in a loss in which no winning combination is won while the 2nd BB winning is carried over, the 2nd BB winning is not realized, and even if the 2-bet game results in a loss while the 1st BB winning is carried over, the 1st BB winning is not realized. By doing so, it is possible to dramatically simplify the combination configuration and the control of each of the reels 32L, 32M, and 32R in the internal state in which the 1st BB winning or the 2nd BB winning is carried over. If the combination is such that the 2nd BB winning can be achieved in a 3-bet game or the 1st BB winning can be achieved in a 2-bet game, when the internal state in which the 1st BB winning or the 2nd BB winning is carried over is to be continued, it is necessary to make a lottery table that does not result in a loss, and for example, in a combination in which a miss may occur, it is necessary to make a different combination win at the time of the miss.
[0188] In the 1st BB state and the 2nd BB state, the main role for medal increase is the common bell. In the non-internal state and the internal state, the main role for medal increase in the 2-bet game is the common bell, whereas the main role for medal increase in the 3-bet game is the push order bell. For the common bell, any of the 1st to 6th small roles will be won regardless of the operation sequence and operation timing of the stop switches 42 to 44, whereas for the push order bell, the small role that will be won differs depending on the operation sequence and operation timing of the stop switches 42 to 44. In other words, the fluctuation in medal increase and decrease depending on the operation sequence and operation timing (mainly the operation sequence) when the push order bell is won is larger in the non-internal state and the internal state in the 3-bet game than in the 1st BB state and the 2nd BB state. For example, by announcing the operation sequence (Figure 23) resulting in the first to sixth small prize winnings when the push order bell is won, it is possible to switch between an AT mode (assist time mode, navigation mode) that assists in winning and a non-AT mode (non-navigation mode) that does not, and create a state in which the number of medals increases and a state in which the number of medals decreases depending on whether or not the notification (assist) is given.
[0189] The basic flow of the game in which the first credit insertion switch 56 is operated is as follows: first, in the non-internal state, a 2-bet game is played, and the 2 BB is won in the 2-bet game. When the 2 BB is won, the game enters the internal state, switches to a 3-bet game, and the game proceeds in a state in which the 2 BB winning cannot be realized. In this case, as described above, in the 3-bet game in which the 2 BB winning is carried over, the 1 BB is not won, nor is the 2 BB won, and the game continues in the internal state in which the 2 BB winning is carried over.
[0190] Below, we will assume that the game is played in a state where the second BB win has been carried over, and explain the gameplay that utilizes notifications (push order notifications) when the push order bell is won during that game (also referred to as normal game in the following explanation).
[0191] <Lottery result processing> First, the lottery result response process performed in step Sa310 will be described with reference to the flowchart in Fig. 27. The lottery result response process is a process performed after the lottery process for each game is performed, and is a process for performing a lottery for transition to an AT mode in which a push order notification is generated based on the lottery result of the game.
[0192] First, in steps Sa601 to Sa603, a process of determining the number of bets for the game to be started this time is executed. That is, in step Sa601, it is determined whether or not either the first BB state flag or the second BB state flag is set, and it is determined whether or not the game to be started this time is in either of the BB states. If it is not in the BB state, it is determined in step Sa602 whether or not the number of bets is 3. Also, if it is in the BB state, it is determined in step Sa603 whether or not the number of bets is 2. As already explained, in the non-internal state before the first BB or second BB is won, and in the internal state after the first BB or second BB is won, the specified number of bets is set to 2 and 3, and in the first BB state or the second BB state, the specified number of bets is set to 3. The processing of steps Sa602 and Sa603 is to determine whether the number of bets for the current game is a specific specified number (specific set number) that is specified (set) in correspondence with the game status, and if the specific specified number is not present, the lottery result response processing is terminated without performing processing for the display mode (processing for the instruction function) from step Sa604 onwards.
[0193] That is, in the non-internal state and the internal state, the process for the display mode is executed in the 3 bet game, but the process for the display mode is not executed in the 2 bet game. Also, in the 1st BB state and the 2nd BB state, since the specified bet number is set to 3, the 2 bet game is not executed, and the process for the display mode is not executed in the 1st BB state and the 2nd BB state.
[0194] In other words, in this embodiment, if the internal state is a 2-bet game, the lottery for transition to the AT mode after step Sa604 is not performed, which is disadvantageous to the player. By doing this, the internal state is made to be a 3-bet game, making it easier to play a normal game with the second BB carried over.
[0195] If the determination is affirmative in step Sa602 or step Sa603, it is determined in step Sa604 whether or not an advantageous zone flag is set in the various flag storage area 106d. In this slot machine 10, regarding the occurrence or non-occurrence of push order notifications, advantageous zones in which such notifications may occur and normal zones in which such notifications may not occur are set. The advantageous zone flag is a flag that allows the CPU 102 to know that the current game is in an advantageous zone, and is set when a transition to an advantageous zone occurs, and is cleared when a transition to a normal zone occurs.
[0196] If the advantageous zone flag is not set, it means that the current game is in the normal zone, in which case the advantageous zone transition lottery process is executed in step Sa605, and then the lottery result response process is terminated.
[0197] In the advantageous zone transition lottery process, as shown in the flowchart of FIG. 28, the lottery result of the current game is grasped in step Sa701. Then, in step Sa702, the advantageous zone transition lottery table is acquired from the various table storage area 105a of the ROM 105. In the advantageous zone transition lottery table, as shown in FIG. 29, the transition rate to the advantageous zone (the winning probability of the advantageous zone transition lottery) is set according to the lottery result of each game. As shown in FIG. 29, the normal lip A, the normal lip B, the normal lip C, the chance eye A, the chance eye B, the chance eye C, the cherry A, the cherry B, the cherry C, the common bell, the push order bell, and the watermelon are set as the trigger role of the transition lottery to the advantageous zone. That is, in the normal game as the 3-bet game carrying over the 2nd BB, all the results that can be won are set as the trigger role of the transition lottery to the advantageous zone.
[0198] After acquiring the lottery table in step Sa702, a process of acquiring a random number for the advantageous zone transition lottery is executed in step Sa703. The random number for the advantageous zone transition lottery is a dedicated counter in the various counter areas 106e, which is updated at a predetermined cycle, and the latest updated value of the counter is acquired in step Sa703. Then, an advantageous zone transition lottery is executed in step Sa704, and it is determined in step Sa705 whether or not the transition lottery has been won. Incidentally, in this embodiment, the lottery table is set so that the advantageous zone transition lottery has a 100% probability regardless of the trigger role. In this case, if it is determined that the game result grasped in step Sa701 is a trigger role for the transition lottery (not a losing result), it is also possible to omit the processes in steps Sa702 to Sa705.
[0199] If it is determined in step Sa705 that the transition lottery has been won, a process is executed in step Sa706 to set a favorable zone winning game flag in the various flag storage area 106d. The favorable zone winning game flag is a flag that allows the CPU 102 to know that the current game is a game in which the transition lottery to the favorable zone has been won. If a negative determination is made in step Sa705, or after the process of step Sa706 has been executed, the favorable zone transition lottery process is terminated.
[0200] Returning to the description of the lottery result corresponding process, if it is determined in step Sa604 that the advantageous section flag is set, the process proceeds to step Sa606. In step Sa606, it is determined whether any one of the AT mode winning flag, the first AT mode flag, and the second AT mode flag is set in the various flag storage areas 106d. Here, in the present embodiment, the first AT mode and the second AT mode with different additional winning probabilities are set as the AT modes, and the first AT mode flag and the second AT mode flag are flags for the CPU 102 to recognize that it is the AT mode and its type, and are flags set when the transition to the AT mode becomes possible. Further, the AT mode winning flag is a flag for the CPU 102 to recognize that the lottery for AT mode transition has been won and the transition to the AT mode is determined, and it is the situation before the transition to the AT mode. If none of the flags are set in step Sa606, the AT lottery process is executed in step Sa607. On the other hand, if any one of the flags is set in step Sa606, the AT addition process is executed in step Sa608.
[0201] <AT lottery process> First, the AT lottery process in step Sa607 will be described with reference to the flowchart of FIG. 30.
[0202] In step Sa801, a process of subtracting 1 from the ceiling counter provided in the various counter areas 106e is executed. The ceiling counter is a counter for causing a transition to the AT mode regardless of the result of the AT mode transition lottery (without winning) when the number of games after the advantageous section transition reaches the ceiling number of games, and is a counter for the CPU 102 to recognize the remaining number of games up to the ceiling number of games. The ceiling number of games is set at the time of the advantageous section transition. Incidentally, as described above, since the AT lottery process is executed when the bet number is a specific specified number corresponding to the game state, the ceiling counter is subtracted in a game where the bet number is a specific specified number corresponding to the game state. For example, it is not subtracted in a 2-bet game.
[0203] After the subtraction process of the ceiling counter is executed in step Sa801, it is determined in step Sa802 whether or not the ceiling counter has reached 0. If it has not reached 0, the process for the AT mode transition lottery is executed in steps Sa803 to Sa808.
[0204] That is, in step Sa803, a process is executed to grasp the lottery result of the current game. Then, in step Sa804, it is determined whether or not the CZ mode flag is set in the various flag storage area 106d. In this embodiment, the normal mode and the CZ mode, which is easier to win the AT mode transition lottery than the normal mode, are set as display modes with different winning probabilities in the AT mode transition lottery, and the CZ mode flag is a flag that allows the CPU to grasp that it is the CZ mode.
[0205] If the CZ mode flag is not set in step Sa804, a process is executed in step Sa805 to obtain a normal AT mode transition lottery table from the various table storage area 105a. On the other hand, if the CZ mode flag is set in step Sa804, a process is executed in step Sa806 to obtain a CZ AT mode transition lottery table.
[0206] As shown in Fig. 29, the normal AT mode transition lottery table and the CZ AT mode transition lottery table have the winning probability of the AT mode transition lottery set according to the lottery result of the game, and for example, in the AT mode transition lottery triggered by Chance Eye A, the AT mode transition lottery is set to be more likely to be won in the CZ AT mode transition lottery table than in the normal AT mode transition lottery table, with a 1% probability for normal use and a 3% probability for CZ use. Also, for normal lip A, normal lip B, and normal lip C, they are set so that they do not win the AT mode transition lottery in normal use, but can win the AT mode transition lottery in CZ use.
[0207] After acquiring the AT mode shift lottery table in step Sa805 or step Sa806, the acquired shift lottery table and the lottery result of the game grasped in step Sa803 are used to execute the AT mode shift lottery process in step Sa807. Then, in step Sa808, it is determined whether or not the AT mode shift has been selected.
[0208] If it is determined in step Sa808 that the AT mode transition has been won, or if it is determined in step Sa802 that the ceiling counter is 0, the process for the AT mode win is executed in steps Sa809 to Sa812. If it is determined in step Sa808 that the AT mode transition has not been won, the process for the AT mode non-win is executed in steps Sa813 to Sa816.
[0209] In the process for winning the AT mode, in step Sa809, it is determined whether the CZ mode flag is set, and whether the AT mode transition during the CZ mode has been won is confirmed. If the CZ mode has been won, the process for ending the CZ mode is performed in steps Sa810 and Sa811. That is, in step Sa810, the process for clearing the CZ mode flag is executed. Then, in step Sa811, the process for clearing the CZ game counter provided in the various counter area 106e to 0 is executed. The CZ game counter is a counter that allows the CPU 102 to grasp the number of games remaining in the CZ mode, and when transitioning to the CZ mode, a value (10) equivalent to the number of continued games (10 games) in the CZ mode is input, and the counter is decremented by 1 each time a game is played.
[0210] If the CZ mode flag is not set in step Sa809, or after the process of step Sa811 is executed, the process of setting the AT mode winning flag in the various flag storage area 106d is executed in step Sa812. By this process, the affirmative determination is made in step Sa606 from the next game.
[0211] In the process for non-winning the AT mode, it is determined whether or not the CZ mode flag is set in step Sa813. If the CZ mode flag is set, the AT lottery process is terminated as it is. If the CZ mode flag is not set, the CZ mode transition lottery process is executed in step Sa814. In the CZ mode transition lottery process, the CZ mode transition lottery table is acquired from the various table storage area 105a, and whether or not to transition to the CZ mode is determined by lottery using the lottery result of the game grasped in step Sa803. As shown in FIG. 29, the CZ mode transition lottery table is set so that the winning probability of the CZ mode transition lottery differs depending on the lottery result of the game. More specifically, the lottery result of the game that is easier to win the AT mode transition lottery is set so that the CZ mode transition lottery is easier to win. In other words, even if the lottery result of the game that is easier to win the AT mode transition lottery is a non-winner in the AT mode transition lottery, it is set so that it is easier to transition to the CZ mode.
[0212] After executing the CZ mode transition lottery process in step Sa814, it is determined whether or not the CZ mode transition was won in step Sa815, and if the transition was not won, the AT lottery process is terminated. If the CZ mode transition was won, in step Sa816, a process is executed to set the CZ mode win flag in the various flag storage area 106d.
[0213] After setting any winning flag in step Sa812 or step Sa816, a premonition mode setting process is performed in steps Sa817 to Sa820. The premonition mode is a mode that performs a premonition effect suggesting that an AT mode transition lottery or a CZ mode transition lottery has been won, and in this embodiment, if the player wins these transition lotteries, the premonition mode of 0 to 32 games is performed before the winning transition lottery is announced.
[0214] In step Sa817, a lottery process for the premonition game is executed. In the lottery process for the number of premonition games, the number of premonition games is lottery-selected depending on the type of transition lottery that has been won, the lottery result of the game that triggered the win, etc. For example, if the AT mode transition lottery has been won, a longer number of premonition games is more likely to be selected than if the CZ mode transition lottery has been won, and if the transition lottery has been won with Cherry A, a longer number of premonition games is more likely to be selected than if the transition lottery has been won with Cherry C.
[0215] In this embodiment, if the AT mode transition lottery is won during the CZ mode, the number of premonition games is set to 0 in step Sa817. As described above, if the AT mode transition lottery is won during the CZ mode, the CZ mode is terminated regardless of the number of games remaining in the CZ mode, so that the player can understand that the AT mode transition lottery has been won through the end of the CZ mode. Therefore, by setting the premonition mode to 0 games when the AT mode transition lottery is won during the CZ mode, it is possible to reduce the sense of incongruity caused by the suggestion of winning the transition lottery being made as a premonition mode, even though the player is aware that the AT mode transition lottery has been won.
[0216] In the next step Sa818, the result of the lottery in step Sa817 is input to a premonition counter provided in the various counter area 106e. The premonition counter is a counter that allows the CPU 102 to grasp the number of remaining premonition games, and is a counter that is decremented by one each time a game in the premonition mode is played.
[0217] Then, the process of setting the precursor flag in the various flag storage areas 106d is executed in step Sa819, and after the process of setting the precursor command as the output target to the display control device 81 is executed in step Sa820, this AT lottery selection process ends. The precursor flag is a flag for the CPU 102 to recognize that it is in the precursor mode, and the precursor command is a command for the display control device 81 to recognize that the precursor mode has been set, the number of games in the precursor mode, and which transition lottery has been won. The display control device 81 that has received the precursor command recognizes the number of games in the precursor mode and the type of the winning transition lottery, and performs a process for executing the effect during the precursor mode on the auxiliary display unit 65 and the speaker 64.
[0218] <AT Overlay Process> Next, the AT overlay process executed in step Sa608 will be described with reference to the flowchart of FIG. 31. As already described, the AT overlay process is a process executed in a situation where the AT mode winning flag or any of the AT mode flags is set, and is a process for increasing the number of continuous games in the AT mode.
[0219] In the AT addition process, first, in step Sa901, the lottery result of the current game is grasped. Then, in step Sa902, it is determined whether or not the specialized zone flag is set. If the specialized zone flag is not set, it is determined whether or not the second AT mode flag is set in step Sa903. If the second AT mode flag is not set and the transition to the first AT mode is confirmed or the first AT mode is in progress, or if the AT mode type has not yet been determined (AT type determination process) after winning the AT mode transition lottery, in step Sa904, a process is executed to obtain a first AT addition lottery table from the various table storage area 105a. On the other hand, if the second AT mode flag is set in step Sa903 and the transition to the second AT mode is confirmed or the second AT mode is in progress, in step Sa905, a process is executed to obtain a second AT addition lottery table. Also, if the specialized zone flag is set in step Sa901, a process is executed to obtain a specialized zone addition lottery table in step Sa906.
[0220] As shown in Fig. 32, each add-on lottery table has a win rate of the add-on lottery set according to the lottery result of the game, and is set so that the more difficult the lottery result is to win in the lottery process of each game, such as the more likely it is that ...
[0221] After acquiring the add-on lottery table in step Sa904, step Sa905, or step Sa906, an add-on lottery is executed in step Sa907, and it is determined in step Sa908 whether or not the add-on lottery has been won. If the add-on lottery has not been won, the AT add-on processing is terminated. If the add-on lottery has been won, the add-on game number lottery processing is executed in step Sa909. In the add-on game number lottery processing, the add-on game number table is acquired from the various table storage area 105a, and the number of add-on games this time is determined by lottery. As shown in FIG. 32, the add-on game number table is set so that the number of add-on games differs depending on the lottery result of the game that triggered the add-on. For example, when the add-on is triggered by a normal lip A, an average of 150 games are added, while when the add-on is triggered by a cherry A, an average of 15 games are added, so that the number of add-on games is greater when the add-on is triggered by a trigger that is less likely to win the add-on lottery.
[0222] After executing the process of drawing out the number of added games in step Sa909, a process of adding the current number of added games to the AT game counter provided in the various counter area 106e is executed in step Sa910. The AT game counter is a counter that allows the CPU 102 to grasp the number of remaining games in the AT mode. After executing the process of step Sa910, a process of setting the added command as an output target to the display control device 81 is executed in step Sa911, and then the AT added processing is terminated. The display control device 81 that has received the added command executes a process of performing an added notification performance corresponding to the addition on the auxiliary display unit 65 and the speaker 64.
[0223] In the lottery result response process (FIG. 27), after the process of step Sa607 or step Sa608 is executed, processes for informing the pressing order of the stop switches 42 to 44 are executed in steps Sa609 to Sa613.
[0224] <Outline of push order notification> Prior to describing the process for pressing order notification executed in steps Sa609 to Sa613, an overview of the pressing order notification executed by the instruction monitor 68 and the pressing order notification performance executed by the auxiliary display unit 65 will be described. Note that the pressing order notification and the pressing order notification performance can also be referred to as, for example, pressing order navigation, sequence notification, or mode notification. The instruction monitor 68 is connected to the main control device 101, and the pressing order notification is performed by the main control device 101. In contrast, the auxiliary display unit 65 is connected to the display control device 81, and the pressing order notification performance is performed by the display control device 81.
[0225] First, the configuration of the instruction monitor 68 will be described with reference to Fig. 33. Fig. 33(a) is a front view of the instruction monitor 68, and Fig. 33(b) is a diagram for explaining the relationship between the display mode and the display content of the instruction monitor 68.
[0226] As shown in FIG. 33(a), the indication monitor 68 is provided with eight display segments N1 to N8. Each of the display segments N1 to N8 has an individual light source made of an LED, and by controlling the on / off of each of the individual light sources, it is possible to light up any one of the display segments, or to light up any combination of the display segments. This allows the indication monitor 68 to display a specific symbol (including letters and numbers) individually. Note that each of the individual light sources emits light of the same color, so that the same color is displayed on each of the display segments N1 to N8.
[0227] More specifically, the first display segment N1 to the seventh display segment N7 are all linear display segments, and are arranged so that they can at least display the numbers "1" to "6." The eighth display segment N8 is a circular display segment, and is arranged to the side of the lower right part of the area in which the first display segment N1 to the seventh display segment N7 are arranged. Therefore, the indication monitor 68 can at least display "1" to "6," "1." to "6.", and ".".
[0228] In addition, as long as the indication monitor 68 can display symbols of multiple patterns individually, the shape and arrangement of each of the display segments N1 to N8 may be arbitrary, and a configuration using seven segments, nine segments, or the like instead of eight segments may be used. In addition, it is not essential that the colors displayed in each of the display segments N1 to N8 are the same, and a configuration in which the colors displayed in each of the display segments N1 to N8 can be changed as appropriate may be used. In addition, a configuration in which the light source is turned on and off to control the lighting or extinguishing of each of the display segments N1 to N8 is not essential, and as long as the display control can be performed individually for each of the display segments N1 to N8, a segment display may be formed by a single backlight and a liquid crystal display. Furthermore, instead of applying a segment display to each display area, symbols may be displayed by other types of display devices such as a liquid crystal display device, an organic EL display device, a CRT, a dot matrix, etc.
[0229] The first display segment N1 to the seventh display segment N7 are display segments used to notify the operation sequence of the push order combination. For example, as shown in FIG. 33(b), when the operation sequence of the stop switches 42-44 is "left" → "middle" → "right" to provide a winning mode advantageous to the player, the sixth display segment N6 and the seventh display segment N7 are lit to display "1". Also, when the operation sequence of the stop switches 42-44 is "right" → "left" → "middle" to provide a winning mode advantageous to the player, the first display segment N1, the second display segment N2, the third display segment N3, the fifth display segment N5, and the sixth display segment N6 are lit to display "5". In other words, the numbers (symbols) displayed on each display segment N1 to N7 correspond one-to-one to the operation sequence of the stop switches 42 to 44, and by operating the stop switches 42 to 44 to stop based on the numbers (symbols) displayed on the display segments N1 to N7, the player can win in an advantageous manner.
[0230] The eighth display segment N8 is turned on in the game in which the start condition is satisfied, including the notification condition that causes a transition to the advantageous zone and a situation in which the push order notification can occur. Also, it is turned off when the AT mode ends and the game transitions from the advantageous zone to the normal zone.
[0231] In other words, an advantageous zone (specific gaming state, specific mode) is an area in which the operation order of the push order bell and the like is more easily notified, making it easier for the player to win in an advantageous manner. The eighth display segment N8 serves as a zone indicator (specific notification means) that lights up during specific zones in which the player can actually benefit from the push order notification, and turns off during normal zones that are not advantageous zones, and during non-specific zones that are not specific zones even if they are advantageous zones.
[0232] As already explained, the instruction monitor 68 having the first display segment N1 to the seventh display segment N7 as the push order indicator and the eighth display segment N8 as the section indicator is disposed near the side of the payout number display unit 62 on the gaming panel 25. That is, the instruction monitor 68 is disposed above the stop switches 42 to 44 operated by the player, in other words, it is not disposed on the decorative panel, which is the front part of the gaming machine, below the position where the stop switches 42 to 44 are provided. Therefore, it can be said that the eighth display segment N8 is prevented from being hidden by the hand operating the stop switches 42 to 44, and is disposed in a position where it is easily visible to the player. In addition, it can be said that the overlooking by the player is prevented from being caused by the fact that it is disposed near the payout number display unit 62, which is easily observed by the player who is playing the game to acquire medals.
[0233] Furthermore, in the instruction monitor 68, the brightness of the corresponding LED is determined so that the eighth display segment N8 in particular is brighter than the brightness of the surrounding display sections (for example, the payout number display section 62 and the backlight of the gaming panel 25) (more specifically, twice as bright as the surrounding display sections). Therefore, even when the eighth display segment N8 and the surrounding display sections are both controlled to emit light (when they are in a lit state), the eighth display segment N8 stands out. The illuminance of the corresponding LED is also determined so that the illuminance of the eighth display segment N8 toward the front of the gaming machine is higher than that of the surrounding display sections (more specifically, twice as bright as the surrounding display sections). This configuration also improves the visibility of the eighth display segment N8, and prevents the eighth display segment N8 from being overlooked when it is in a lit state.
[0234] Next, the push order notification effect performed on the auxiliary display unit 65 will be described with reference to Fig. 34. Here, the push order notification effect on the auxiliary display unit 65 will be described with an example in which the push order role is won when the operation order to be notified this time is center → right → left.
[0235] As shown in FIG. 34(a), in the auxiliary display unit 65, of the three parallel button displays corresponding to the stop switches 42 to 44, the button display corresponding to the stop switch to be operated first (the middle button display corresponding to the middle stop switch 43 in the figure) is marked with the number 1 and displayed larger than the other button displays. Also, each button display is displayed in a color corresponding to the winning combination (yellow for bell, blue for replay, etc.). This allows the player to recognize the winning combination in the current game and that the stop switch to be operated first is the middle stop switch 43. Also, in the auxiliary display unit 65, the right button display is displayed with the number 2 and the left button display is displayed with the number 3 to indicate that the stop switch to be operated next is the right stop switch 44 and the stop switch to be operated last is the left stop switch 42.
[0236] 34(b), when the player operates the middle stop switch 43, the center button display corresponding to the middle stop switch 43 disappears and the right button display corresponding to the right stop switch 44 is enlarged in the auxiliary display unit 65. This enables the player to confirm that the operation of the middle stop switch 43 is complete and that the next stop switch to be operated is the right stop switch 44.
[0237] When the player operates the right stop switch 44, as shown in Figure 34 (c), the right button display corresponding to the right stop switch 44 disappears in the auxiliary display unit 65, and the left button display corresponding to the left stop switch 42 is displayed large. This enables the player to confirm that the operation of the right stop switch 44 has been completed, and that the next stop switch to be operated is the left stop switch 42.
[0238] Regarding the execution timing of the pressing order notification, it is set to execute the pressing order notification during the invalid period of the stop switches 42 to 44 from the start of the rotation of each reel 32L, 32M, and 32R until reaching a constant speed rotation after passing through the acceleration period. By adopting such a configuration that executes the pressing order notification at a timing earlier than when the operations of the stop switches 42 to 44 become effective, it becomes possible to make the operations of the stop switches 42 to 44 after recognizing the operation order of the stop switches 42 to 44, and the game can proceed smoothly.
[0239] An explanation of the process for the pressing order notification in steps Sa609 to Sa613 will be given.
[0240] That is, in step Sa609, it is determined whether or not the lottery result of the current game is a winning of the pressing order bell. If it is a winning of the pressing order bell, in step Sa610, it is determined whether or not the first AT mode flag or the second AT mode flag is set. If any of the AT mode flags is set, in step Sa611, the instruction monitor 68 is controlled so that the pressing order notification corresponding to the first minor winning to the sixth minor winning is performed according to the type of the current pressing order bell. Then, in step Sa612, after executing the process of setting the pressing order notification command including the information on the operation order corresponding to the first minor winning to the sixth minor winning as the output target to the display control device 81, this process for the pressing order notification is terminated. In the display control device 81 that has received this pressing order notification command, the auxiliary display unit 65 and the speaker 64 are controlled so that the pressing order notification effect corresponding to the first minor winning to the sixth minor winning is performed. If none of the AT mode flags is set in step Sa610, the lottery result corresponding process is terminated as it is.
[0241] If it is not a winning of the pressing order bell in step Sa609, the process proceeds to step Sa613. In step Sa613, after executing the process for the AT start notification, the lottery result corresponding process is terminated.
[0242] <Process for AT start notification> In this embodiment, when the player wins the lottery for transition to the AT mode, as described above, the player is notified that the lottery has been won after passing through the premonition mode. After the lottery result for transition to the AT mode is notified, the lottery result for the game becomes a predetermined result for starting the AT mode, and the AT mode is started. The AT start notification process is a process for notifying the player that the result corresponding to the result for starting the AT mode has been won after the lottery for transition to the AT mode has been won, based on the result for starting the AT mode.
[0243] Specifically, as shown in the flowchart of Fig. 35, in step Sa1001, it is determined whether the lottery result of this game is a win for any of the normal replies A to C. That is, in this embodiment, the normal replies A to C are set as the result for starting the AT mode, and if it is determined in step Sa1001 that the normal replies A to C are not won, it is determined that it is not the timing to execute the AT mode start notification, and the AT start notification process is terminated as it is.
[0244] If any of the normal replies A to C is won, it is determined in step Sa1002 whether the AT preparation counter provided in the various counter area 106e is greater than 0. The AT preparation counter is a counter for the CPU 102 to grasp that the situation is after the notification of the winning of the transition lottery to the AT mode has already been executed, and is a counter into which a predetermined number (40) is input in the game in which the notification of the winning of the transition lottery is made, and which is decremented by 1 each time the game is played. That is, the situation in which the AT preparation counter is greater than 0 indicates a situation in which the number of games played from the game in which the notification of the winning of the AT mode transition lottery is made is less than 40 games. In this embodiment, after the number of games played from the notification of the winning of the AT mode transition lottery reaches the predetermined number (40), the AT mode is started without waiting for the winning of the result for starting the AT mode, but details will be described later.
[0245] If the AT preparation counter is greater than 0 in step Sa1002, a process of setting a start game flag in the various flag storage area 106d is executed in step Sa1003. The start game flag is a flag that allows the CPU 102 to know that the lottery result of this game was a result for starting the AT mode.
[0246] In the next step Sa1004, it is determined whether the AT mode to be started this time is the first AT mode by determining whether the first AT mode flag is set. If it is the first AT mode, the instruction monitor 68 is controlled in step Sa1005 so that a push order notification corresponding to the second replay winning is performed according to the type of the current normal replay. On the other hand, if the first AT mode flag is not set and the AT mode to be started this time is the second AT mode, the instruction monitor 68 is controlled in step Sa1006 so that a push order notification corresponding to the third replay winning is performed according to the type of the current normal replay.
[0247] As shown in FIG. 36, when the normal lip A is won, the second re-play winning is established when the stop switches 42-44 are operated in the order of center → left → right, center → right → left, and the third re-play winning is established when they are operated in the order of right → left → center, right → center → left. When the normal lip B is won, the second re-play winning is established when the stop switches 42-44 are operated in the order of left → center → right, left → right → center, and the third re-play winning is established when they are operated in the order of center → left → right, center → right → left. When the normal lip C is won, the second re-play winning is established when the stop switches 42-44 are operated in the order of right → left → center, right → center → left, and the third re-play winning is established when they are operated in the order of left → center → right, left → right → center.
[0248] In steps Sa1005 and Sa1006, the push order notification of the operation sequence that can result in the second replay winning or the third replay winning is executed according to each of these normal replays A to C. After that, in step Sa1007, the push order notification command is set as an output target to the display control device 81, and then the AT start notification process is terminated.
[0249] Here, even if the stop switches 42 to 44 are operated in the operation sequence corresponding to the second re-play winning or the third re-play winning, the second re-play winning or the third re-play winning may not be achieved. That is, as described above, the second re-play winning is achieved when the "white 7" symbol on the left reel 32L, the "white shell" symbol on the center reel 32M, and the "cherry" symbol on the right reel 32R stop on the active line ML (FIG. 10), but the corresponding symbols on each reel are arranged so that there is a section where the interval between the symbols is 5 symbols or more, and depending on the operation timing of the stop switches 42 to 44, the corresponding symbols may not be stopped on the active line ML. Also, the third re-play winning is achieved when the "white 7" symbol on the left reel 32L, the "white shell" symbol on the middle reel 32M, and the "BAR" symbol on the right reel 32R stop on the active line ML (FIG. 10), but the corresponding symbols on each reel are arranged so that there is a section where the distance between the symbols is 5 symbols or more, and depending on the operation timing of the stop switches 42 to 44, the corresponding symbols may not be able to stop on the active line ML. Therefore, the operation sequence resulting in the second re-play winning and the operation sequence resulting in the third re-play winning are also associated with the fourth re-play winning and the fifth re-play winning, so that an event in which none of the re-play winnings is achieved does not occur. In other words, even if a normal replay win is won among Reps A to C, and the stop switches 42 to 44 are operated in the operation sequence corresponding to the second replay win or the third replay win, and the second replay win or the third replay win cannot be achieved, the system is set up so that another replay win will be achieved.
[0250] The processes (steps Sa1008 and Sa1009) performed when the AT preparation counter is 0 in step Sa1002 will be described in detail later.
[0251] <Winning Result Processing> Next, the winning result corresponding process performed in step Sa417 in the reel control process will be described with reference to the flowchart in Fig. 37. In the winning result corresponding process, a process for starting or ending the AT mode is performed according to the game result.
[0252] First, in step Sa1101, it is determined whether or not either the first BB state flag or the second BB state flag is set, and it is determined whether or not the game to be started this time is in either of the BB states. If it is not in the BB state, it is determined in step Sa1102 whether or not the number of bets is 3. If it is in the BB state, it is determined in step Sa1103 whether or not the number of bets is 2. That is, the processing of steps Sa1101 to Sa1103 corresponds to the processing of steps Sa601 to Sa603 described above, and is a processing of determining whether or not it is a specific specified number that is specified in association with the game state. If it is not the specific specified number, the winning result corresponding processing is terminated without performing the processing for the display mode (processing for the instruction function) from step Sa1104 onwards.
[0253] If the result of the judgment in step Sa1102 or step Sa1103 is positive and the number of bets is equal to the specified number, the process proceeds to step Sa1104. In step Sa1104, it is judged whether or not the premonition flag is set. When the premonition flag is set, it means that after the AT mode transition lottery or the CZ mode transition lottery has been won, the fact that the transition lottery has been won has not yet been notified. In this case, in step Sa1105, the premonition mode processing is executed, and then the winning result response processing is terminated.
[0254] On the other hand, if the premonition flag is not set in step Sa1104, it is determined whether the CZ mode flag is set in step Sa1106. If the CZ mode flag is set and the game is in CZ mode, the CZ mode process is executed in step Sa1107, and then the winning result process is terminated.
[0255] If the CZ mode flag is not set in step Sa1106, it is determined whether or not the AT mode winning flag is set in step Sa1108. If the premonition flag is not set in step Sa1104 and the AT mode winning flag is set in step Sa1108, this means that the situation has already occurred after passing through the premonition mode and notification of winning the AT mode transition lottery, and before the transition to the AT mode (hereinafter, this situation will be referred to as the "preparation mode"). If it is in the preparation mode, the preparation mode process is executed in step Sa1109, and then the winning result response process is terminated.
[0256] If it is determined in step Sa1108 that the game is not in preparation mode, it is determined in step Sa1110 whether the first AT mode flag or the second AT mode flag is set. If either AT mode flag is set and the game is in AT mode, AT mode processing is executed in step Sa1111, and the winning result processing ends. If the determination in step Sa1110 is negative, the winning result processing ends.
[0257] Below, the processing for the precursor mode, the processing for the CZ mode, the processing for the preparation mode, and the processing for the AT mode will be explained.
[0258] <Processing for Premonition Mode> In the process for the precursor mode, as shown in Fig. 38, in step Sa1201, the precursor counter is decremented by 1. Then, in step Sa1202, it is determined whether the precursor counter has reached 0, and if it has not reached 0, the process for the precursor mode is terminated. If the precursor counter has reached 0, in step Sa1203, the precursor flag is cleared.
[0259] In the subsequent step Sa1204, it is determined whether the AT mode winning flag is set, so as to ascertain whether the current precursor mode has shifted based on winning the AT mode transition lottery. If it is a precursor mode based on winning the AT mode transition lottery, in step Sa1205, the AT type determination process is executed. As described above, in the present embodiment, a first AT mode and a second AT mode with different additional winning probabilities are provided as the AT mode, and the AT type determination process is a process for determining whether the current AT mode is the first AT mode or the second AT mode.
[0260] <AT type determination process> Specifically, as shown in the flowchart of FIG. 39, in step Sa1301, the AT type lottery process is executed. In the AT type lottery process, for example, the type of the current AT mode is determined by lottery according to the set value set in the winning probability setting process, the type of the previous AT mode, the number of additional medals after the advantageous section transition, the number of games played after the advantageous section transition, etc., or randomly. Specifically, for example, the higher the set value of the payout rate, the easier it is to select the second AT mode that is easier to add. Also, if the previous AT mode is the first AT mode, it may be easier to select the second AT mode this time. Although the second AT mode is generally difficult to select, once the second AT mode is selected, the next AT mode may also be more likely to be the second AT mode. Or, in a situation where the number of additional medals and the number of games played in the early stage of the advantageous section are small, it may be easier to select the second AT mode.
[0261] After executing the process of step Sa1301, in step Sa1302, it is determined whether or not the process result of step Sa1301 was the first AT mode. If it is the first AT mode, in step Sa1303, a process is executed to set a first AT mode flag in the various flag storage area 106d, and in step Sa1304, a process is executed to set the first AT command as an output target to the display control device 81, and then this AT type determination process is terminated. In the display control device 81 that has received the first AT command, in the AT winning notification performance based on the AT winning notification command that is output and set in the subsequent step Sa1206, control is performed so that, together with the notification that the AT mode transition lottery has been won, the auxiliary display unit 65 and the speaker 64 are notified that the AT mode that has been won is the first AT mode.
[0262] If the mode is the second AT mode in step Sa1302, a process of setting a second AT mode flag in the various flag storage area 106d is executed in step Sa1305, and a process of setting the second AT command as an output target to the display control device 81 is executed in step Sa1306, and then this AT type determination process is terminated. The display control device 81 that has received the second AT command controls the auxiliary display unit 65 and the speaker 64 to notify that the AT mode transition lottery has been won, as well as to notify that the AT mode that has been won is the second AT mode, in the AT winning notification performance based on the AT winning notification command that is set for output in the subsequent step Sa1206.
[0263] In the process for the premonition mode, after executing the AT type determination process in step Sa1205, execute the process of inputting 40 as a predetermined number to the AT preparation counter provided in the various counter area 106e in step Sa1206. As already explained, the AT preparation counter is a counter for the CPU 102 to grasp the number of games since the notification of the winning of the AT mode shift lottery is made. After that, execute the process of setting the AT winning notification command as an output target to the display control device 81 in step Sa1207, and then terminate the process for the premonition mode. The display control device 81 that has received the AT winning notification command controls the auxiliary display unit 65 and the speaker 64 to notify the winning of the AT mode shift lottery. At that time, as described above, the type of the AT mode that has been won is also notified.
[0264] If the AT mode winning flag is not set in step Sa1204 and the present premonition mode is based on winning the CZ mode transition lottery, the process proceeds to step Sa1208. In step Sa1208, a process of clearing the CZ mode winning flag is executed. Then, in step Sa1209, the CZ mode flag is set, and in step Sa1210, a process of inputting 10 as a predetermined number to the CZ game counter provided in the various counter area 106e is executed. The CZ game counter is a counter for the CPU 102 to grasp the number of games remaining in the CZ mode, and is a counter that is decremented by 1 each time one game is played in the CZ mode. After that, in step Sa1211, a process of setting the CZ start command as an output target to the display control device 81 is executed, and then the process for this premonition mode is terminated. The display control device 81 that has received the CZ start command controls the auxiliary display unit 65 and the speaker 64 to notify the user of the winning of the CZ mode transition lottery and the start of the CZ mode.
[0265] As described above, when the precursor flag is cleared (step Sa1203) and the CZ mode flag is set (step Sa1209), CZ mode processing will be executed in the next winning result corresponding process. On the other hand, if the precursor flag is cleared and the CZ mode flag is not set (step Sa1204: YES), preparation mode processing will be executed in the next winning result corresponding process.
[0266] <CZ mode processing> In the CZ mode processing, as shown in the flowchart of FIG. 40, a process of decrementing the CZ game counter by 1 is executed in step Sa1401. In the subsequent step Sa1402, based on the processing result of step Sa1401, it is determined whether the CZ game counter has become 0. If the CZ game counter has not become 0, the CZ mode processing is terminated as it is.
[0267] If the CZ game counter has become 0, a process of clearing the CZ mode flag is executed in step Sa1403. Thereafter, after executing a process of setting the CZ end command as an output target to the display control device 81 in step Sa1404, this CZ mode processing is terminated. In the display control device 81 that has received the CZ end command, control is performed so that the auxiliary display unit 65 and the speaker 64 notify that the CZ mode has ended. As already described, when winning the AT mode transition lottery during the CZ mode, the CZ mode ends at that time and the configuration is to transition to the precursor mode. Therefore, when the CZ mode ends by clearing the CZ mode flag in step Sa1403, it means that the AT mode transition lottery was not won during the CZ mode.
[0268] <AT mode processing> In the AT mode process, as shown in the flowchart of Fig. 41, in step Sa1501, the AT game counter is decremented by 1. In the following step Sa1502, it is determined whether the AT game counter has become 0 based on the processing result of step Sa1501. If the AT game counter has not become 0, the AT mode process is terminated.
[0269] If the AT game counter is 0, a process is executed in step Sa1503 to clear the AT mode flag (first AT mode flag or second AT mode flag) that has been set. After that, a process is executed in step Sa1504 to set an AT mode end flag in the various flag storage area 106d. The AT mode end flag is a flag for ending the advantageous zone when the AT mode ends. Then, in step Sa1505, an AT end command is set as an output target to the display control device 81, and then this AT mode processing is terminated. The display control device 81 that has received the AT end command controls the auxiliary display unit 65 and the speaker 64 to notify that the AT mode has ended.
[0270] <Preparation mode processing> In the preparation mode process, as shown in the flowchart of FIG. 42, it is determined whether or not the first AT mode flag is set in step Sa1601. If the first AT mode flag is set, a promotion lottery process is executed in step Sa1602. The promotion lottery process executes a promotion lottery in which the AT mode to be shifted to this time is the second AT mode instead of the first AT mode. Specifically, the promotion lottery table (FIG. 43) is obtained from the various table storage area 105a, and the above promotion lottery is executed according to the lottery result of this game and the value of the AT preparation counter. In the promotion lottery table, it is set so that the more difficult the lottery result in each game is to win, for example, chance eye C is more likely to win the promotion lottery than chance eye A, and so on, the more likely it is to win the promotion lottery. In addition, even if the promotion lottery is based on the same chance eye A, it is easier to win the promotion lottery if the AT preparation counter value is 11 to 20 than if it is 21 to 40, and so on, so that the more games played in the preparation mode, the easier it is to win the promotion lottery.
[0271] After the promotion lottery is executed in step Sa1602, it is determined in step Sa1603 whether or not the promotion lottery has been won. If the promotion lottery has been won, a process is executed in step Sa1604 to set a promotion command as an output target to the display control device 81. The display control device 81 that has received the promotion command controls the auxiliary display unit 65 and the speaker 64 to notify that the AT mode to be transitioned has been promoted from the first AT mode to the second AT mode. Then, in step Sa1605, a process is executed to clear the first AT mode flag and set the second AT mode flag.
[0272] If a negative decision is made in step Sa1601 or step Sa1603, or after the process of step Sa1605 is executed, the process proceeds to step Sa1606. In step Sa1606, the process executes a process of decrementing the AT preparation counter by 1. Then, in step Sa1607, it is determined whether the AT preparation counter has become 0 based on the process result of step Sa1606.
[0273] If the AT preparation counter is not 0 in step Sa1607, proceed to step Sa1608. In step Sa1608, it is determined whether or not the start game flag is set. As already explained, the start game flag is a flag that is set in the AT start notification process (FIG. 35) when the result for starting the AT mode (normal returns A to C) is won in the preparation mode. If the start game flag is not set, the preparation mode process is terminated as it is.
[0274] If the start mode flag is set, in step Sa1609, it is determined whether or not the second re-play winning or the third re-play winning has been achieved as the result of this game. As already explained, if the normal re-plays A to C are won in the preparation mode, the push order notification performance corresponding to the second re-play winning or the third re-play winning is executed. However, even if the stop switches 42 to 44 are operated in the operation sequence corresponding to the second re-play winning or the third re-play winning in a game in which the normal re-plays A to C are won, depending on the operation timing, the second re-play winning or the third re-play winning may not be achieved, and other re-plays (fourth re-play, fifth re-play) winnings may be achieved. In step Sa1609, it is determined whether or not the second re-play winning or the third re-play winning has been achieved in a game in which the start game flag is set and the second re-play winning or the third re-play winning can be achieved to start the AT mode.
[0275] If it is determined in step Sa1609 that the second re-play win or the third re-play win has been achieved, the process proceeds to step Sa1610, where a process of adding 50, which corresponds to the initial number of games in the AT mode, to the AT game counter is executed. As already explained, after the AT mode transition lottery is won, the AT addition process is executed in the lottery result corresponding process, and there are cases where the AT mode game number addition lottery is won and the additional number of games is input to the AT game counter before the input of the initial number of games in step Sa1610.
[0276] After that, in step Sa1612, the start game flag is cleared, and in step Sa1613, a process is executed to set the stop-time AT start command as an output target to the display control device 81, and then the preparation mode process is terminated. The display control device 81 that has received the stop-time AT start command controls the auxiliary display unit 65 and the speaker 64 to perform the AT mode start performance.
[0277] If it is determined in step Sa1607 that the AT preparation counter is 0, that is, if a notification is made that the AT mode transition lottery has been won and 40 games have been played since the preparation mode was entered, it is determined in step Sa1614 whether the first AT mode flag is set, and if it is set, a process is executed to set the above promotion command in step Sa1615. Then, in step Sa1616, a process is executed to clear the first AT mode flag and set the second AT mode flag. In other words, in this embodiment, if the result for starting the AT mode is not won over 40 games since the transition to the preparation mode, the AT mode to be transitioned to becomes the second AT mode.
[0278] If a negative determination is made in step Sa1614, or after the process of step Sa1616 is executed, the process proceeds to step Sa1617. Also, if it is determined in step Sa1609 that the second re-play win or the third re-play win has not been established, the process proceeds to step Sa1617. In step Sa1617, a process of clearing the AT mode win flag is executed. Then, in step Sa1618, a process of adding 50 as the initial number of games to the AT game counter is executed.
[0279] After executing the process of step Sa1618, it is determined whether or not the start game flag is set in step Sa1619. If the start game flag is set, normal replay A to C are won during the preparation mode, and the second replay winning or the third replay winning cannot be established, the process proceeds to step Sa1620 and executes a process to clear the start game flag. Then, it is determined whether or not the second AT mode flag is set in step Sa1621, and if the first AT mode flag is set instead of the second AT mode flag, a process to set a first start time freeze flag in the various flag storage area 106d is executed in step Sa1622, and then the process for this preparation mode is terminated. The first start time freeze flag is a flag for performing a first rotation effect in which a symbol combination that becomes a second replay winning is stopped on the activated line ML in the rotation effect process (step Sa402) at the start of rotation of the next game. The rotation effect processing will be explained in detail later, but this first rotation effect makes it possible to announce the winning result for starting the first AT mode as an effect even if the second re-play winning cannot be achieved as a result for starting the first AT mode, and it is possible to give the impression that the first AT mode will start based on the winning result for starting the first AT mode.
[0280] If the start game flag is not set in step Sa1619 and 40 games have been played in the preparation mode, or if the second AT mode flag is set in step Sa1621 and normal replay A to C are won during the preparation mode of the second AT mode, and the third replay winning cannot be established, the process for setting the second start freeze flag in the various flag storage area 106d in step Sa1623 is executed, and then the process for this preparation mode is terminated. The second start freeze flag is a flag for performing a second rotation effect in which the symbol combination resulting in the third replay winning is stopped on the activated line ML in the rotation effect process (step Sa402) at the start of rotation of the next game. The rotation effect process will be described in detail later, but this second rotation effect makes it possible to notify the result winning for the start of the second AT mode as an effect, even if the third replay winning cannot be established as a result for the start of the second AT mode, and it is possible to give the impression that the second AT mode is started based on the result winning for the start of the second AT mode.
[0281] <Management of advantageous areas> Next, the first section display process and the second section display process for controlling the eighth display segment N8 as a section indicator, transitioning to an advantageous section, and ending the advantageous section will be described.
[0282] <Segment display 1st process> First, the first section display process will be described with reference to Fig. 44. The first section display process is a process carried out in step Sa314 in the lottery process (Fig. 19), and is carried out after the lottery result of the game is determined based on the operation of the start lever 41, and a lottery for switching the display mode, etc. (lottery result corresponding process) is carried out based on the lottery result.
[0283] In step Sa1701, it is determined whether the eighth display segment N8 is being displayed as a section indicator, more specifically, whether the eighth display segment N8 is being lit. As already explained, when the eighth display segment N8 is being lit, it indicates when the advantageous section is a specific section where at least the notification conditions for the push order notification to occur are met. When a negative determination is made in step Sa1701 and it is determined that the eighth display segment N8 is being turned off, the process proceeds to step Sa1702.
[0284] In step Sa1702, it is determined whether or not an advantageous zone winning game flag is set in the various flag storage area 106d. The advantageous zone winning game flag is a flag that is set when the advantageous zone transition lottery is won in the advantageous zone transition lottery process, and is a flag that allows the CPU 102 to identify that it is the winning game. If the advantageous zone winning game flag is set, a process is executed in step Sa1703 to clear the advantageous zone winning game flag. Then, a process is executed in step Sa1704 to set the advantageous zone flag.
[0285] In step Sa1705, a process is performed to count the number of games in the advantageous zone, more specifically, to start measuring the advantageous zone game number AG in the various counter areas 106e. The advantageous zone game number AG corresponds to a grasping means for grasping the number of games executed in the advantageous zone. Then, in step Sa1706, advantageous zone transition processing is executed. The advantageous zone transition processing is a process for setting the state and advantageous degree of the advantageous zone to be transitioned to this time. Specifically, in the advantageous zone transition processing, the above-mentioned ceiling counter is set by lottery or the like, and a ceiling game number that allows transition to the AT mode without winning the AT mode transition lottery after transition to the advantageous zone is set. The ceiling counter may be drawn by using, for example, a setting value or the lottery result of the game, so that the higher the setting, the more likely a shorter ceiling game number is to be selected, or the more likely a shorter ceiling game number is to be selected for an even number setting than for an odd number setting, or the less likely a result of the lottery of the current game is to be won, the more likely a shorter ceiling game number is to be selected. Then, a value corresponding to the ceiling number of games determined by lottery can be input into the ceiling counter. For example, a ceiling command including information corresponding to the ceiling counter can be output to the display control device 81, so that a presentation suggesting the ceiling number of games is displayed on the auxiliary display unit 65 or the speaker 64.
[0286] In the first section display process, after the advantageous section transition process is executed in step Sa1706, the eighth display segment N8 is turned on in step Sa1707 to start displaying the section indicator.
[0287] If it is determined in step Sa1701 that the eighth display segment N8 is being displayed as a section indicator, then in step Sa1708, a process is executed to continue the display during the favorable section. Specifically, in step Sa1708, a process is executed to continue the situation in which the eighth display segment N8 is lit. In other words, the process to end the display of the section indicator is not executed in this section display first process.
[0288] If it is determined in step Sa1702 that the advantageous zone winning game flag is not set, then after executing the display start process in step Sa1707 or after executing the display continuation process in step Sa1708, it is determined in step Sa1709 whether or not any AT mode flag is set. If it is determined in step Sa1709 that none of the AT mode flags are set, then in step Sa1710, a process is executed to add 1 to the first role ratio counter provided in the various counter area 106e. The first role ratio counter is a counter for counting the number of games in which no push order notification occurs, that is, the number of games in the normal zone and the non-specific zone.
[0289] On the other hand, if it is determined in step Sa1709 that any of the AT mode flags is set, in step Sa1711, a process of adding 1 to the role ratio second counter provided in the various counter area 106e is executed. The role ratio second counter is a counter for counting the number of games in which a push order notification can be generated, that is, the number of games in a specific section.
[0290] After executing the process of step Sa1710 or step Sa1711, a role ratio calculation process is executed in step Sa1712. In this process, the value of the role ratio second counter is divided by the sum of the role ratio first counter and the role ratio second counter (total number of games). In other words, the role ratio calculation process is a process for calculating the ratio of the number of games in which a push order notification may occur to the total number of games. Then, in step Sa1713, a process is executed to display the calculation result of step Sa1712 on the role ratio monitor 77.
[0291] As shown in FIG. 5, the role ratio monitor 77 has a plurality of 7-segment display units each consisting of seven display segments. Specifically, the role ratio monitor 77 has a first display unit 77a, a second display unit 77b, a third display unit 77c, a fourth display unit 77d, and a fifth display unit 77e as 7-segment display units. The display segments in the first display unit 77a to the fifth display unit 77e have individual light sources made of LEDs, similar to the display segments N1 to N7 of the instruction monitor 68, and by controlling the on / off of these individual light sources, it is possible to light only one arbitrary display segment and to light an arbitrary combination of display segments. As a result, the role ratio monitor 77 is configured to display a predetermined symbol (including alphabets and numbers) individually, and in particular, the role ratio monitor 77 is capable of displaying a five-digit number.
[0292] In step Sa1713, the result of the calculation process in step Sa1712 is output to the role ratio monitor 77, and the display of each display section 77a to 77e in the role ratio monitor 77 is controlled so that a four-digit number is displayed on the role ratio monitor 77. Specifically, a number smaller than 1 and up to four decimal places, such as "0.5012", is displayed on the role ratio monitor 77 as the ratio of the number of games in which a push order notification may occur to the total number of games. After executing the process of step Sa1713, the first section display process is terminated.
[0293] In addition, the display control of the role ratio monitor 77 may be performed after performing a process of rounding off the number to the fifth decimal place in the calculation process of step Sa1712. In addition, since the first display unit 77a of the role ratio monitor 77 basically displays "0", the first display unit 77a may not be provided, or the first display unit 77a may be configured to always display "0" by printing or the like. In addition, it is preferable to configure the first display unit 77a and the second display unit 77b to display a decimal point by printing or the like between them.
[0294] <Second section display process> Next, the second section display process will be described with reference to the flowchart in Fig. 45. As already described, the second section display process is a process performed in step Sa418 of the reel control process, and is performed after medals are paid out (payout determination process) and the game state is changed based on the winning result (winning result response process) at the end of one game.
[0295] In step Sa1801, it is determined whether or not the advantageous zone flag is set. If it is not set, the second zone display process is terminated. If the advantageous zone flag is set, in step Sa1802, a process is executed to count the number of games in the advantageous zone. Specifically, a process is executed to add 1 to the advantageous zone game count AG. In the following step Sa1803, an update process is executed for the advantageous zone increase / decrease coin count MY (MY counter) provided in the various counter area 106e.
[0296] In the MY update process of step Sa1803, provided that the result of the current game is not a re-play win, the number of coins inserted (number of coins bet) is subtracted from the number of coins paid out, and the subtraction result is added to the number of coins increased or decreased in the advantageous zone MY, thereby updating the number of coins increased or decreased in the advantageous zone MY.
[0297] After executing the MY update process in step Sa1803, in step Sa1804, a remaining number management process is executed, and in the following step Sa1805, a remaining number management process is executed. The remaining number management process is a process for managing whether or not the advantageous zone reaches the upper limit number of games (1500 games) with the current remaining number of games based on the remaining number of games in the AT mode, etc. In the remaining number management process, for example, it is grasped whether or not the total of the advantageous zone game number AG (the number of games consumed in the advantageous zone) and the AT game counter (the remaining number of games in the AT mode) is greater than the upper limit number of games in the advantageous zone. Then, if it is such a situation, a first excess flag is set in the various flag storage area 106d as a flag for identifying that situation. In addition, the remaining number management process is a process for managing whether or not the advantageous zone reaches the upper limit increase number (2400 coins) with the current remaining number of games based on the remaining number of games in the AT mode, etc. In the remaining payout number management process, for example, it is determined whether the sum of the expected increase calculated from the AT game counter and the average increase per game during the AT mode and the current advantageous zone increase / decrease number MY is greater than the increase / decrease number in the advantageous zone. If it is, a second excess flag is set in the various flag storage area 106d as a flag for identifying the situation.
[0298] After the remaining game number management process and remaining coin number management process are executed, in step Sa1806, it is determined whether the number of games in the advantageous zone AG has reached the upper limit of 1500, or whether the number of coins increased or decreased in the advantageous zone MY has reached the upper limit of 2400 or more. If either of these forced termination conditions is met, in step Sa1807, the number of games in the advantageous zone AG and the number of coins increased or decreased in the advantageous zone MY are cleared to 0. In the following step Sa1808, a process is performed to end the display of the eighth display segment N8 as a zone indicator. Then, in step Sa1809, a process is executed to initialize parameters and information such as various flags and counters in the advantageous zone.
[0299] Specifically, the initialization process of the information for the advantageous zone in step Sa1809 executes a process of resetting the flags and counters set at the time of the transition to the current advantageous zone, and the flags and counters set during the current advantageous zone, to their initial values. For example, if the advantageous zone flag and various AT mode flags are not cleared but are set, these flags are cleared. Furthermore, if the advantageous zone game count AG, the advantageous zone increase / decrease number MY, the counter for the number of continued games in the AT mode, the AT preparation counter, etc. are greater than 0, all of these counters are reset to 0. In other words, in the initialization process of the information for the advantageous zone, with respect to the advantageous zone as a favorable state using the push order notification, all variables or parameters that affect the performance related to the push order notification are initialized, and the RAM is cleared for such variables or parameters.
[0300] After executing the process of step Sa1809, in step Sa1810, the output state of the AT output terminal 121d in the external centralized terminal board 121 is confirmed, and if the AT output terminal 121d is in the ON state, the process of setting it to the OFF state is executed, and then this section display second process is terminated. The AT output terminal 121d is turned ON when the AT mode starts, and turned OFF when the AT mode ends, so as to output AT information corresponding to the AT mode (the number of times the AT mode has been switched) to the data display device or hall computer of the gaming hall connected to the slot machine 10 via the external centralized terminal board 121. By turning the AT output terminal 121d to the ON state, the signal output from the AT output terminal 121d becomes a HI signal (high output state), and by turning the AT output terminal 121d to the OFF state, the signal output from the AT output terminal 121d becomes a LOW signal (low output state). A data display, hall computer, etc. connected to the slot machine 10 via the external centralized terminal board 121 detects that the AT output terminal 121d has been turned ON when the signal output from the AT output terminal 121d switches from a LOW signal to a HI signal, and thus detects that a transition to the AT mode has occurred. Also, when the signal output from the AT output terminal 121d switches from a HI signal to a LOW signal, the data display, hall computer, etc. detects that the AT output terminal 121d has been turned OFF, and thus detects that the AT mode has ended. The process for turning the AT output terminal 121d ON will be described in detail later.
[0301] If it is determined in step Sa1806 that the number of games in the favorable zone AG has not reached the upper limit, and the number of coins increased or decreased in the favorable zone MY has not reached the upper limit increase, the process proceeds to step Sa1811, where it is determined whether the AT mode end flag is set. If the AT mode end flag is set, the process proceeds to step Sa1807, where processing for the end of the favorable zone is executed. If the AT mode end flag is not set, processing for the end of the favorable zone is executed as is.
[0302] <Performance setting processing> The effect setting process executed by the CPU 181 of the display control device 81 will be described with reference to the flowchart of Fig. 46. The effect setting process is initiated by the CPU 181 at a predetermined cycle (for example, every 2 msec).
[0303] In the performance setting process, first, in step Sa1901, it is determined whether or not a new command has been received from main control device 101. If a new command has been received, in step Sa1902, a process is executed to store the received command in RAM 183. A command storage area is provided in RAM 183, and this command storage area is configured as a ring buffer capable of individually storing a plurality of commands and capable of reading out previously stored commands.
[0304] If a negative determination is made in step Sa1901, or after the process of step Sa1902 is executed, it is determined in step Sa1903 whether or not the newly received command is a betting command. A betting command is a command output from the main control device 101 based on a betting operation, such as a betting command set in step Sa206 of normal processing. If it is a betting command, a betting performance setting process is executed in step Sa1904 to set a performance based on the current betting operation.
[0305] If a negative decision is made in step Sa1903, or after the process of step Sa1904 is executed, in step Sa1905, it is determined whether or not the newly received command is a start command. A start command is a command output from the main control device 101 based on the operation of the start lever 41, and includes a lottery result command set in step Sa311 of the lottery process, as well as a premonition command, an add-on command, a push order notification command, and a ceiling command set in the lottery result response process (FIG. 27) or the first section display process (FIG. 44). If it is one of these start commands, in step Sa1906, a start performance setting process is executed.
[0306] If a negative decision is made in step Sa1905, or after the process of step Sa1906 is executed, in step Sa1907, it is determined whether or not the newly received command is a command at each stop operation. A command at each stop operation is a command output from main control device 101 based on the stop operation of each of reels 32L, 32M, and 32R, and is a stop command set in step Sa406 of the reel control process (FIG. 22). If the command is a stop command at each stop operation, in step Sa1908, a process for setting effects at each stop operation is executed to set effects based on the current stop operation.
[0307] When the negative decision is made in step Sa1907, or after the process of step Sa1908 is executed, in step Sa1909, it is determined whether the newly received command is an all-stop command. An all-stop command is a command output from the main control device 101 based on the fact that all reels 32L, 32M, and 32R have stopped, and includes the winning result command set in step Sa419 of the reel control process (Fig. 22), as well as the first BB start command, second BB start command, first BB end command, second BB end command, AT winning notification command, CZ start command, first AT command, second AT command, CZ end command, AT end command, promotion command, and at-stop AT start command, which are set in the bonus state process (Fig. 24), the winning result response process (Fig. 37), and the second section display process (Fig. 45). If it is one of these all-stop commands, in step Sa1910, the all-stop performance setting process is executed.
[0308] If a negative judgment is made in step Sa1909, or after the processing of step Sa1910 is executed, other processing is executed in step Sa1911, and then the effect setting processing is terminated. In step Sa1911, the auxiliary display unit 65, speaker 64, etc. are controlled so that the various effects set in each of the above effect setting processes are executed at the corresponding timing. Also, in step Sa1911, settings are made for effects based on commands from the main control device 101 other than when betting, starting, and stopping (for example, effects based on operation of the settlement switch 59, etc.), effects based on signals from sensors connected without going through the main control device 101 (such as an effect switch detection sensor), settings for error notification, etc.
[0309] The start-time performance setting process and the full-stop performance setting process will be described below.
[0310] <Start-up performance setting process> The start-up performance setting process of step Sa1906 will be described with reference to the flowchart of FIG.
[0311] In step Sa2001, it is determined whether or not the lottery result of the game to be started this time is a push order role win (push order bell win) based on the received lottery result command. If the push order role wins, it is determined in step Sa2002 whether or not a push order notification command has been received. If a push order notification command has been received, in step Sa2003, settings are executed so that push order notification performances corresponding to the first small role win to the sixth small role win are performed on the auxiliary display unit 65 and the speaker 64.
[0312] In step Sa2001, if it is determined that the lottery result of the current game is not a push order role win, in step Sa2004, it is determined whether the lottery result of the current game is a specific role win. A specific role is a lottery result called a rare role that is unlikely to appear (hard to win) as a lottery result of each game, and in this embodiment, chance eyes A to chance eyes C, cherries A to C, and watermelon are set as specific roles. As shown in FIG. 29, in the AT mode shift lottery triggered by these lottery results, the probability of winning the AT mode shift is set to be higher than other lottery results, and in addition, as shown in FIG. 32, in the AT mode additional lottery triggered by these lottery results, it is set to be more likely to win the additional role than other lottery results. If the lottery result of the current game is a specific role win, in step Sa2005, a process of setting a specific role notification performance is executed. In the setting process of the specific combination notification effect, a setting is executed so that the specific combination notification that the lottery result of this game is one of the above specific combinations is performed on the auxiliary display unit 65 and the speaker 64. As the specific combination notification, for example, a performance is set in which three exclamation mark characters are displayed on the auxiliary display unit 65 in correspondence with the three stop switches 42 to 44.
[0313] If a negative decision is made in step Sa2002 or step Sa2004, or after the process of step Sa2003 or step Sa2005 is executed, the process proceeds to step Sa2006. In step Sa2006, it is determined whether or not an add-on command has been received. If an add-on command has been received, a process for setting an add-on effect is executed in step Sa2007. In the process for setting an add-on effect, an add-on effect is executed in which the number of games added is displayed on the auxiliary display unit 65 as a notification corresponding to the addition of the number of games remaining in the AT mode. Note that the mode of the add-on effect is not limited to a mode performed in the game in which the add-on has been performed, and may include, for example, a mode in which the number of games added is notified after a predetermined number of games, triggered by the game in which the add-on has been performed, or may include a so-called post-add-on effect mode in which an add-on effect is executed when the number of games remaining in the AT mode becomes a predetermined number (for example, one game remaining).
[0314] If a negative judgment is made in step Sa2006, or after the processing of step Sa2007 is executed, it is judged in step Sa2008 whether or not a premonition command has been received as the current start command. If a premonition command has been received and the AT mode shift lottery or the CZ mode shift lottery has been won, and the premonition mode is set, in step Sa2009, a process is executed to input a value corresponding to the number of premonition games to the sub-side premonition counter provided in the various counter area 183b. The sub-side premonition counter corresponds to the premonition counter in the main control device 101, and is a counter by which the CPU 181 grasps the number of games remaining in the premonition mode, and the state in which the sub-side premonition counter is greater than 0 is the premonition mode.
[0315] If a negative determination is made in step Sa2008, or after the processing of step Sa2009 is executed, in step Sa2010, it is determined whether or not the above-mentioned sub-side premonition counter is greater than 0. If the sub-side premonition counter is greater than 0 and the game is in premonition mode, in step Sa2011, the sub-side premonition counter is decremented by 1. Then, in step Sa2012, a process is executed to set an effect for the premonition mode according to the value of the sub-side premonition counter. For example, it is preferable that the smaller the value of the sub-side premonition counter is, the more an effect suggesting that one of the transition lotteries has been won is displayed on auxiliary display unit 65 or speaker 64.
[0316] If a negative decision is made in step Sa2010, or after the process of step Sa2012 is executed, the AT start process is executed in step Sa2013, the rotation effect process is executed in step Sa2014, and other start effect setting processes are executed in step Sa2015, after which the start effect setting process is terminated. In step Sa2015, for example, a process is executed to set an effect suggesting a lottery result in response to the start of the game, or to turn off the lamp around the start lever 41 to notify that the operation has been accepted. The AT start process and the rotation effect process will be described in detail later.
[0317] <Performance setting process when all stops> Next, the full stop time effect setting process of step Sa1910 in the effect setting process (Fig. 46) will be described with reference to the flowchart in Fig. 48. As already explained, the full stop time effect setting process is a process for setting effects when a newly received command is a full stop time command such as a winning result command, an AT winning notification command, a CZ start command, a first AT command, a second AT command, a CZ end command, an AT end command, a promotion command, or a stop time AT start command.
[0318] In step Sa2101, it is determined whether or not a CZ start command has been received. If a CZ start command has been received, in step Sa2102, a process is executed to set the sub-side CZ flag in the various flag storage area 183a, and in step Sa2103, a process is executed to set the effect of the CZ start on the auxiliary display unit 65 and the speaker 64. For example, as shown in FIG. 52(a), the CZ start effect displays on the auxiliary display unit 65 that the CZ mode is starting and the number of games remaining in the CZ mode (10).
[0319] If a negative decision is made in step Sa2101, in step Sa2104, it is determined whether or not a CZ end command has been received. If a CZ end command has been received, in step Sa2105, a process for clearing the sub-side CZ flag is executed, and in step Sa2106, a process for setting an effect for performing a CZ end effect on the auxiliary display unit 65 and the speaker 64 is executed. For example, as shown in FIG. 52(b), the CZ end effect is set to notify that the number of remaining games in the CZ mode becomes 0 and that the CZ mode has ended. Note that the CPU 181 sets the effect for the CZ mode to be performed on the auxiliary display unit 65 and the speaker 64 in each game in which the sub-side CZ flag is set. For example, the background color and the characters that appear are different from those in the normal mode for the effect for the CZ mode so that the player can identify that the CZ mode is in progress. In addition, when performing the effect for the CZ mode, the CPU 181 controls the display of the number of remaining games in the CZ mode to be updated (deducted) according to the progress of the game.
[0320] If the result of the negative judgment in step Sa2104 is negative, in step Sa2107, it is judged whether or not an AT winning notification command has been received. If the AT winning notification command has been received, in step Sa2108, a process of setting a preparation mode flag in the various flag storage area 183a is executed, and in the following step Sa2109, it is judged whether or not a first AT command has been received. If the first AT command has been received, in step Sa2110, a process of setting a sub-side first AT mode flag in the various flag storage area 183a is executed, and then in step Sa2112, a process of setting an AT winning notification performance is executed. On the other hand, if the first AT command has not been received in step Sa2109 and a second AT command has been received, in step Sa2111, a process of setting a sub-side second AT mode flag in the various flag storage area 183a is executed, and then in step Sa2112, a process of setting an AT winning notification performance is executed. For example, as shown in FIG. 53(a), the AT winning notification performance is set to notify the user of the type of the AT mode that has been won along with the notification of the winning of the AT mode transition lottery. As an effect for notifying the type of AT mode, for example, the background color of the auxiliary display unit 65 may be different (red for the first AT mode, blue for the second AT mode), or a corresponding character may be displayed according to the type of AT mode (a character for the first AT mode, a character for the second AT mode, and a character for the first AT mode). In addition, the CPU 181 sets the effect for the preparation mode to be performed on the auxiliary display unit 65 or the speaker 64 in each game in which the above-mentioned preparation mode flag is set. The effect for the preparation mode is different in content so that the player can distinguish between the case in which the sub-side first AT mode flag is set and the case in which the sub-side second AT mode flag is set. When the sub-side first AT mode flag is set, for example, as shown in FIG. 53(b), a character display such as "Promotion lottery in progress" is performed, and when the sub-side second AT mode flag is set, for example, a character display such as "AT preparation in progress" is performed as shown in FIG. 54(b). Note that the background colors in FIG. 53(b) and FIG. 54(b) are different, as indicated by different hatch settings.
[0321] If a negative decision is made in step Sa2107, it is decided in step Sa2113 whether or not a promotion command has been received. If a promotion command has been received, in step Sa2114, the above-mentioned process of clearing the sub-side first AT mode flag and setting the sub-side second AT mode flag is executed. Then, in step Sa2115, a process of setting a promotion effect is executed. For example, as shown in FIG. 54(a), the promotion effect is set to an effect in which a male character roars. Note that, by clearing the sub-side first AT mode flag and setting the sub-side second AT mode flag as described above, the effect during the preparation mode is switched from the effect in FIG. 53(b) to the effect in FIG. 54(b) via the promotion effect.
[0322] If a negative decision is made in step Sa2113, it is decided in step Sa2116 whether or not a stop-time AT start command has been received. If a stop-time AT start command has been received, the preparation mode flag is cleared in step Sa2117, and in step Sa2118, a presentation setting process is executed to perform an AT start presentation on the auxiliary display unit 65 and the speaker 64. For example, as shown in FIG. 55(a), the AT start presentation is set to a presentation in which a display is made to the effect that an AT mode is about to start (text display such as "AT start"). Note that the AT start presentation differs to an extent that the player can distinguish it depending on the type of AT mode to be started, and is set to have different backgrounds and sound effects, for example.
[0323] If a negative determination is made in step Sa2116, it is determined whether an AT end command is received in step Sa2119. If an AT end command is received, the process of clearing the sub-side first AT mode flag and the sub-side second AT mode flag is executed in step Sa2120, and the effect setting process for performing the AT end effect on the auxiliary display unit 65 and the speaker 64 is executed in step Sa2121. The AT end effect is set to, for example, as shown in Fig. 55(b), a display indicating that the AT mode has ended (character display such as "See you later") and an effect for notifying the number of continuous games and the number of medals obtained in the current AT mode.
[0324] After the process of step Sa2103, step Sa2106, step Sa2112, step Sa2115, step Sa2118 or step Sa2121 is executed, or after a negative determination is made in step Sa2119, the other all-stop effect setting process is executed in step Sa2122, and then this all-stop effect setting process ends. In step Sa2122, for example, control is performed so that the upper lamp 63 lights up in a color corresponding to the winning combination, control is performed so that a sound effect corresponding to the payout number of the winning combination is emitted from the speaker 64, or control is performed so that a sound effect corresponding to the automatic bet during replay is emitted from the speaker 64.
[0325] <AT start processing> Next, the AT start processing executed in step Sa2013 in the start effect setting process (Fig. 47) will be described with reference to the flowchart of Fig. 49. The AT start processing is a process for performing an operation instruction notification so as to establish a second replay winning or a third replay winning when a result for starting the AT mode (normal replays A to C) is won during the preparation mode.
[0326] That is, in step Sa2201, it is determined whether or not the above preparation mode flag is set. If the preparation mode flag is not set, the AT start processing is terminated as it is. If the preparation mode flag is set, the preparation mode presentation is set in step Sa2202. As described above, the presentations in Fig. 53(b) and Fig. 54(b) are set as the preparation mode presentation, and in step Sa2202, when the sub-side first AT mode flag is set, the preparation mode presentation in Fig. 53(b) is set, and when the sub-side second AT mode flag is set, the preparation mode presentation in Fig. 54(b) is set.
[0327] In the next step Sa2203, it is determined whether the lottery result of this game is a win for normal lip A to C. If normal lip A to C is not a win, the AT start processing is terminated. As already explained, if normal lip A to C is won during the preparation mode, the main control device 101 outputs a push order notification command. Therefore, if normal lip A to C is won in step Sa2203, it is determined in step Sa2204 whether the sub-side first AT mode flag is set, and if the sub-side first AT mode flag is set, in step Sa2205, a process is executed to set the push order notification performance corresponding to the second replay winning based on the push order notification command so that it is performed on the auxiliary display unit 65 or the speaker 64, and then the AT start processing is terminated. On the other hand, if the sub-side first AT mode flag is not set and the sub-side second AT mode flag is set, in step Sa2206, a process is executed to set up the push order notification performance corresponding to the third re-play winning based on the above push order notification command so that it is performed on the auxiliary display unit 65 or speaker 64, and then the AT start process is terminated.
[0328] As the push order notification effect set in step Sa2205 or step Sa2206, an effect is set to notify the operation sequence corresponding to the second re-play winning or the third re-play winning, and to notify the symbols that will be the second re-play winning or the third re-play winning. For example, in step Sa2205, as shown in Fig. 56(a), an effect is set to be performed on the auxiliary display unit 65 to notify the operation sequence of the stop switches 42 to 44 that correspond to the second re-play winning, and to notify the symbols ("white 7" symbol-"white 7" symbol-"white 7" symbol) that will stop on the center line L2 when the second re-play winning is established. Also, for example, in step Sa2206, as shown in FIG. 56(b), the operation sequence of the stop switches 42-44 corresponding to the third re-play winning is notified, and the auxiliary display unit 65 is set to perform a performance of notifying the symbols ("white 7" symbol-"white 7" symbol-"red 7" symbol) that will stop on the middle line L2 when the third re-play winning is established. Note that the configuration may be such that the symbols that will stop on the effective line ML are notified, instead of the symbols that will stop on the middle line L2. Specifically, the configuration may be such that the "white 7" symbol-"white shell" symbol-"cherry" symbol is notified in the case of the second re-play winning, and the "white 7" symbol-"white shell" symbol-"BAR" symbol is notified in the case of the third re-play winning. In these cases, the configuration may be such that the line (middle line L2 or effective line ML) on which the notified symbol should stop is also notified.
[0329] In this way, in this embodiment, when the player wins the AT mode transition lottery in the advantageous zone or reaches the ceiling number of games and acquires the right to transition to the AT mode, the AT winning notification performance (Fig. 53(a)) is executed via the premonition mode, and a notification is made that the right has been acquired. When the player wins the normal replay A to C as a result of starting the AT mode during the preparation mode, an operation instruction notification is made to establish the second replay win or the third replay win (Fig. 56), and when the second replay win or the third replay win is established, the AT mode is started. In this way, the transition to the AT mode requires the player's intervention in the operation, and compared to a configuration that is completed only on the gaming machine side, the interest of the game is appropriately improved. In particular, the right to transition to the AT mode, acquired by a lottery or the like, is exercised by the player's own stopping operation to start the AT mode, and the player can fully enjoy the thrill of slot machines in the AT mode, by stopping a symbol corresponding to the lottery result on the pay line ML based on the player's operation, thereby obtaining a bonus corresponding to the lottery result.
[0330] Here, in the preparation mode, when the push order bell is won, the push order notification corresponding to the first small prize winning to the sixth small prize winning is executed, an additional lottery according to the lottery result is executed, and a promotion lottery from the first AT mode to the second AT mode is also executed. Therefore, as a player, although there is a desire to play a game in which the second replay winning or the third replay winning is established by one's own operation as described above, it is considered that the player also wants to continue the preparation mode as long as possible. Therefore, in this embodiment, an upper limit is set for the number of continued games in the preparation mode, and when the upper limit number of games (40 games) is reached, the AT mode is started even if the second replay winning or the third replay winning is not established. Therefore, hereinafter, a configuration for starting the AT mode when the preparation mode reaches the upper limit number of games will be described.
[0331] <Rotation effect processing> First, the spin effect processing (step Sa402) in the reel control processing (FIG. 22) on the main control device 101 side will be described with reference to the flowchart in FIG.
[0332] In step Sa2301, it is determined whether the first start freeze flag or the second start freeze flag is set in the various flag storage area 106d. The first start freeze flag and the second start freeze flag are flags that are set when the AT preparation counter becomes 0 in the above preparation mode process (FIG. 42) or when the second replay prize or the third replay prize is not achieved in the normal replay A to C winning games during the preparation mode (step Sa1622, step Sa1623). If neither start freeze flag is set, the rotation performance process is terminated as it is.
[0333] If any of the start freeze flags is set, in step Sa2302, it is determined whether the lottery result of the game to be started this time is the normal replay A to C winning. In other words, it is determined whether the lottery result of the next game after the AT preparation counter becomes 0 and 40 games are played in the preparation mode, or the next game after the game in which the second replay winning or the third replay winning is not achieved in the normal replay A to C winning game during the preparation mode is the normal replay A to C winning. If the normal replay A to C is not won, the process proceeds to step Sa2303, and a process is executed to set the spin effect command as an output target to the display control device 81. The spin effect command is a command for making the display control device 81 understand that the start of the AT mode is notified by performing a spin effect using each of the reels 32L, 32M, and 32R.
[0334] In the next step Sa2304, a process is executed to grasp the positional relationship of the symbols on each of the stopped reels 32L, 32M, and 32R. As already explained, a reel index sensor is provided on each of the reels 32L, 32M, and 32R, and it is possible to grasp the position of the symbols that are stopped (previously stopped) based on the detection signal of the reel index sensor and the number of excitation pulses output to rotate the reel.
[0335] Then, in step Sa2305, it is determined whether the first start freeze is set, and if it is set, in step Sa2306, based on the symbol positions grasped in step Sa2304, the acceleration of each of the reels 32L, 32M, 32R is set so that the reels 32L, 32M, 32R rotate at a low speed (first rotation speed) in a state where the symbols that will be the second replay winning are aligned 2 seconds later (after the first period). More specifically, for example, the left reel 32L is set as the reference reel, and the number of symbols separated from the second replay symbols ("white 7" symbol) on the center reel 32M and the right reel 32R ("white shell" symbol, "cherry" symbol) before the start of rotation is grasped based on the grasped symbol positions. For example, when the reels 32L, 32M, and 32R start to rotate in the forward direction at the same time, if the left reel 32L, which is the reference reel, has rotated three times by 2 seconds later, the left reel 32L will rotate 60 symbols (20 symbols x 3 rotations) in 2 seconds. In this case, if the number of symbols separated between the second replay symbol on the center reel 32M and the second replay symbol on the reference reel is a symbol, and the number of symbols separated between the second replay symbol on the right reel 32R and the second replay symbol on the reference reel is b symbol, the acceleration of the center reel 32M is set to rotate the number of symbols equal to 60 symbols plus a symbol by 2 seconds later, and the acceleration of the right reel 32R is set to rotate the number of symbols equal to 60 symbols plus b symbol by 2 seconds later. After the symbol combination resulting in the second replay winning is aligned and rotates 2 seconds later, each of the reels 32L, 32M, and 32R is set to rotate at a constant slow speed.
[0336] If the first start freeze flag is not set in step Sa2305 and the second start freeze flag is set, the acceleration of each reel 32L, 32M, 32R is set in step Sa2307 based on the symbol position grasped in step Sa2304 so that each reel 32L, 32M, 32R rotates at a low speed (first rotation speed) in a state where the symbols that will be the third replay winning are aligned 2 seconds later (after the first period). More specifically, for example, the left reel 32L is set as the reference reel, and the number of symbols separated from the third replay symbol ("white 7" symbol) arranged on the reference reel and the third replay symbol ("white shell" symbol, "BAR" symbol) on the center reel 32M and the right reel 32R before the start of rotation is grasped based on the grasped symbol position. For example, when the reels 32L, 32M, and 32R start to rotate in the forward direction at the same time, if the left reel 32L, which is the reference reel, has rotated three times by 2 seconds later, the left reel 32L will rotate 60 symbols (20 symbols x 3 rotations) in 2 seconds. In this case, if the number of symbols separated between the second replay symbol on the center reel 32M and the second replay symbol on the reference reel is a symbol, and the number of symbols separated between the second replay symbol on the right reel 32R and the second replay symbol on the reference reel is b symbol, the acceleration of the center reel 32M is set to rotate the number of symbols equal to 60 symbols plus a symbol by 2 seconds later, and the acceleration of the right reel 32R is set to rotate the number of symbols equal to 60 symbols plus b symbol by 2 seconds later. After the symbol combination resulting in the third replay winning is aligned and rotates 2 seconds later, each of the reels 32L, 32M, and 32R is set to rotate at a constant slow speed.
[0337] After executing the process of setting the acceleration of each of the reels 32L, 32M, and 32R in step Sa2306 or step Sa2307, the process of starting the rotation of all the reels in step Sa2308 and controlling the drive of the stepping motor corresponding to each of the reels 32L, 32M, and 32R based on the set acceleration is executed. Then, in step Sa2309, the process of inputting 1879, which is a value corresponding to the second period (2.8 sec) longer than the first period (2 sec), to the rotation counter provided in the various counter area 106e is executed. The rotation counter is a counter that is decremented by 1 each time the timer update process (step Sa108) of the timer interrupt process (FIG. 17) is started once.
[0338] In this case, as shown in Figure 58(a), each of the reels 32L, 32M, and 32R begins to rotate according to the acceleration set for each of the reels 32L, 32M, and 32R, and as shown in Figure 58(b), after 2 seconds, the pattern combination that will result in the second re-play prize or the third re-play prize will be aligned, and in this state each of the reels 32L, 32M, and 32R will rotate at a slow speed.
[0339] In the next step Sa2310, the process waits until the rotation counter input in step Sa2309 becomes 0. Note that the timer interrupt process and the normal process (FIG. 18) including this rotation performance process are processes that are started independently of each other, and even during the wait in step Sa2310, the timer interrupt process can execute the subtraction process of the rotation counter. In step Sa2310, the determination is affirmative when the rotation counter becomes 0.
[0340] In step Sa2308, the rotation of all reels 32L, 32M, 32R is started, and the first period (2 sec) has elapsed, and the symbol combination resulting in the second re-play prize or the third re-play prize is aligned and rotates at a slow speed, and when the second period (2.8 sec) has elapsed since the processing of step Sa2309 is executed and a positive determination is made in step Sa2310, the process proceeds to step Sa2311. In step Sa2311, a process is executed to set the acceleration of all reels 32L, 32M, 32R so that the symbol combination resulting in the second re-play prize or the third re-play prize for all reels 32L, 32M, 32R stops on the activated line ML 0.2 sec (third period) from the current time. Then, in step Sa2312, the stepping motors corresponding to the reels 32L, 32M, and 32R are driven and controlled based on the acceleration set in step Sa2311 to stop the reels 32L, 32M, and 32R. After that, in step Sa2313, a value of 134 corresponding to the third period (0.2 sec) is input to the rotation counter, and in the following step Sa2314, the process waits until the rotation counter input in step Sa2313 becomes 0.
[0341] In this case, as shown in Fig. 58(c), the symbol combination resulting in the second re-play winning or the third re-play winning stops on the activated line ML. Note that in order to distinguish the stopping of the reels 32L, 32M, and 32R in the spin performance from the stopping of the reels 32L, 32M, and 32R based on the operation of the stop switches 42 to 44 in step Sa411 of the reel control process, in the following description, the stopping of the reels 32L, 32M, and 32R in the spin performance is also referred to as a provisional stop.
[0342] When 0.2 sec (third period) has elapsed since the processing of step Sa2313 was executed, that is, when a total of 3 sec (fourth period) has elapsed since all reels 32L, 32M, 32R started to rotate, and a symbol combination resulting in a second re-play winning or a third re-play winning has temporarily stopped on the activated line ML, an affirmative judgment is made in step Sa2314, and the process proceeds to step Sa2315. In step Sa2315, a process is executed to set the start-time AT start command as an output target to the display control device 81. The display control device 81, which has received the start-time AT start command, controls the AT start performance to be performed on the auxiliary display unit 65 and the speaker 64.
[0343] In step Sa2316, a process is executed to input a value of 3355, which is equivalent to the fifth period (5 sec), to the spin counter, and in the following step Sa2317, the process waits until the spin counter input in step Sa2316 reaches 0. In this case, each of the reels 32L, 32M, and 32R is maintained in the temporarily stopped state (FIG. 58(d)).
[0344] If 5 seconds (fifth period) have passed since the process of step Sa2316 was executed, that is, if 5 seconds have passed since the symbol combination resulting in the second or third replay winning was temporarily stopped on the activated line ML, an affirmative determination is made in step Sa2317 and the process proceeds to step Sa2318. In step Sa2318, a process is executed to clear the first start freeze flag and the second start freeze flag, and then the spin effect process is terminated. In this case, the reels 32L, 32M, and 32R start spinning in the spin start process that is started following the spin effect process in the reel control process (FIG. 22) (FIG. 58(e)).
[0345] In other words, if 40 games are played in the preparation mode without winning normal replay A to C, or if the second replay prize or the third replay prize is not awarded even if normal replay A to C is won, a spin effect occurs in which the symbol combination that will result in the second replay prize or the third replay prize stops on the active line ML at the start of the next game. In the following explanation, the next game after the AT preparation counter reaches 0 and 40 games are played in the preparation mode, or the next game after the game in which the second replay prize or the third replay prize is not awarded in the normal replay A to C winning game during the preparation mode, is referred to as the target game for the spin effect.
[0346] In the spin effect processing, if the lottery result of the target game of the spin effect is the normal replay A to C win in step Sa2302, it is determined whether the AT preparation counter is greater than 0 in step Sa2319, and it is determined whether the set start freeze flag was set when the second replay win or the third replay win was not achieved in the normal replay A to C winning game during the preparation mode, or whether it was set because the AT preparation counter became 0. If the start freeze flag was set when the second replay win or the third replay win was not achieved in the normal replay A to C winning game during the preparation mode, the process proceeds to step Sa2303, and processing for executing the spin effect is performed. On the other hand, if the start freeze flag was set because the AT preparation counter became 0, the spin effect processing is terminated as it is. In other words, if the preparation mode reaches the upper limit game number and the lottery result of the game in which the spin effect is executed is the normal replay A to C win, the above spin effect does not occur at the start of this game.
[0347] In this case, in the AT start notification process (FIG. 35), an operation instruction notification is made to establish the second replay winning or the third replay winning in the current game. That is, in the AT start notification process, if the lottery result of the current game is the winning of normal replays A to C (step Sa1001: YES) and the AT preparation counter is 0 (step Sa1002: NO), in step Sa1008, it is determined whether the first start freeze flag or the second start freeze flag is set. If any start freeze flag is set and the lottery result of the game that is the target of the rotation performance because the preparation mode has reached the upper limit game number is the winning of normal replays A to C, an affirmative determination is made in step Sa1008, and a process of clearing the corresponding start freeze flag is executed in step Sa1009. Then, the process proceeds to step Sa1003, a process of setting the start game flag is executed, and a process for issuing an operation instruction notification in step Sa1004 and thereafter is executed.
[0348] In other words, when the AT preparation counter reaches 0 and the next game starts after 40 games in the preparation mode, the rotation effect is generated to temporari...
Claims
[Claim 1] A plurality of rotating bodies having a plurality of patterns applied thereto in a circumferential direction; A display unit that allows some of the patterns on each of the rotating bodies to be viewed; A start operation means for performing a start operation for starting the rotation of each of the rotating bodies; A stop operation means for performing a stop operation to stop the rotation of each of the rotating bodies; a drive control means for executing a start drive control to start rotation of each of the rotating bodies when the start operation means is operated, and for executing a stop drive control to stop the rotation of the corresponding rotating body when the stop operation means is operated; a lottery means for holding a lottery for awarding a privilege to a player based on an operation of the start operation means; a bonus awarding means for awarding a bonus corresponding to a predetermined result when a result of the lottery by the lottery means is a predetermined result; A gaming machine comprising: a means for causing a predetermined event advantageous to a player to occur based on a result of the lottery by the lottery means; a means for executing a predetermined effect by a predetermined effect means based on a lottery result by the lottery means; A means for setting a performance mode of the predetermined performance; Equipped with The predetermined event is less likely to occur when the lottery result is the second result by the lottery means than when the lottery result is the first result, The presenting mode of the predetermined effect of the game in which the lottery result by the lottery means is the first result can be made to be a mode in which it is less likely that the predetermined event will occur than the mode of the predetermined effect executed in a game prior to the game in which the lottery result is the first result, When the presentation mode of the predetermined presentation of the game in which the lottery result by the lottery means is the first result is set to a presentation mode in which the predetermined event is more likely to occur than the presentation mode of the predetermined presentation executed in a game prior to the game, a specific presentation can be executed before the predetermined presentation in the presentation mode is set, A gaming machine characterized in that it is configured to be able to execute the specific effect even when the presentation mode of the specified effect of a game in which the lottery result by the lottery means is the second result is not a presentation mode that is more likely to result in the specified event than the presentation mode of the specified effect executed in a game prior to that game.
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