Gaming Machines
By introducing multiple functional components into the game console, such as wheels, stop operation mode and notification mode, the problem of difficulty in recovering the game console status after power recovery is solved, and a stable and coherent gaming experience is achieved.
Patent Information
- Application Number
- JP2024005042
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-01-17
- Publication Date
- 2025-04-08
- Estimated Expiration
- 2041-09-13
AI Technical Summary
It is difficult for existing gaming consoles to restore production status correctly after power recovery, which affects the gaming experience.
A gaming machine is designed, including multiple wheels, stop operation mode, notification mode, restraint mode, special performance execution mode, light effect execution mode and lottery mode. Through these components, they can automatically adjust and restore the game state after power recovery.
Ensure that the game console can operate normally after power recovery, providing a stable and coherent gaming experience.
Smart Images

Figure 0007658626000001 
Figure 0007658626000002 
Figure 0007658626000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, some gaming machines, such as pachinko gaming machines and slot machines (so-called reel-type gaming machines), are configured to be able to retain at least a part of the stored information stored in the storage means even after the power supply is stopped. For example, the gaming machine described in Patent Document 1 is configured to be able to return to the state before the power supply was stopped when the power supply is resumed. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2007-307138 A Summary of the Invention [Problem to be solved by the invention]
[0004] Nowadays, it is desirable to be able to execute a performance appropriately when the power supply is restored. [Means for solving the problem]
[0005] The gaming machine that solves the above problem is a gaming machine capable of executing a variable game based on the operation of a start operation means when a bet number is set, the gaming machine comprising a plurality of reels, a plurality of stop operation means respectively corresponding to the plurality of reels, an announcement means capable of executing a predetermined announcement, a zone control means capable of controlling to either an advantageous zone or a non-advantageous zone, a special effect execution means capable of executing a special effect, a specific light emitting means capable of executing a specific light emitting effect, a predetermined light emitting means capable of executing a light emitting effect different from the specific light emitting effect, a gaming state control means for controlling a gaming state, and a lottery means for executing a lottery regarding the control of the gaming state, and in the variable game, the plurality of reels rotate and a corresponding reel can be stopped in response to the operation of the stop operation means, and the announcement means is configured to notify the player of a plurality of operation modes for the plurality of stop operation means. and wherein the non-advantageous zone is a zone in which the notification means is not permitted to suggest or notify the specific operation mode, and the advantageous zone is a zone in which the notification means is permitted to suggest or notify the specific operation mode, and if the start operation means is operated to start a variable game during the non-advantageous zone and power supply is stopped during the execution of the variable game, when power supply is subsequently resumed, the special effect is not executed by the special effect execution means, and if the start operation means is operated to start a variable game during the advantageous zone and power supply is stopped during the execution of the variable game, when power supply is subsequently resumed, the special effect may be executed by the special effect execution means; The special effect is an effect that calls attention to the operation mode of the stop operation means,During the execution of a variable game, the specific light-emitting effect by the specific light-emitting means and a light-emitting effect other than the specific light-emitting effect by the predetermined light-emitting means can be executed, and if power supply is stopped during the execution of a variable game, when power supply is subsequently resumed, during the execution of the resumed variable game, a light-emitting effect other than the specific light-emitting effect by the predetermined light-emitting means is not executed, and the specific light-emitting effect by the specific light-emitting means is executed, and the lottery for control of the game state that can be executed by the lottery means includes a role lottery, and when the start operation means is operated when a specific multiplier is set as the multiplier, the lottery means can execute the role lottery for winning a specific role, and when the specific role is won in the role lottery, the winning of the specific role is carried over until a pattern combination corresponding to the specific role is derived in a subsequent variable game, and in the state in which the winning of the specific role is carried over, the lottery means executes a lottery for control of the game state as if the specific role has been won, and before the specific role is won in the role lottery, The gist of the invention is that when the start operation means is operated in a first situation in which the specific multiplier is set, and when the start operation means is operated in a second situation in which the specific multiplier is set when the winning of the specific role is carried over and the winning of the specific role is carried over, the contents of the lottery performed by the lottery means for controlling the game state are different; when the start operation means is operated in the first situation, the specific role is not won in the role lottery, a variable game is executed, and power supply is stopped during the execution of the variable game, and when the start operation means is operated in the first situation, the specific role is won in the role lottery, a variable game is executed, and power supply is stopped during the execution of the variable game, the same specific light-emitting effect is executed during the resumed variable game when power supply is resumed, and the same specific light-emitting effect is executed during the execution of the variable game executed by operating the start operation means after power supply is resumed when the specific multiplier is set. Effect of the Invention
[0006] According to the present invention, it is possible to appropriately execute a presentation. [Brief description of the drawings]
[0007] [Figure 1] FIG. 1 is a front view showing a schematic diagram of a slot machine. [Diagram 2] FIG. [Diagram 3] FIG. 11 is an explanatory diagram for explaining an operation mode of a stop button. [Figure 4] FIG. 13 is an explanatory diagram for explaining the relationship between winning combinations and prizes. [Diagram 5] FIG. 11 is an explanatory diagram for explaining the transition of a game state. [Figure 6] FIG. 2 is a block diagram showing the electrical configuration of the slot machine. [Figure 7] FIG. 13 is an explanatory diagram for explaining a role selection table. [Figure 8] 13 is a flowchart showing a main processing of game progress. [Figure 9] 13(a) to (f) are schematic diagrams showing an example of the display content of the effect display device during execution of the variable game. [Figure 10] 13(a) and (b) are schematic diagrams showing an example of the display content of the effect display device and the illumination effect of the stop operation lamp when power supply is resumed during execution of a variable game. [Figure 11] 13(a) to 13(d) are schematic diagrams showing an example of the display contents of the effect display device before the power supply is stopped during execution of a variable game and after the power supply is resumed. [Figure 12] 13(a) to 13(f) are schematic diagrams showing an example of the display contents of the effect display device before the power supply is stopped during execution of a variable game and after the power supply is resumed. [Figure 13] 13(a) and (b) are schematic diagrams showing an example of the display content of the performance display device before the power supply is cut off during execution of a variable game and after the power supply is resumed. [Figure 14]13(a) to 13(d) are schematic diagrams showing an example of the display content of the effect display device when power supply is resumed during execution of a variable game in the second embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] (First embodiment) Hereinafter, a first embodiment of a slot machine, which is a type of gaming machine, will be described. In this specification, the directions of up, down, left, right, front (head), and back (tail) refer to the directions as seen by a player playing on a slot machine.
[0009] 1, the slot machine 10 includes a rectangular box-shaped main body cabinet 11. The main body cabinet 11 includes an opening (not shown) on the front side. The slot machine 10 includes a front door 12 that covers the opening of the main body cabinet 11. The front door 12 is supported on the main body cabinet 11 so as to be openable and closable.
[0010] The slot machine 10 includes a group of performance devices that are an example of a performance execution means capable of executing a performance. In the slot machine 10, the group of performance devices includes a decorative lamp 13, a speaker 14, a performance display device 15, and a stop operation lamp 24 as performance devices. The decorative lamp 13 executes a light-emitting performance in which a light-emitting body (not shown) is turned on, turned off, or blinks. The speaker 14 executes an audio performance in which sound effects, music, and sounds such as the voices of people and animals are output. The performance display device 15 executes a display performance in which an image imitating a character or a letter is displayed. For example, the performance display device 15 is a liquid crystal type or an organic EL type display. The stop operation lamp 24 includes a left stop operation lamp 24a, a center stop operation lamp 24b, and a right stop operation lamp 24c. The stop operation lamps 24a to 24c execute a light-emitting performance in which a light-emitting body (not shown) made of a full-color LED is turned on, turned off, or blinks. Therefore, the stop operation lamps 24a to 24c can be lit or flashed in, for example, white, blue, yellow, green, and red. In this embodiment, the decorative lamps 13 and the stop operation lamps 24 correspond to light-emitting means capable of performing various light-emitting effects. The performance device group is provided on the front door 12, but is not limited to this and may be provided on a member different from the front door 12. In addition, a substantially rectangular display window 12a is formed on the front door 12 so that the player can see inside the machine.
[0011] The slot machine 10 includes a reel unit 16. The reel unit 16 is disposed inside the machine so that the player can see through the display window 12a. The reel unit 16 includes a left reel 16a, a center reel 16b, and a right reel 16c. The reels 16a to 16c are flat cylindrical members, and are also called drums. A plurality of symbols are arranged in a line along the circumferential direction on the outer circumferential surface of each of the reels 16a to 16c. The symbols in this embodiment include a plurality of types of symbols. For example, the plurality of types of symbols include a cherry symbol imitating a cherry, a watermelon symbol imitating a watermelon, a bell symbol imitating a bell, a seven symbol imitating the Arabic numeral 7, a BAR symbol imitating the character string "BAR", and a replay symbol imitating the character string "REPLAY". The types of symbols may include a symbol imitating a predetermined character.
[0012] The reel unit 16 includes one or more actuators (not shown) that can rotate and stop the reels 16a to 16c separately. For example, the actuator is a stepping motor. The reel unit 16 includes a left reel sensor SE1 that detects the rotation position of the left reel 16a, a center reel sensor SE2 that detects the rotation position of the center reel 16b, and a right reel sensor SE3 that detects the rotation position of the right reel 16c (see FIG. 6). In the slot machine 10, when the reels 16a to 16c rotate, symbols visible through the display window 12a are displayed in a variable manner, thereby executing a variable game. For example, the symbols are changed by rotating the reels 16a to 16c vertically. In this way, the slot machine 10 can execute a variable game accompanied by a variable display of symbols.
[0013] A plurality of stop positions are set on the reels 16a to 16c as positions where symbols are stopped so that the player can see them through the display window 12a. The plurality of stop positions on the reels 16a to 16c include an upper stop position, a middle stop position, and a lower stop position. In the slot machine 10, a combination of effective stop positions that can determine a combination of displayed symbols as a winning combination is formed by a combination of stop positions selected one by one from a plurality of stop positions set for each of the reels 16a to 16c. In the following description, a line connecting a plurality of stop positions that constitute a combination of effective stop positions is simply referred to as a "pay line NL". In this embodiment, a straight pay line NL is formed by each of the middle stop positions of the reels 16a to 16c. However, the pay line NL is not limited to this, and may be a straight line that slopes downward or upward to the right, or may be V-shaped.
[0014] The term "winning" as used herein means that a combination of symbols that is predetermined as a combination required to win a prize is displayed (derived). In the following description, a combination that is predetermined as a combination required to win a prize may simply be referred to as a "role". In addition, in this specification, "displayed" for a predetermined combination of symbols means that a combination of symbols stopped on an active line NL becomes the predetermined combination of symbols. In the following description, a combination of symbols stopped on an active line NL may simply be referred to as a "stopping combination". In this embodiment, the stopping combination corresponds to the game result of the variable game. In the slot machine 10, when a winning occurs, a prize (profit) that is predetermined is awarded to the combination of symbols displayed. Note that combinations other than the combination of valid stopping positions are invalid combinations of stopping positions (so-called invalid lines) that cannot determine that the combination of symbols displayed is a winning combination. As will be described in detail later, the roles that allow winning in the variable game are determined by an internal lottery (role lottery). Hereinafter, a role that wins in the role lottery may simply be referred to as a "winning role".
[0015] The slot machine 10 is provided with a plurality of backlights BL (see FIG. 6). Specifically, the slot machine 10 is provided with backlights BL that illuminate the symbols stopped at the upper stop position, the middle stop position, and the lower stop position of each of the reels 16a to 16c. The backlights BL are disposed inside the light-transmitting films of the reels 16a to 16c, and illuminate each stop position from inside the light-transmitting films. That is, in the slot machine 10, the backlights BL are installed behind the reels. Incidentally, when each of the reels 16a to 16c is rotating, the backlights BL illuminate the stop positions of the symbols on the rotating reels. In this way, by illuminating the stop positions of the symbols on the rotating reels, the symbols on the rotating reels are easier to see and visibility is improved, compared to a case where the stop positions of the symbols on the rotating reels are not illuminated.
[0016] The slot machine 10 has a medal insertion port 17 for inserting game medals. The slot machine 10 has a medal selector (not shown) inside the machine. The medal selector has an insertion sensor SE4 that detects game medals inserted from the medal insertion port 17 (see FIG. 6). The medal insertion port 17 is an example of a means or an operation unit that can set a bet by inserting game medals. Here, the bet will be explained. The slot machine 10 can play one variation game by setting the bet. In this embodiment, the bets that can be played one variation game (hereinafter, referred to as the specified bets) are two and three. That is, the slot machine 10 of this embodiment is configured to be able to play one variation game by using two or three game medals. On the other hand, the slot machine 10 of this embodiment is configured to be unable to play one variation game by using one game medal. Therefore, in this embodiment, of the bets that can be played one variation game, two is the minimum bet and three is the maximum bet. In this embodiment, three of the possible bets correspond to a predetermined bet and are equivalent to a first bet. In addition, in this embodiment, two of the possible bets correspond to a specific bet and are equivalent to a second bet. In the following description, setting two game medals may be referred to as "two bets" and setting three game medals may be referred to as "three bets." In addition, in the following description, setting a bet may be referred to as "bet." The slot machine 10 includes a MAX BET button 18. The MAX BET button 18 is an example of a means or operation unit that allows an operation to set a bet from the internally stored credits with the maximum bet as the upper limit. The slot machine 10 includes a settlement button 19. The settlement button 19 is an example of a means or operation unit that allows an operation to pay off the bet game medals and the internally stored credits.
[0017] The slot machine 10 includes a start lever 20. The start lever 20 is an example of a means or operation unit capable of rotating the reels 16a to 16c, i.e., starting a variable game. In this embodiment, the start lever 20 corresponds to a start operation means. The slot machine 10 is configured to be able to execute a variable game based on the operation of the start lever 20 when a bet number is set. In other words, the slot machine 10 is configured to be able to start a variable game when the start lever 20 is operated in a state where a bet number of 2 or 3 coins is set.
[0018] The slot machine 10 includes a left stop button 21a, a center stop button 21b, and a right stop button 21c. The stop buttons 21a to 21c correspond to the reels 16a to 16c, respectively, and are an example of a means or an operation unit capable of performing a stop operation that triggers the rotation of the corresponding reel. In this embodiment, the stop buttons 21a to 21c each correspond to a stop operation means. In this manner, the slot machine 10 includes a plurality of stop operation means corresponding to the plurality of reels, respectively. In the following description, in one variation game, the first stop operation using any one of the stop buttons 21a to 21c is referred to as a first stop operation, the next stop operation using any one of the remaining two stop buttons is referred to as a second stop operation, and the final stop operation using the remaining one stop button is referred to as a third stop operation.
[0019] As described above, in the slot machine 10, the variable game starts when the start lever 20 is operated, and the reels 16a to 16c rotate. Then, in the slot machine 10, when the reels 16a to 16c are rotating, the rotation of the reels 16a to 16c is stopped by operating the stop buttons 21a to 21c. That is, in the variable game, a plurality of reels rotate, and the corresponding reel can be stopped in response to the operation of the stop operation means.
[0020] The slot machine 10 includes a lower panel lamp 25. The lower panel lamp 25 is provided at the bottom of the front door 12, and has a transparent decorative panel decorated with a motif or the like, and an illuminant such as an LED disposed behind the decorative panel.
[0021] The slot machine 10 has a medal payout outlet 22 for paying out game medals. The slot machine 10 has a receiving tray 23 for receiving game medals paid out from the medal payout outlet 22. The slot machine 10 has a hopper unit (not shown) inside the machine. The hopper unit is capable of storing game medals, and pays out the stored game medals from the medal payout outlet 22. Game medals inserted through the medal insertion port 17 pass through a medal selector and are then stored in the hopper unit.
[0022] The slot machine 10 includes an information display unit 30 that is visible from outside the slot machine 10. The information display unit 30 is provided, for example, near the medal insertion slot 17, the MAX BET button 18, and the stop buttons 21a to 21c that can be operated by the player to play a game.
[0023] As shown in Fig. 2, the information display unit 30 has an insertion possibility display unit 31. The insertion possibility display unit 31 displays information that can identify whether or not it is in a state where insertion of a gaming medal is possible. As a specific example, the insertion possibility display unit 31 lights up when insertion of a gaming medal is possible, and turns off when insertion of a gaming medal is not possible.
[0024] The information display unit 30 has a replay display unit 32. The replay display unit 32 displays information that can identify whether a replay is in progress (a replay is being set). As a specific example, the replay display unit 32 lights up when a replay is in progress, and turns off when a replay is not in progress. In this specification, "replay" refers to a variable game that can be played without inserting game medals or consuming credits.
[0025] The information display unit 30 has a wait display unit 33. The wait display unit 33 displays information that can identify whether or not the waiting time is in progress. As a specific example, the wait display unit 33 lights up when the waiting time is in progress, and turns off when the waiting time is not in progress. The wait time is a waiting time that is set so that the number of times the variable game is executed per unit time does not exceed a predetermined number of times.
[0026] The information display unit 30 has a bet display unit 34. The bet display unit 34 displays information that can identify the set bet. As a specific example, the bet display unit 34 has three light-emitting elements. In the bet display unit 34, the light-emitting element corresponding to the bet is lit depending on whether the set bet is one coin, two coins, or three coins.
[0027] The information display unit 30 has a credit display unit 35. The credit display unit 35 is a seven-segment type display. The credit display unit 35 can display a two-digit numerical value using two seven-segment type displays. The credit display unit 35 displays information that can identify the number of credits stored inside the slot machine 10 by lighting up any combination of light-emitting elements that make up the seven-segment type displays.
[0028] The information display unit 30 has an advantageous zone display unit 36. Although details will be described later, the advantageous zone display unit 36 displays information that can identify whether or not it is controlled to be in an advantageous zone. As a specific example, the advantageous zone display unit 36 lights up when it is in an advantageous zone, and turns off when it is not in an advantageous zone (when it is in a non-advantageous zone).
[0029] The information display unit 30 has a payout display unit 37. The payout display unit 37 is a seven-segment type display. The payout display unit 37 can display a two-digit number using two seven-segment type displays. In this embodiment, the payout display unit 37 corresponds to a notification means capable of performing a predetermined notification using two seven-segment type displays. The payout display unit 37 displays information regarding the number of game medals paid out upon the occurrence of a win by lighting up any combination of light-emitting elements among the light-emitting elements constituting the displays 37a and 37b. Note that the number of game medals paid out upon the occurrence of a win is not limited to the number of game medals actually paid out from the medal payout opening 22, but is also the number of game medals added to the credit, so it can also be said to be the number of game medals granted upon the occurrence of a win.
[0030] The payout display unit 37 is also used as a display unit that displays operation information that can specify the operation mode of the stop buttons 21a to 21c required to generate a winning combination. The operation information is information that can specify at least one of the operation sequence (push order) and operation timing (push position) of the stop buttons 21a to 21c in one variable game. The payout display unit 37 displays operation information that can specify the operation mode of the stop buttons 21a to 21c required to generate a winning combination by lighting up any combination of light-emitting elements that constitute the displays 37a and 37b. This makes it easier for the player to generate a winning combination. In this way, the payout display unit 37 can suggest or notify the player of an operation mode that is advantageous to the player among the multiple operation modes of the stop buttons 21a to 21c. In this embodiment, an operation mode that is advantageous to the player among the multiple operation modes of the stop buttons 21a to 21c corresponds to a specific operation mode.
[0031] As shown in FIG. 3, there are six different push orders for the stop buttons 21a to 21c, from the first to the sixth. For example, the first push order is a push order in which the stop buttons 21a to 21c are operated so that the left reel 16a, the center reel 16b, and the right reel 16c are stopped in this order. In FIG. 3, the push order is shown by abbreviating the left stop button 21a as "left", the center stop button 21b as "center", and the right stop button 21c as "right". For example, the first push order is shown as "left-center-right". Also, FIG. 3 shows the reels whose rotation is stopped by the first stop operation, the second stop operation, and the third stop operation. For example, in the case of the first push order, the left reel 16a is stopped by the first stop operation, the center reel 16b is stopped by the second stop operation, and the right reel 16c is stopped by the third stop operation.
[0032] The payout display unit 37 displays operation information that can identify the pressing order of the stop buttons 21a to 21c. The payout display unit 37 displays "o1" as operation information that can identify the first pressing order. The payout display unit 37 displays "o2" as operation information that can identify the second pressing order, and displays "o3" as operation information that can identify the third pressing order. The payout display unit 37 also displays "o4" as operation information that can identify the fourth pressing order, displays "o5" as operation information that can identify the fifth pressing order, and displays "o6" as operation information that can identify the sixth pressing order.
[0033] Next, the relationship between the hand (combination of symbols) and the prize will be explained. As shown in FIG. 4, the slot machine 10 has a payout role in which the payout of game medals is determined as a prize. The number of game medals to be paid out is determined in advance according to the payout role and the bet number. For example, the payout roles include a cherry role, a watermelon role, a bell role, and a bell spill role. For example, as an example of a prize when a variable game is played with two coins, the payout of two coins is determined for all payout roles. Also, as an example of a prize when a variable game is played with three coins, the payout of two coins is determined for the cherry role, four coins for the watermelon role, fifteen coins for the bell role, and two coins for the bell spill role. In the following description, the combination of symbols that stops on the pay line NL when the cherry role wins is referred to as a "cherry stop". In the following description, the combination of symbols that stops on the pay line NL when the watermelon role wins is referred to as a "watermelon stop". In the following description, the combination of symbols that stops on the pay line NL when the bell role wins is referred to as a "bell stop". In the following description, the combination of symbols that stops on the pay line NL when the bell spill role is won is referred to as the "bell spill stop".
[0034] The slot machine 10 is configured such that, when a payout role is won in the role lottery, a condition device related to the payout is activated, thereby making it possible to stop a combination of symbols corresponding to the activated condition device related to the payout on the effective line NL. Specifically, when a cherry role is won in the role lottery and a condition device related to the payout of the cherry role is activated, it is possible to stop a cherry stop on the effective line NL. Incidentally, when a cherry role is won in the role lottery and a condition device related to the payout is activated, there are cases where the cherry stop is stopped on the effective line NL and cases where the cherry stop is not stopped on the effective line NL depending on the operation timing (push position). When a cherry stop is stopped on the effective line NL, the cherry role is awarded and game medals according to the multiplication number are paid out as a prize. When a watermelon role is won in the role lottery and a condition device related to the payout of the watermelon role is activated, it is possible to stop a watermelon stop on the effective line NL. Incidentally, when the watermelon role is won in the role drawing and the condition device related to the payout is activated, there are cases where the watermelon stop stops on the valid line NL and cases where the watermelon stop does not stop on the valid line NL depending on the operation timing (push position). When the watermelon stop stops on the valid line NL, the watermelon role wins and game medals according to the multiplication number are paid out as a prize. When the bell role is won in the role drawing and the condition device related to the payout of the bell role is activated, it is possible to stop the bell stop on the valid line NL. Incidentally, when the bell role is won in the role drawing and the condition device related to the payout is activated, there are cases where the bell stop stops on the valid line NL and cases where the bell stop does not stop on the valid line NL depending on the operation sequence (push order). When the bell stop stops on the valid line NL, the bell role wins and game medals according to the multiplication number are paid out as a prize. When the bell spill role is won in the role drawing and the condition device related to the payout of the bell spill role is activated, it is possible to display the bell spill stop symbol on the pay line NL.Incidentally, when the bell spill role is won in the role drawing and the condition device related to the payout is activated, depending on the operation sequence (push order), the bell spill stop may stop on the effective line NL or it may not stop on the effective line NL. When the bell spill stop stops on the effective line NL, the bell spill role wins and the game medal according to the multiplier is paid out as a prize.
[0035] The slot machine 10 is provided with a replay role for which the activation of replay (granting of replay) is set as a prize. In the following description, the combination of symbols stopped on the effective line NL when the replay role wins is referred to as a "replay stop symbol." When the replay role is won in the role lottery, the slot machine 10 is configured to be able to display a combination of symbols corresponding to the activated replay condition device on the effective line NL by activating a condition device related to replay. Specifically, when the replay role is won in the role lottery and the condition device related to replay is activated, it is possible to stop the replay stop symbol on the effective line NL. Incidentally, when the replay role is won in the role lottery and the condition device related to replay is activated, the replay stop symbol is always stopped on the effective line NL regardless of the operation sequence (push order) and operation timing (push position). Then, when the replay stop symbol stops on the active line NL, a replay role is won, and replay is activated as a prize. When replay is activated when a variation game is played with two coins, the variation game can be played again with two coins without inserting game medals or consuming credits. If replay is activated when a variation game is played with two coins, the variation game cannot be played with three coins in the next variation game. If replay is activated when a variation game is played with three coins, the variation game can be played again with three coins without inserting game medals or consuming credits. If replay is activated when a variation game is played with three coins, the variation game cannot be played with two coins in the next variation game.
[0036] The slot machine 10 has a 1st type BB role in which the operation of the continuous operation device of the role (the provision of the continuous operation device of the role) is determined as a prize. There are 1st type BB1 role and 1st type BB2 role. The 1st type BB1 role can win when the variable game is played with 2 coins, but cannot win when the variable game is played with 3 coins. The 1st type BB2 role can win when the variable game is played with 3 coins, but cannot win when the variable game is played with 2 coins. The 1st type BB role does not have a prize of payout of game medals or replay operation. In the following description, the combination of symbols that stops on the pay line NL when the 1st type BB1 role wins is referred to as "1st type BB1 stop". The 1st type BB1 stop is, for example, a symbol combination of [Seven Seven Seven]. In the following description, the symbol combination that stops on the pay line NL when the 1st type BB2 role is won is referred to as the "1st type BB2 stop." The 1st type BB2 stop is, for example, the symbol combination of [BAR BAR BAR].
[0037] The slot machine 10 is configured such that, when a 1st type BB role is won in the role lottery, a condition device related to the role continuous operation device is activated, thereby making it possible to display a combination of symbols corresponding to the activated condition device related to the role continuous operation device on the effective line NL. Specifically, when a 1st type BB1 role is won in the role lottery and a condition device related to the role continuous operation device is activated, it is possible to stop the 1st type BB1 stop on the effective line NL. As described above, when a variable game is played with two coins, the 1st type BB1 stop may stop on the effective line NL, whereas when a variable game is played with three coins, the 1st type BB1 stop does not stop on the effective line NL. Then, when a 1st type BB1 role is won in the role lottery and a condition device related to the role continuous operation device is activated, there are cases where the 1st type BB1 stop stops on the effective line NL and cases where the 1st type BB1 stop does not stop on the effective line NL depending on the operation timing (push position). When the 1st type BB1 stop is stopped on the valid line NL, the 1st type BB1 role is won, and the device for consecutively operating the role is operated as a prize. On the other hand, when the 1st type BB1 stop is not stopped on the valid line NL, the winning of the 1st type BB1 role is carried over (so-called 1st type BB1 inside). That is, when the 1st type BB1 stop is not stopped on the valid line NL, the condition device related to the device for consecutively operating the role continues to be in operation. Then, in the next or subsequent variable game, the winning of the 1st type BB1 role is carried over until the 1st type BB1 stop is stopped on the valid line NL. In this way, when the 1st type BB1 role is won in the role lottery, the winning of the 1st type BB1 role is carried over until the symbol combination corresponding to the 1st type BB1 role is derived in the subsequent variable game. In this embodiment, the 1st type BB1 role corresponds to a specific role.
[0038] When the 1st type BB2 role is won in the role lottery and the condition device related to the role continuous operation device is activated, it is possible to stop the 1st type BB2 stop on the valid line NL. As described above, when the variable game is played with 3 coins, the 1st type BB2 stop may stop on the valid line NL, while when the variable game is played with 2 coins, the 1st type BB2 stop does not stop on the valid line NL. When the 1st type BB2 role is won in the role lottery and the condition device related to the role continuous operation device is activated, depending on the operation timing (push position), the 1st type BB2 stop may stop on the valid line NL or the 1st type BB2 stop may not stop on the valid line NL. When the 1st type BB2 stop stops on the valid line NL, the 1st type BB2 role is won and the role continuous operation device is activated as a prize. On the other hand, when the 1st type BB2 stop does not stop on the valid line NL, the winning of the 1st type BB2 role is carried over (so-called, inside the 1st type BB2). That is, if the 1st type BB2 stop does not stop on the effective line NL, the condition device related to the role continuous operation device continues to operate. Then, in the next and subsequent variable games, the winning of the 1st type BB2 role is carried over until the 1st type BB2 stop stops on the effective line NL. In this way, if the 1st type BB2 role is won in the role lottery, the winning of the 1st type BB2 role is carried over until a symbol combination corresponding to the 1st type BB2 role is derived in the subsequent variable game. In this embodiment, the 1st type BB2 role corresponds to a special role.
[0039] Incidentally, while the continuous reel operation device is in operation, the probability of winning a payout role in the role lottery is higher than when the continuous reel operation device is not in operation. After the continuous reel operation device is in operation, if the number of game medals paid out due to winning after the operation of the continuous reel operation device exceeds a specified number, the continuous reel operation device is inactivated (the operation of the continuous reel operation device ends). As an example, this specified number is set to 50. Note that the number of coins that can be used to play one variable game while the continuous reel operation device is in operation is 3 coins. Not limited to this, the number of coins that can be used to play one variable game while the continuous reel operation device is in operation may be 2 coins.
[0040] The slot machine 10 has a plurality of game states. As shown in Fig. 5, the game states include a first normal state, a second normal state, an advantageous state, and a chance state. In the following description, the first normal state and the second normal state may be collectively referred to as a normal state. As will be described later in detail, the advantageous state is an AT (so-called assist time) state, which is a game state that is more advantageous than the first normal state, the second normal state, and the chance state.
[0041] In the slot machine 10, when the condition for transition to the advantageous zone is satisfied during the first normal state, the slot machine 10 transitions to the second normal state. At this time, the slot machine 10 transitions from the non-advantageous zone to the advantageous zone. Here, the advantageous zone is a zone that is more likely to transition to the advantageous state than the non-advantageous zone. The advantageous zone is a zone in which it is permitted to display operation information that can specify the operation mode of the stop buttons 21a to 21c required to generate the winning combination. In other words, the advantageous zone is a zone in which it is permitted to suggest or notify the player of an operation mode (specific operation mode) that is advantageous to the player among the multiple operation modes of the stop buttons 21a to 21c in the payout display unit 37. On the other hand, the non-advantageous zone is a zone in which it is prohibited to display operation information that can specify the operation mode of the stop buttons 21a to 21c required to generate the winning combination. In other words, the non-advantageous section is a section in which the payout display unit 37 is not permitted to suggest or notify an advantageous operation mode (specific operation mode) for the player among the multiple operation modes for the stop buttons 21a to 21c. In this way, the advantageous section is a section that is more advantageous than the non-advantageous section.
[0042] In the slot machine 10, when the start condition of the advantageous state in the second normal state (hereinafter, referred to as the normal advantageous start condition) is established during the second normal state, the slot machine 10 transitions to the advantageous state. At this time, the slot machine 10 is continuously controlled in the advantageous zone.
[0043] In the slot machine 10, when an end condition of the advantageous state (hereinafter, referred to as a first end condition) is established during an advantageous state, the slot machine 10 transitions to a chance state. At this time, the slot machine 10 is continuously controlled in the advantageous zone.
[0044] In the slot machine 10, when in the chance state, if the start condition of the advantageous state in the chance state (hereinafter referred to as the chance advantageous start condition) is satisfied, the slot machine 10 transitions to the advantageous state. At this time, the slot machine 10 continues to be controlled in the advantageous zone. On the other hand, in the slot machine 10, when in the chance state, if the end condition of the chance state (hereinafter referred to as the chance end condition) is satisfied, the slot machine 10 transitions to the first normal state. At this time, the slot machine 10 transitions from the advantageous zone to the non-advantageous zone.
[0045] The conditions for transition to the advantageous zone, the normal advantageous start condition, the first end condition, the chance advantageous start condition, and the chance end condition will be described in detail later. In the slot machine 10, the chance advantageous start condition is more likely to be established than the normal advantageous start condition. That is, in this embodiment, the probability of transitioning to the advantageous state when in the chance state is higher than the probability of transitioning to the advantageous state when in the second normal state.
[0046] In the slot machine 10, when the end condition of the advantageous zone (hereinafter, referred to as the second end condition) is met while in any one of the second normal state, advantageous state, and chance state, the state transitions to the first normal state. At this time, the slot machine 10 transitions from the advantageous zone to the non-advantageous zone. In this embodiment, there are a plurality of second end conditions. Specifically, the second end condition is met when the chance end condition is not met between the transition from the non-advantageous zone to the advantageous zone and the end of the variable games of the upper limit number of games (3000 times as an example). That is, in this embodiment, the second end condition is met when the number of variable games executed in the advantageous zone without transitioning to the non-advantageous zone reaches "3000 times", which corresponds to the upper limit number of games.
[0047] The second end condition is established when the number of game medals acquired after the transition from the non-advantageous zone to the advantageous zone reaches the upper limit number of game media (2400 as an example). That is, in this embodiment, the second end condition is established when the number of game medals acquired in the advantageous zone without transitioning to the non-advantageous zone reaches "2400", which corresponds to the upper limit number of game media. In this embodiment, the acquired number is the number of game medals paid out upon the occurrence of a win minus the number of game medals used to execute the variable game. In this way, the second end condition in this embodiment is established when the number of variable games executed in the advantageous zone reaches the upper limit number of games, or when the number of game medals acquired in the advantageous zone reaches the upper limit number of game media.
[0048] As described above, an advantageous state starts when a normal advantageous start condition is met. Also, an advantageous state starts when a chance advantageous start condition is met. That is, the start conditions of an advantageous state include normal advantageous start conditions and chance advantageous start conditions. And, an advantageous state ends when a first end condition is met. Also, an advantageous state ends when a second end condition is met. That is, the end conditions of an advantageous state include a first end condition and a second end condition.
[0049] The slot machine 10 has a number of indicating states. As shown in Fig. 5, the multiple instruction states include a non-AT state and an AT state. The non-AT state and the AT state differ in the presence or absence of display of operation information that can specify the operation mode of the stop buttons 21a to 21c required to generate a winning combination, or the display probability of the operation information.
[0050] In the AT state, the operation information capable of identifying the operation mode of the stop buttons 21a to 21c required to generate the winning combination may be displayed. On the other hand, in the non-AT state, the operation information capable of identifying the operation mode of the stop buttons 21a to 21c required to generate the winning combination is not displayed. For this reason, the AT state is a state in which the advantageous benefit of displaying the operation information capable of identifying the operation mode of the stop buttons 21a to 21c to the player can be given. In addition, in the non-AT state, the operation information capable of identifying the operation mode of the stop buttons 21a to 21c required to generate the winning combination may be displayed with a low probability, while in the AT state, the operation information may be displayed with a higher probability than in the non-AT state. However, as described above, the non-advantageous section is a section in which the operation information capable of identifying the operation mode of the stop buttons 21a to 21c required to generate the winning combination is prohibited from being displayed. Therefore, at least in the first normal state, the operation information capable of identifying the operation mode of the stop buttons 21a to 21c required to generate the winning combination is not displayed.
[0051] In the AT state, when a variable game is played with three coins, operation information capable of identifying the operation mode of the stop buttons 21a to 21c required to generate a winning combination may be displayed. On the other hand, in the AT state, when a variable game is played with two coins, operation information capable of identifying the operation mode of the stop buttons 21a to 21c required to generate a winning combination is not displayed. In addition, in the AT state, when the consecutive operation device of the reel is not in operation, operation information capable of identifying the operation mode of the stop buttons 21a to 21c required to generate a winning combination may be displayed. On the other hand, in the AT state, when the consecutive operation device of the reel is in operation, operation information capable of identifying the operation mode of the stop buttons 21a to 21c required to generate a winning combination is not displayed. In other words, in the AT state, when the consecutive operation device of the reel is not in operation and a variable game is played with three coins, operation information capable of identifying the operation mode of the stop buttons 21a to 21c required to generate a winning combination may be displayed. On the other hand, in the AT state, when the continuous reel operating device is in operation or when a variable game is played with two coins bet, no operation information is displayed that can identify the operation mode of the stop buttons 21a to 21c required to generate a winning combination.
[0052] In the slot machine 10, an instruction state corresponding to a game state is predefined. In the slot machine 10, when in the first normal state, the slot machine 10 is controlled to the non-AT state. In the slot machine 10, when in the second normal state, the slot machine 10 is controlled to the non-AT state. In the slot machine 10, when in an advantageous state, the slot machine 10 is controlled to the AT state. In the slot machine 10, when in a chance state, the slot machine 10 is controlled to the non-AT state. In the slot machine 10, the instruction state may transition with the transition of the game state. In the slot machine 10, even if the first normal state transitions to the second normal state, the non-AT state is maintained. In the slot machine 10, when the second normal state transitions to an advantageous state, the non-AT state transitions to the AT state. In the slot machine 10, when the advantageous state transitions to the chance state, the AT state transitions to the non-AT state. In the slot machine 10, when the chance state transitions to an advantageous state, the non-AT state transitions to the AT state. In the slot machine 10, even if the second normal state transitions to the first normal state, the non-AT state is maintained. In the slot machine 10, when the advantageous state is shifted to the first normal state, the AT state is shifted to the non-AT state. In the slot machine 10, even when the chance state is shifted to the first normal state, the non-AT state is maintained.
[0053] In this way, when in an advantageous state, it is controlled to the AT state. On the other hand, when in the first normal state, the second normal state, and the chance state, it is controlled to the non-AT state. Therefore, when in an advantageous state, the payout display unit 37 suggests or notifies the player of an operation mode advantageous to the player among the multiple operation modes for the stop buttons 21a to 21c. On the other hand, when in the first normal state, the second normal state, and the chance state, the payout display unit 37 does not suggest or notify the player of an operation mode advantageous to the player among the multiple operation modes for the stop buttons 21a to 21c. Not limited to this, when in the second normal state and the chance state, the payout display unit 37 may suggest or notify the player of an operation mode advantageous to the player among the multiple operation modes for the stop buttons 21a to 21c. In this case, when in an advantageous state, the payout display unit 37 may suggest or notify the player of an operation mode advantageous to the player among the multiple operation modes for the stop buttons 21a to 21c more frequently than when in the second normal state and the chance state. In other words, the advantageous state is a gaming state in which the payout display unit 37 more frequently suggests or notifies the player of an advantageous operation mode (specific operation mode) among multiple operation modes of the stop buttons 21a to 21c than the first normal state, the second normal state, and the chance state. Therefore, the advantageous state is a gaming state that is more advantageous than the first normal state, the second normal state, and the chance state. In this embodiment, the advantageous state corresponds to the specific state. In this embodiment, the first normal state, the second normal state, and the chance state correspond to the non-specific state.
[0054] As described above, the slot machine 10 is controlled to a non-advantageous zone when in the first normal state. On the other hand, the slot machine 10 is controlled to a favorable zone when in any of the second normal state, the advantageous state, and the chance state. In other words, the non-advantageous zone includes a zone controlled to a non-specific state, but does not include a zone controlled to a specific state. On the other hand, the advantageous zone includes a zone controlled to a specific state and a zone controlled to a non-specific state.
[0055] Next, the electrical configuration of the slot machine 10 will be described. As shown in FIG. 6, the slot machine 10 includes a main board 40 and a sub-board 41 inside the machine. The main board 40 and the sub-board 41 are connected to enable one-way communication from the main board 40 to the sub-board 41. The main board 40 performs various processes related to the progress of the game, and outputs a control signal (control command) according to the processing result. The sub-board 41 performs various processes related to the execution of the performance based on the control signal output by the main board 40. For example, the sub-board 41 performs processes for executing a light-emitting performance by the decorative lamp 13, an audio performance by the speaker 14, a display performance by the performance display device 15, and a light-emitting performance by the stop operation lamps 24a to 24c.
[0056] The main board 40 will now be described. The main board 40 includes a main CPU 40a capable of executing a predetermined program, a main ROM 40b capable of reading data, and a main RWM 40c capable of reading and writing data. The main ROM 40b stores the programs executed by the main CPU 40a, lottery tables used in lotteries, and judgment values. The main RWM 40c stores various data that is appropriately rewritten during the operation of the slot machine 10. In addition to the number of credits and the multiplier value described above, flags, counters, and timers are examples of data stored in the main RWM 40c.
[0057] The main board 40 is configured to be able to generate random numbers. For example, the random numbers may be generated as so-called "hardware random numbers" by mounting a random number generating circuit on the main board 40 that updates the value of the random numbers at every predetermined cycle, or may be generated as so-called "software random numbers" by the main CPU 40a updating the value of the random numbers at every predetermined control cycle.
[0058] The main board 40 is connected to the reel sensors SE1-SE3 and the throw-in sensor SE4. The main CPU 40a can input detection signals output by the sensors SE1-SE4 via a port (not shown). The main board 40 is connected to the actuators of the reels 16a-16c. The main CPU 40a can control the rotation and stopping of the reels 16a-16c individually via a drive circuit (not shown).
[0059] The main board 40 is connected to the MAX BET button 18, the settlement button 19, the start lever 20, and the stop buttons 21a to 21c. The main CPU 40a can input detection signals output when the MAX BET button 18, the settlement button 19, the start lever 20, and the stop buttons 21a to 21c are operated via a port not shown. The main board 40 is connected to the information display unit 30. The main CPU 40a can control the display contents of the information display unit 30 via a drive circuit not shown.
[0060] Here, a role selection table used in the role selection for determining a winning number from among a plurality of winning numbers among the lottery tables stored in the main ROM 40b, and the winning numbers will be described.
[0061] First, the winning number will be explained. The winning number in this embodiment is information that determines one or more combinations of symbols as combinations of symbols that can be displayed (derived) in a variable game. In other words, the winning number is a condition device identifier (ID) that determines one or more combinations as combinations that can win a prize in a variable game.
[0062] The slot machine 10 is provided with a plurality of winning numbers including winning numbers 01-11. For the winning number 01, a cherry role is set as a role that can be won in the variable game. When the winning number 01 is won and the left stop button 21a is operated to stop at a push position where the cherry symbol can be stopped on the pay line NL (hereinafter referred to as the cherry push position), the reels are stopped so that the cherry role will be won, regardless of the push order. On the other hand, when the left stop button 21a is operated to stop at a push position other than the cherry push position, the reels are stopped so that a cherry role spill symbol combination is derived, regardless of the push order. In the slot machine 10, no prize is awarded even if a cherry role spill symbol combination is derived.
[0063] For the winning number 02, a watermelon role is set as a role that can be won in the variable game. When the winning number 02 is won and each of the stop buttons 21a to 21c is operated to stop at a push position where the watermelon symbol can be stopped on the pay line NL (hereinafter, referred to as the watermelon push position), the reels are stopped so that the watermelon role is won, regardless of the push order. On the other hand, when the stop buttons 21a to 21c are operated to stop at a push position other than the watermelon push position, the reels are stopped so that a combination of symbols for a watermelon role spill is derived, regardless of the push order. Note that in the slot machine 10, even if a combination of symbols for a watermelon role spill is derived, no prize is awarded.
[0064] For the winning numbers 03 to 08, the bell role and the bell spill role are set as roles that can be won in the variable game. When any of the winning numbers 03 to 08 is won, and a stop operation (hereinafter referred to as the operation mode of the bell role) is performed in any one of the predetermined push orders from the first push order to the sixth push order, the reels are stopped so that the bell role will be won, regardless of the push position. On the other hand, when a stop operation (hereinafter referred to as the operation mode of the bell spill role) is performed in a push order different from the one push order, the reels are stopped so that the bell spill role will be won, regardless of the push position.
[0065] For winning number 03, when the reels are stopped in the first push order, the reels are stopped so that a bell character will be awarded. For winning number 04, when the reels are stopped in the second push order, the reels are stopped so that a bell character will be awarded. For winning number 05, when the reels are stopped in the third push order, the reels are stopped so that a bell character will be awarded. For winning number 06, when the reels are stopped in the fourth push order, the reels are stopped so that a bell character will be awarded. For winning number 07, when the reels are stopped in the fifth push order, the reels are stopped so that a bell character will be awarded. For winning number 08, when the reels are stopped in the sixth push order, the reels are stopped so that a bell character will be awarded.
[0066] The winning number 09 is set to be a winning combination for the replay in the variable game. If the winning number 09 is a winning combination, the reels are stopped so that the replay combination can be won, regardless of the pressing order and the pressing position.
[0067] For the winning number 10, a 1st type BB1 role is determined as a role that can be won in the variable game. When the winning number 10 is won and each of the stop buttons 21a to 21c is stopped at a push position where the seven symbol can be stopped on the pay line NL (hereinafter referred to as the seven push position), the reels are stopped so that the 1st type BB1 role is won, regardless of the push order. Incidentally, when the variable game is played with two coins, the reels are stopped so that the 1st type BB1 role is won when each of the stop buttons 21a to 21c is stopped at the seven push position. On the other hand, when the variable game is played with three coins, the reels are stopped so that the 1st type BB1 role is not won when each of the stop buttons 21a to 21c is stopped at the seven push position. In addition, even if the variable game is played with two coins, when the stop buttons 21a to 21c are pressed at a position other than the seven-button position, the reels are stopped so that a combination of symbols of the 1st type BB1 role is derived, regardless of the pressing order. In addition, in the slot machine 10, even if a combination of symbols of the 1st type BB1 role is derived, no prize is awarded.
[0068] For the winning number 11, a 1st type BB2 role is set as a role that can be won in the variable game. When the winning number 11 is won and each of the stop buttons 21a to 21c is stopped at a push position (hereinafter, referred to as the BAR push position) where the BAR pattern can be stopped on the active line NL, the reels are stopped so that the 1st type BB2 role is won, regardless of the push order. Incidentally, when the variable game is played with three coins, the reels are stopped so that the 1st type BB2 role is won when each of the stop buttons 21a to 21c is stopped at the BAR push position. On the other hand, when the variable game is played with two coins, the reels are stopped so that the 1st type BB2 role is not won when each of the stop buttons 21a to 21c is stopped at the BAR push position. In addition, even if a variable game is played with three coins, when the stop buttons 21a-21c are pressed at a position other than the BAR pressing position, the reels are stopped so that a combination of symbols of 1 type BB2 role spill is derived, regardless of the pressing order. In addition, in the slot machine 10, even if a combination of symbols of 1 type BB2 role spill is derived, no prize is awarded.
[0069] Next, the winning combination table will be described. The slot machine 10 has a plurality of role selection tables. The role selection tables include a role selection table 1 for when the consecutive role operation device is not in operation and a variable game is played with two coins, and a role selection table 2 for when the consecutive role operation device is not in operation and a variable game is played with three coins. In addition, the role selection tables include a role selection table 3 for when the consecutive role operation device is in operation.
[0070] As shown in FIG. 7, in each winning lottery table, a judgment value is associated with each of a plurality of winning numbers as numerical data for judging whether or not the number is a winning number (hereinafter referred to as winning judgment). In the winning judgment, a winning judgment is made when the value obtained by subtracting the judgment value from the value of the random number for the winning lottery is a negative value. Note that, if the value obtained by subtracting the judgment value from the value of the random number for the winning lottery is not a negative value, this calculated value is used to make a winning judgment for the next winning number. In this embodiment, the random number for the winning lottery is determined between 0 and 65535.
[0071] In each role selection table, the order in which the winning numbers are judged to be winning or not is determined. In this embodiment, the order in which the winning numbers are judged to be winning is the order of the winning numbers (winning number 01 → winning number 02 →... → winning number 11). If none of the winning numbers (roles) are won, it is a so-called "loss."
[0072] In the role selection table 3, a judgment value is set so that the winning probability of the winning number 01 (cherry role) is higher than that in the role selection table 1 and the role selection table 2. In the role selection table 2, a judgment value is set so that the winning probability of the winning number 01 is higher than that in the role selection table 1. In the role selection table 3, a judgment value is set so that the winning probability of the winning number 02 (watermelon role) is higher than that in the role selection table 1 and the role selection table 2. In the role selection table 2, a judgment value is set so that the winning probability of the winning number 02 is higher than that in the role selection table 1. In the role selection table 3, a judgment value is set so that the winning probability of the winning numbers 03 to 08 (bell role and bell spill role) is higher than that in the role selection table 1 and the role selection table 2. In the role selection table 2, a judgment value is set so that the winning probability of the winning numbers 03 to 08 is higher than that in the role selection table 1.
[0073] In the role selection table 3, a judgment value is set so that the winning number 09 (replay role) does not win. In the role selection table 2, a judgment value is set so that the winning probability of the winning number 09 is higher than that in the role selection table 1. In the role selection table 1, a judgment value is set so that the winning number 10 (1 type BB1 role) can win. On the other hand, in the role selection table 2 and the role selection table 3, a judgment value is set so that the winning number 10 does not win. In the role selection table 2, a judgment value is set so that the winning number 11 (1 type BB2 role) can win. On the other hand, in the role selection table 1 and the role selection table 3, a judgment value is set so that the winning number 11 does not win. As described above, the roles that can win in the role selection include the 1 type BB1 role and the 1 type BB2 role. And, the 1 type BB1 role is a role that can win in the role selection when the multiplication number is set to 2. And, the 1 type BB2 role is a role that can win in the role selection when the multiplication number is set to 3.
[0074] As described above, when the variation game is performed with three coins, the payout of game medals when the watermelon role is won is two more than when the variation game is performed with two coins. Also, when the variation game is performed with three coins, the payout of game medals when the bell role is won is 13 more than when the variation game is performed with two coins. Therefore, although the slot machine 10 can perform the variation game with two or three coins, by performing the variation game with three coins instead of two coins, the probability of awarding a prize is higher and the payout of game medals when the payout role is won is likely to be large. For this reason, in this embodiment, the variation game is performed with three coins, which is advantageous for the player.
[0075] Furthermore, as described above, when the variation game is played with three coins, operation information capable of identifying the operation mode of the stop buttons 21a to 21c required to generate the winning combination is displayed. On the other hand, when the variation game is played with two coins, operation information capable of identifying the operation mode of the stop buttons 21a to 21c required to generate the winning combination is not displayed. For this reason, in this embodiment, the variation game is played with three coins, which is advantageous for the player.
[0076] In addition, while the consecutive operation device of the reel is in operation, the probability of winning a payout role in the role lottery is higher than when the consecutive operation device of the reel is not in operation, but no operation information is displayed that can identify the operation mode of the stop buttons 21a to 21c required to generate the winning role. And, while the consecutive operation device of the reel is in operation, the replay role is not won in the role lottery. For this reason, in this embodiment, the player is advantageously provided with a three-coin variable game when the consecutive operation device is not in operation. In other words, in this embodiment, it is recommended that the three-coin variable game be played when the consecutive operation device of the reel is not in operation.
[0077] The sub-substrate 41 will now be described. As shown in FIG. 6, the sub-board 41 includes a sub-CPU 41a capable of executing a predetermined program, a sub-ROM 41b capable of reading data, and a sub-RWM 41c capable of reading and writing data. The sub-ROM 41b stores the program executed by the sub-CPU 41a, a lottery table used in lotteries, and judgment values. The sub-ROM 41b stores light-emitting effect data used to execute light-emitting effects. The sub-ROM 41b stores audio effect data used to execute audio effects. The sub-ROM 41b stores display effect data used to execute display effects. The sub-RWM 41c stores various data that is appropriately rewritten during the operation of the slot machine 10. Flags, counters, and timers are examples of data stored in the sub-RWM 41c.
[0078] The sub-substrate 41 is configured to be able to generate random numbers. For example, the random numbers may be generated as so-called "hardware random numbers" by mounting a random number generating circuit that updates the value of the random numbers at every predetermined cycle on the sub-substrate 41, or may be generated as so-called "software random numbers" by the sub-CPU 41a updating the value of the random numbers at every predetermined control cycle.
[0079] The sub-substrate 41 is connected to the decorative lamp 13, the speaker 14, the performance display device 15, and the stop operation lamps 24a to 24c. The sub-CPU 41a can control the decorative lamp 13, the speaker 14, the performance display device 15, and the stop operation lamps 24a to 24c through a drive circuit not shown. In this embodiment, the sub-CPU 41a corresponds to a performance control means that controls the performance device group, which is an example of a performance execution means. In this embodiment, it corresponds to a light emission control means that controls the decorative lamp 13 and the stop operation lamp 24. The sub-substrate 41 is connected to the lower panel lamp 25. The sub-CPU 41a can control the lower panel lamp 25 through a drive circuit not shown. The sub-substrate 41 is connected to the backlight BL. The sub-CPU 41a can control the backlight BL through a drive circuit not shown.
[0080] Next, the power supply unit 50 will be described. The power supply unit 50 converts a power supply voltage supplied from an external power supply such as an amusement facility into a predetermined power supply voltage V1, and converts the converted power supply voltage V1 into a power supply voltage V2 to be supplied to each board of the slot machine 10. The power supply unit 50 includes a power switch 50a. To start the slot machine 10, power is supplied from an external power supply while the power switch 50a is turned on, or the power switch 50a is turned from off to on while power is being supplied from the external power supply. To stop the slot machine 10, power from the external power supply is cut off, or the power switch 50a is turned from on to off. That is, the slot machine 10 stops when the power supply is stopped. On the other hand, the slot machine 10 starts up when the power supply is resumed. In this specification, "power supply is stopped" means that power from the external power supply is cut off, or the power switch 50a is turned from on to off, thereby cutting off power to the slot machine 10. In addition, in this specification, “power supply is resumed” means that power is supplied from an external power source or that power to the slot machine 10 is started by turning the power switch 50a from off to on.
[0081] The power supply unit 50 includes a backup power supply (not shown). The backup power supply can supply power to the main RWM 40c and the sub RWM 41c even when the power supply is stopped. The main RWM 40c is supplied with power from the backup power supply, so that the contents stored in the main RWM 40c when the power supply is stopped can be held even after the power supply is stopped. The main RWM 40c in this embodiment is capable of storing various types of information and is configured to be able to hold at least a part of the stored information even after the power supply is stopped. The sub RWM 41c is supplied with power from the backup power supply, so that the contents stored in the sub RWM 41c when the power supply is stopped can be held even after the power supply is stopped. The sub RWM 41c in this embodiment is capable of storing various types of information and is configured to be able to hold at least a part of the stored information even after the power supply is stopped. For example, the main RWM 40c and the sub RWM 41c may be non-volatile memories that can hold the stored contents even when the power supply is stopped, so that the stored information can be held even after the power supply is stopped. In this way, the slot machine 10 of the present embodiment is equipped with a backup function capable of retaining the stored contents of the main RWM 40c and the sub-RWM 41c even if the power supply is stopped.
[0082] Next, the process executed by the main CPU 40a of the main board 40 will be described. The main power cut-off process will now be described. When the main CPU 40a receives a power cutoff signal output by the power supply unit 50 when the power supply voltage drops below a specified voltage, the main CPU 40a executes a main power cutoff process. In the main power cutoff process, the main CPU 40a calculates a checksum value of the main RWM 40c and stores the calculated checksum value in the main RWM 40c. The main CPU 40a also stores information (hereinafter, referred to as a backup flag) capable of identifying that the main power cutoff process has been executed normally in the main RWM 40c. Thereafter, the main CPU 40a waits until the power is completely cut off. Various pieces of information stored in the main RWM 40c when the power supply is stopped are retained by the backup function described above even after the power supply is stopped.
[0083] The main power-on process will now be described. When the voltage supplied to the main board 40 reaches a voltage required for the operation of the main CPU 40a upon power-on, the main CPU 40a starts up by performing a start-up process (boot process). The main power-on process is executed after starting up by the start-up process.
[0084] The main CPU 40a performs a backup judgment to judge whether the backed up information is normal. Specifically, the main CPU 40a judges whether a backup flag is stored in the main RWM 40c. The main CPU 40a calculates a checksum value of the main RWM 40c and judges whether the calculated checksum value matches the checksum value calculated in the main power cutoff process. If the backup flag is stored and the checksum values match, the main CPU 40a judges the backup judgment to be normal, whereas if not, the main CPU 40a judges the backup judgment to be abnormal. Here, if the backup flag is not stored or the checksum values do not match, there is a high possibility that an abnormality has occurred in some or all of the backed up information.
[0085] If the backup judgment determines that an abnormality has occurred, the main CPU 40a performs a main initialization process. In the main initialization process, the main CPU 40a initializes the backed-up information. When the main CPU 40a executes the main initialization process, it outputs to the sub-board 41 a control command (hereinafter, referred to as an initial designation command) that can specify that the state before the power supply is not restored. Thereafter, the main CPU 40a ends the main power-on process, and starts a game progress main process for restoring based on the initialized information and proceeding with the game.
[0086] If the backup judgment is normal, the main CPU 40a outputs a control command (hereinafter, referred to as a return command) capable of specifying a return to the state before the power supply was stopped, to the sub-board 41, without performing the main initialization process. In this case, the main CPU 40a may output a control command to the sub-board 41 based on information related to the game, such as the game state. Thereafter, the main CPU 40a ends the main power-on process, and returns based on the backed-up information, and starts a game progress main process for progressing the game.
[0087] The game progress main processing executed by the main CPU 40a will be described below. As shown in FIG. 8, the game progress main process is a series of processes for executing a variable game and awarding a prize.
[0088] In the game progress main processing, the main CPU 40a performs a game start set processing (step S101). In the game start set processing, the main CPU 40a erases or updates a predetermined storage area in the main RWM 40c. In addition, in the game start set processing, if a replay is activated when the previous variable game ends, the main CPU 40a sets the same number of bets as the bets set when the previous variable game starts. Next, the main CPU 40a starts accepting the bets on medals (step S102). The main CPU 40a judges whether or not a replay is in operation (a replay is being set) (step S103). A replay in operation corresponds to a time when a replay is granted. If a replay is not in operation (step S103: NO), the main CPU 40a performs a medal management processing to set the bets (number of bets) in the current variable game (step S104). When a multiplier is set in the medal management process, the main CPU 40a stores a control command (hereinafter, referred to as a multiplier setting command) capable of identifying that a multiplier has been set in the output buffer. The multiplier setting command is also a control command capable of identifying the multiplier that has been set.
[0089] In the medal management process, the main CPU 40a may increase the multiplier when a game medal is inserted into the medal insertion port 17 and a detection signal is input from the insertion sensor SE4. Specifically, the main CPU 40a increases the multiplier when a game medal is inserted into the medal insertion port 17 in a state where the set multiplier is less than the maximum multiplier. On the other hand, the main CPU 40a does not increase the multiplier when a game medal is inserted into the medal insertion port 17 in a state where the set multiplier is the maximum multiplier. In this case, the main CPU 40a increases the number of credits by the number of inserted game medals. Note that, when the number of credits exceeds the upper limit (for example, 50 medals), the main CPU 40a prevents the game medals inserted into the medal insertion port 17 from being stored in the hopper unit and returns the game medals from the medal payout outlet 22.
[0090] Furthermore, in the medal management process, the main CPU 40a may increase the bet amount when it receives a detection signal output when the MAX BET button 18 is operated. Specifically, the main CPU 40a may increase the bet amount when the number of credits is 1 or more and the set bet amount is less than the maximum bet amount. On the other hand, the main CPU 40a does not increase the bet amount when the MAX BET button 18 is operated and the set bet amount is the maximum bet amount. Furthermore, the main CPU 40a does not increase the bet amount when the number of credits is 0.
[0091] When the main CPU 40a increases the bet amount based on the operation of the MAX BET button 18, the main CPU 40a increases the bet amount only when the bet amount becomes the maximum bet amount. Specifically, when the MAX BET button 18 is operated when the set bet amount is less than the maximum bet amount and the sum of the set bet amount and the number of credits is equal to or greater than the maximum bet amount, the main CPU 40a increases the bet amount so that the bet amount becomes the maximum bet amount (3 coins). On the other hand, when the sum of the set bet amount and the number of credits is less than the maximum bet amount, the main CPU 40a does not increase the bet amount even if the MAX BET button 18 is operated. For example, when the set bet amount is 0 coins, the main CPU 40a does not increase the bet amount even if the MAX BET button 18 is operated when the number of credits is less than 3. When the main CPU 40a increases the bet amount, the main CPU 40a subtracts the number of credits stored in the main RWM 40c by the amount of the increase.
[0092] In this way, the slot machine 10 is configured so that the maximum bet (3 coins) is set by operating the MAX bet button 18. However, in the slot machine 10, it is also possible to set the minimum bet (2 coins) by inserting game medals into the medal insertion slot 17. The main CPU 40a controls the bet display unit 34 according to the set bet. The main CPU 40a also controls the credit display unit 35 according to the number of credits stored in the main RWM 40c. Then, the main CPU 40a ends the medal management process.
[0093] When the replay is in operation (step S103: YES), or when the medal management process is ended, the main CPU 40a judges whether the odds (bet number) in the current variation game coincide with the prescribed odds X that allows the variation game to be started (step S105). As described above, when the replay is in operation (step S103: YES), the main CPU 40a sets the odds in the previous variation game as the odds in the current variation game. In this embodiment, the prescribed odds X is 2 or 3 when the reel continuous operation device is not in operation, and is 3 when the reel continuous operation device is in operation.
[0094] If the odds do not match the specified odds X (step S105: NO), the main CPU 40a proceeds to step S103. That is, in step S105, the main CPU 40a determines whether the variable game can be started. On the other hand, if the odds in the current variable game match the specified odds X (step S105: YES), the main CPU 40a determines whether the start lever 20 has been operated (start operation) (step S106).
[0095] In the process of step S106, the main CPU 40a makes an affirmative determination when a detection signal is input from the start lever 20. On the other hand, the main CPU 40a makes a negative determination when a detection signal is not input from the start lever 20. When the start operation is not accepted (step S106: NO), the main CPU 40a proceeds to the process of step S103. On the other hand, when the start operation is accepted (step S106: YES), the main CPU 40a performs a role lottery process for determining a winning number as a role lottery (step S107).
[0096] In the role selection process, the main CPU 40a acquires a random number for role selection generated by the main board 40. The main CPU 40a then refers to a role selection table according to whether the role continuous operation device is operating or not and the set multiplication factor. The main CPU 40a subtracts the judgment value of the winning number set in the role selection table from the acquired random number for role selection, and repeatedly judges whether or not to select a winning number, and determines whether to select any of the winning numbers set in the role selection table as a winning number, or to select none of the winning numbers as a winning number (so-called a loss).
[0097] When any of the winning numbers is won, the main CPU 40a stores information capable of identifying the winning number in the main RWM 40c. Specifically, when any of the winning numbers 01 to 08 (payout role) is won, the main CPU 40a stores information capable of identifying the winning payout role (hereinafter, winning payout flag) in the main RWM 40c. This activates a condition device related to payout in the slot machine 10. The main CPU 40a erases the winning payout flag in a display symbol determination process (step S117) described later after the variable game ends. This deactivates the condition device related to payout in the slot machine 10.
[0098] When the winning number 09 (replay role) is won, the main CPU 40a stores information capable of identifying the winning replay role (hereinafter, the winning replay flag) in the main RWM 40c. This activates a condition device related to replay in the slot machine 10. The main CPU 40a erases the winning replay flag in a display symbol determination process described later after the variable game ends. This deactivates the condition device related to replay in the slot machine 10.
[0099] When the winning number 10 (1st type BB1 role) is won, the main CPU 40a stores information capable of identifying the winning 1st type BB1 role (hereinafter, winning BB1 flag) in the main RWM 40c. As a result, in the slot machine 10, a condition device related to the consecutive operation device of the role is operated. In addition, the main CPU 40a erases the winning BB1 flag when a symbol combination corresponding to the winning 1st type BB1 role is derived in the display symbol determination process described later. As a result, in the slot machine 10, a condition device related to the consecutive operation device of the role is deactivated. On the other hand, the main CPU 40a does not erase the winning BB1 flag when a symbol combination corresponding to the winning 1st type BB1 role is not derived in the display symbol determination process. As a result, in the slot machine 10, a condition device related to the consecutive operation device of the role remains in operation, and the winning of the 1st type BB1 role is carried over to the next variable game. In other words, in the next role selection process, a role selection is performed assuming that the carried over 1st type BB1 role is won.
[0100] Even if the winning of the 1st type BB1 role is carried over to the next variable game, the main CPU 40a performs the role drawing in the next role drawing process. However, since the winning of the 1st type BB1 role is carried over, the main CPU 40a does not draw the winning numbers 10 and 11. Therefore, for example, in a state in which the winning of the 1st type BB1 role is carried over, the role drawing does not win the 1st type BB2 role, and two 1st type BB roles do not win at the same time. On the other hand, the main CPU 40a draws the winning numbers 01 to 09. Therefore, in a state in which the winning of the 1st type BB1 role is carried over, the role drawing may win a payout role, for example, the 1st type BB1 role and the cherry role may win at the same time. That is, in the slot machine 10, the condition device related to the payout and the condition device related to the role continuous operation device may operate at the same time. Similarly, in the slot machine 10, the condition device related to the replay and the condition device related to the role continuous operation device may operate at the same time. On the other hand, in the slot machine 10, the condition device related to the payout and the condition device related to the replay are not operated at the same time.
[0101] When the winning number 11 (1 type BB2 role) is won, the main CPU 40a stores information capable of identifying the winning 1 type BB2 role (hereinafter, winning BB2 flag) in the main RWM 40c. As a result, in the slot machine 10, the condition device related to the consecutive operation device of the role is operated. In addition, the main CPU 40a erases the winning BB2 flag when a symbol combination corresponding to the winning 1 type BB2 role is derived in the display symbol determination process described later. As a result, in the slot machine 10, the condition device related to the consecutive operation device of the role is deactivated. On the other hand, the main CPU 40a does not erase the winning BB2 flag when a symbol combination corresponding to the winning 1 type BB2 role is not derived in the display symbol determination process. As a result, in the slot machine 10, the condition device related to the consecutive operation device of the role remains in operation, and the winning of the 1 type BB2 role is carried over to the next variable game. In other words, in the next role selection process, the role selection is performed assuming that the carried over 1 type BB2 role is won.
[0102] Even if the winning of the 1st type BB2 role is carried over to the next variable game, the main CPU 40a performs the role drawing in the next role drawing process. However, since the winning of the 1st type BB2 role is carried over, the main CPU 40a does not draw the winning numbers 10 and 11. Therefore, for example, in a state in which the winning of the 1st type BB2 role is carried over, the 1st type BB1 role is not won in the role drawing, and two 1st type BB roles are not won at the same time. On the other hand, the main CPU 40a draws the winning numbers 01 to 09. Therefore, in a state in which the winning of the 1st type BB2 role is carried over, the payout role may be won in the role drawing, and for example, the 1st type BB2 role and the watermelon role may be won at the same time. Similarly, in the slot machine 10, the 1st type BB2 role and the replay role may be won at the same time.
[0103] As described above, in the slot machine 10 of this embodiment, the winning of the payout role and the replay role is not carried over, while the winning of the 1st type BB role may be carried over. In this embodiment, "not winning the 1st type BB1 role in the role lottery" corresponds to not winning the 1st type BB1 role in the role lottery in a state where neither the winning of the 1st type BB1 role nor the winning of the 1st type BB2 role is carried over. On the other hand, in this embodiment, "winning the 1st type BB1 role in the role lottery" corresponds to winning the 1st type BB1 role in the role lottery in a state where neither the winning of the 1st type BB1 role nor the winning of the 1st type BB2 role is carried over, or the role lottery is performed in a state where the winning of the 1st type BB1 role is carried over. In other words, in this embodiment, "the variable game started without winning the 1st type BB1 role in the role lottery" corresponds to the variable game started without winning the 1st type BB1 role in the role lottery in a state where neither the winning of the 1st type BB1 role nor the winning of the 1st type BB2 role is carried over. In addition, "a variable game started after winning a Type 1 BB1 role in the role lottery" corresponds to a variable game started after winning a Type 1 BB1 role in a state where neither the winning of a Type 1 BB1 role nor the winning of a Type 1 BB2 role has been carried over, or a variable game started in a state where the winning of a Type 1 BB1 role has been carried over.
[0104] In addition, in this embodiment, "not winning the 1st type BB2 role in the role lottery" corresponds to not winning the 1st type BB2 role in the role lottery in a state where neither the winning of the 1st type BB1 role nor the winning of the 1st type BB2 role is carried over. On the other hand, in this embodiment, "winning the 1st type BB2 role in the role lottery" corresponds to winning the 1st type BB2 role in the role lottery in a state where neither the winning of the 1st type BB1 role nor the winning of the 1st type BB2 role is carried over, or the role lottery is performed in a state where the winning of the 1st type BB2 role is carried over. In other words, in this embodiment, "a variable game started without winning the 1st type BB2 role in the role lottery" corresponds to a variable game started without winning the 1st type BB2 role in a state where neither the winning of the 1st type BB1 role nor the winning of the 1st type BB2 role is carried over. In addition, the "variable game started by winning the 1st type BB2 role in the role lottery" corresponds to a variable game started by winning the 1st type BB2 role in a state where neither the winning of the 1st type BB1 role nor the winning of the 1st type BB2 role is carried over, or a variable game started in a state where the winning of the 1st type BB2 role is carried over. When the main CPU 40a ends the role lottery, it stores a control command (hereinafter, referred to as a winning command) capable of identifying the winning number that has been won in the output buffer.
[0105] Upon completion of the role selection process, the main CPU 40a performs advantageous selection process (step S108). In the advantageous selection process, the main CPU 40a may execute any one of advantageous zone transition determination process, first advantageous transition selection process, and second advantageous transition selection process, depending on the game state. The main CPU 40a may execute advantageous zone transition determination process when controlled in the first normal state. The main CPU 40a may execute first advantageous transition selection process when controlled in the second normal state. The main CPU 40a may execute second advantageous transition selection process when controlled in the chance state.
[0106] First, the advantageous zone transition determination process will be explained. The main CPU 40a performs the advantageous zone transition determination process when it is controlled to the first normal state and the consecutive device of the reel is not in operation. On the other hand, the main CPU 40a does not perform the advantageous zone transition determination process when it is controlled to a game state different from the first normal state or when the consecutive device of the reel is in operation. The advantageous zone transition determination process is a process that determines whether or not to transition from a non-advantageous zone to an advantageous zone. In other words, the advantageous zone transition determination process is a process that determines whether or not to transition from the first normal state to the second normal state.
[0107] In the advantageous zone shift determination process, the main CPU 40a judges whether or not the shift condition to the advantageous zone is satisfied. Specifically, the main CPU 40a refers to the winning payout flag. When the winning payout flag is the winning number 01 (cherry role), the main CPU 40a determines that the shift condition to the advantageous zone is satisfied. The main CPU 40a stores information that can specify that the shift condition to the advantageous zone is satisfied (hereinafter, referred to as advantageous zone shift information) in the main RWM 40c. This allows the main CPU 40a to specify that the shift condition to the advantageous zone is satisfied. Also, when the winning payout flag is the winning number 02 (watermelon role), the main CPU 40a determines that the shift condition to the advantageous zone is satisfied. The main CPU 40a stores the advantageous zone shift information in the main RWM 40c. When the winning payout flag is the winning number 03 to 08 (bell role and bell spill role), the main CPU 40a determines that the shift condition to the advantageous zone is satisfied. The main CPU 40a stores the advantageous zone shift information in the main RWM 40c. If none of the winning numbers 01 to 08 is won, the main CPU 40a determines that the condition for shifting to the advantageous zone is not satisfied.
[0108] When the main CPU 40a determines that the condition for transition to the advantageous zone is satisfied, or when the main CPU 40a determines that the condition for transition to the advantageous zone is not satisfied, the main CPU 40a ends the advantageous zone transition determination process and ends the advantageous lottery process. When the condition for transition to the advantageous zone is satisfied, the main CPU 40a transitions from the non-advantageous zone to the advantageous zone and transitions from the first normal state to the second normal state in the termination process (step S120) described later.
[0109] In this way, when the main CPU 40a is controlled to the first normal state and the role continuous operation device is not in operation, the main CPU 40a performs the advantageous zone transition determination process, and can determine whether the transition condition to the advantageous zone is established according to the winning role. The transition condition to the advantageous zone is established when the payout role is won in the role lottery, but is not established when the payout role is not won in the role lottery. In the role lottery when the variable game is played with three coins, the probability of winning the payout role is higher than in the role lottery when the variable game is played with two coins. Therefore, in the slot machine 10 of this embodiment, the transition condition to the advantageous zone is more likely to be established when the variable game is played with three coins than when the variable game is played with two coins.
[0110] Next, the first advantageous transition lottery process will be described. The main CPU 40a performs the first advantageous transition lottery process when it is controlled to the second normal state and the consecutive operation device of the accessory is not in operation. On the other hand, the main CPU 40a does not perform the first advantageous transition lottery process when it is controlled to a game state different from the second normal state or when the consecutive operation device of the accessory is in operation. The first advantageous transition lottery process is a process that determines whether or not to transition from the second normal state to the advantageous state.
[0111] In the first advantageous transition lottery process, the main CPU 40a performs the first advantageous lottery based on the random number for the advantageous transition lottery generated by the main board 40. The main CPU 40a executes the first advantageous lottery according to whether or not the 1st type BB role is won.
[0112] Specifically, in the first advantageous lottery when neither the 1st type BB1 role nor the 1st type BB2 role is won, the main CPU 40a judges whether the winning payout flag is the winning number 02 (watermelon role). If the winning payout flag is not the winning number 02, the main CPU 40a ends the first advantageous lottery. On the other hand, if the winning payout flag is the winning number 02, the main CPU 40a judges whether the obtained random number value for the advantageous transition lottery is a value that wins the first advantageous lottery when neither the 1st type BB1 role nor the 1st type BB2 role is won.
[0113] In the first advantageous lottery when the 1st type BB2 role is won, the main CPU 40a judges whether the winning payout flag is the winning number 01 (cherry role). If the winning payout flag is not the winning number 01, the main CPU 40a ends the first advantageous lottery. On the other hand, if the winning payout flag is the winning number 01, the main CPU 40a judges whether the obtained random number value for the advantageous transition lottery is a value that wins the first advantageous lottery when the 1st type BB2 role is won.
[0114] In the first advantageous lottery when the 1st type BB1 role is won, the main CPU 40a judges whether the winning payout flag is either the winning number 01 (cherry role) or the winning number 02 (watermelon role). If the winning payout flag is neither the winning number 01 nor the winning number 02, the main CPU 40a ends the first advantageous lottery. On the other hand, if the winning payout flag is either the winning number 01 or the winning number 02, the main CPU 40a judges whether the acquired random number for the advantageous transition lottery is a value that wins the first advantageous lottery when the 1st type BB1 role is won. Note that the value that wins the first advantageous lottery when the 1st type BB1 role is won may be different between when the winning payout flag is the winning number 01 and when the winning number 02. The probability of winning the first advantageous lottery when the type 1 BB1 role is won may be different depending on whether the winning payout flag is the winning number 01 or the winning number 02.
[0115] Here, the winning probability of the first advantageous lottery differs depending on whether the 1st type BB role is won. That is, the contents of the first advantageous lottery are different in the cases where neither the 1st type BB1 role nor the 1st type BB2 role is won, the 1st type BB2 role is won, and the 1st type BB1 role is won, and the winning probability of the first advantageous lottery is different. The winning probability of the first advantageous lottery in this embodiment is "when the 1st type BB1 role is won>when the 1st type BB2 role is won>when neither the 1st type BB1 role nor the 1st type BB2 role is won". And, the winning probability of the winning number 01 (cherry role) and the winning number 02 (watermelon role) is higher in the role lottery when the variable game is performed with three bets than in the role lottery when the variable game is performed with two bets. Therefore, in this embodiment, when the variable game is performed with three bets while the winning of the 1st type BB1 role is carried over, it is most likely to win the first advantageous lottery.
[0116] If the first advantageous lottery is won, the main CPU 40a determines that the normal advantageous start condition is met. If the first advantageous lottery is not won, the main CPU 40a determines that the normal advantageous start condition is not met. In this way, the normal advantageous start condition is met when the first advantageous lottery is won, but is not met when the first advantageous lottery is not won.
[0117] When the first advantageous lottery is won, the main CPU 40a stores information capable of identifying that the normal advantageous start condition has been established (hereinafter, referred to as normal advantageous start information) in the main RWM 40c. This enables the main CPU 40a to identify that the normal advantageous start condition has been established. When the normal advantageous start condition has been established, the main CPU 40a transitions from the second normal state to the advantageous state in the termination process (step S120) described later.
[0118] In addition, when the first advantageous lottery is won, the main CPU 40a stores in the main RWM 40c any one of 5, 10, and 20 times as the number of navigations. The main CPU 40a performs a lottery for determining the number of navigations using a random number for the lottery for the number of navigations generated by the main board 40, and determines the number of navigations as any one of 5, 10, and 20 times. The slot machine 10 is configured to be able to display operation information capable of identifying the operation mode of the stop buttons 21a to 21c required to generate the winning of the bell role as many times as the number of navigations in the advantageous state. In other words, the slot machine 10 is configured to be able to win the bell role as many times as the number of navigations in the advantageous state. The main CPU 40a stores in the output buffer a control command capable of identifying the determined number of navigations (hereinafter, referred to as a navigation number command). After that, the main CPU 40a ends the first advantageous transition lottery process and ends the advantageous lottery process.
[0119] Next, the second advantageous transition lottery process will be described. The main CPU 40a performs the second advantageous transition lottery process when it is controlled to the chance state and the consecutive operation device of the accessory is not in operation. On the other hand, the main CPU 40a does not perform the second advantageous transition lottery process when it is controlled to a game state other than the chance state or when the consecutive operation device of the accessory is in operation. The second advantageous transition lottery process is a decision to select whether to transition from the second normal state to either the advantageous state or the first normal state.
[0120] In the second advantageous transition lottery process, the main CPU 40a performs a second advantageous lottery based on the random number for advantageous transition lottery generated by the main board 40. The main CPU 40a executes a second advantageous lottery according to whether or not the 1st type BB role is won.
[0121] Specifically, in the second advantageous lottery when neither the 1st type BB1 role nor the 1st type BB2 role is won, the main CPU 40a judges whether the winning payout flag is the winning number 01 (cherry role). If the winning payout flag is not the winning number 01, the main CPU 40a ends the second advantageous lottery. On the other hand, if the winning payout flag is the winning number 01, the main CPU 40a judges whether the obtained random number value for the advantageous transition lottery is a value that wins the second advantageous lottery when neither the 1st type BB1 role nor the 1st type BB2 role is won.
[0122] In the second advantageous lottery when the 1st type BB2 role is won, the main CPU 40a judges whether the winning payout flag is either the winning number 01 (cherry role) or the winning number 02 (watermelon role). If the winning payout flag is neither the winning number 01 nor the winning number 02, the main CPU 40a ends the second advantageous lottery. On the other hand, if the winning payout flag is either the winning number 01 or the winning number 02, the main CPU 40a judges whether the obtained random number for the advantageous transition lottery is a value that wins the second advantageous lottery when the 1st type BB2 role is won. Note that the value that wins the second advantageous lottery when the 1st type BB2 role is won may be different between when the winning payout flag is the winning number 01 and when it is the winning number 02. The probability of winning the second advantageous lottery when the type 1 BB2 role is won may be different depending on whether the winning payout flag is the winning number 01 or the winning number 02.
[0123] In the second advantageous lottery when the 1st type BB1 role is won, the main CPU 40a judges whether the winning payout flag is any of the winning numbers 01 to 08. If the winning payout flag is not any of the winning numbers 01 to 08, the main CPU 40a ends the second advantageous lottery. On the other hand, if the winning payout flag is any of the winning numbers 01 to 08, the main CPU 40a judges whether the acquired random number value for the advantageous transition lottery is a value that wins the second advantageous lottery when the 1st type BB1 role is won. The value that wins the second advantageous lottery when the 1st type BB1 role is won may be different when the winning payout flag is the winning number 01 to 08. And, the probability of winning the second advantageous lottery when the 1st type BB1 role is won may be different when the winning payout flag is the winning number 01 to 08.
[0124] Here, the winning probability of the second advantageous lottery differs depending on whether the 1st type BB role is won. That is, when neither the 1st type BB1 role nor the 1st type BB2 role is won, when the 1st type BB2 role is won, and when the 1st type BB1 role is won, the contents of the second advantageous lottery are different, and the probability of winning the second advantageous lottery is different. The winning probability of the second advantageous lottery in this embodiment is "when the 1st type BB1 role is won>when the 1st type BB2 role is won>when neither the 1st type BB1 role nor the 1st type BB2 role is won". And, for the winning numbers 01 to 08, the winning probability is higher in the role lottery when the variable game is played with 3 bets than in the role lottery when the variable game is played with 2 bets. Therefore, in this embodiment, when the variable game is played with 3 bets while the winning of the 1st type BB1 role is carried over, it is most likely to win the second advantageous lottery.
[0125] If the second advantageous lottery is won, the main CPU 40a determines that the chance advantageous start condition is established. If the second advantageous lottery is not won, the main CPU 40a determines that the chance advantageous start condition is not established. In this way, the chance advantageous start condition is established when the second advantageous lottery is won, but is not established when the second advantageous lottery is not won.
[0126] When the second advantageous lottery is won, the main CPU 40a stores information that can identify that the chance advantageous start condition has been established (hereinafter referred to as chance advantageous start information) in the main RWM 40c. This allows the main CPU 40a to identify that the chance advantageous start condition has been established. When the chance advantageous start condition has been established, the main CPU 40a transitions from the chance state to the advantageous state in the termination process (step S120) described later.
[0127] In addition, when the second advantageous lottery is won, the main CPU 40a stores in the main RWM 40c one of 5, 10, and 20 times as the number of navigations. The main CPU 40a performs a lottery for determining the number of navigations using a random number for the lottery for the number of navigations generated by the main board 40, and determines one of 5, 10, and 20 times as the number of navigations. The slot machine 10 is configured to be able to display operation information that can specify the operation mode of the stop buttons 21a to 21c required to generate the winning of the bell role as many times as the number of navigations in the advantageous state. In other words, the slot machine 10 is configured to be able to win the bell role as many times as the number of navigations in the advantageous state. The main CPU 40a stores the number of navigations command in the output buffer. After that, the main CPU 40a ends the second advantageous transition lottery process and ends the advantageous lottery process.
[0128] If the second advantageous lottery is not won, the main CPU 40a performs a normal transition lottery based on the random number for the normal transition lottery generated by the main board 40. For example, the normal transition lottery can be performed by determining whether or not the value of the acquired random number for the normal transition lottery is a value that results in a win in the normal transition lottery. If the normal transition lottery is won, the main CPU 40a determines that the chance end condition is met. If the normal transition lottery is not won, the main CPU 40a determines that the chance end condition is not met. In this way, the chance end condition is met when the normal transition lottery is won, but is not met when the normal transition lottery is not won.
[0129] When the normal transition lottery is won, the main CPU 40a stores information that can identify that the chance end condition has been met (hereinafter referred to as chance end information) in the main RWM 40c. This allows the main CPU 40a to identify that the chance end condition has been met. In addition, in the end process (step S120) described later, the main CPU 40a transitions from the advantageous zone to the non-advantageous zone and transitions from the chance state to the first normal state. When the main CPU 40a ends the normal transition lottery, it ends the second advantageous transition lottery process and ends the advantageous lottery process.
[0130] When the advantageous lottery process is completed, the main CPU 40a performs the instruction information determination process (step S109). The main CPU 40a performs the instruction information determination process when it is controlled to the advantageous state (AT state), the consecutive operation device of the reel is not in operation, and there are three coins. On the other hand, the main CPU 40a does not perform the instruction information determination process when it is controlled to a game state (non-AT state) different from the advantageous state, when the consecutive operation device of the reel is in operation, or when there are two coins.
[0131] In the instruction information determination process, the main CPU 40a judges whether or not the winning BB1 flag is stored in the main RWM 40c. If the winning BB1 flag is not stored in the main RWM 40c, the main CPU 40a does not determine operation information capable of identifying the operation mode of the stop buttons 21a to 21c. If the winning BB1 flag is stored in the main RWM 40c, the main CPU 40a judges whether or not the winning payout flag is any of the winning numbers 03 to 08 (bell role and bell spill role). If the winning payout flag is not any of the winning numbers 03 to 08, the main CPU 40a does not determine operation information capable of identifying the operation mode of the stop buttons 21a to 21c. If the winning payout flag is any of the winning numbers 03 to 08, the main CPU 40a determines operation information capable of identifying the operation mode of the stop buttons 21a to 21c required to generate a winning of the bell role.
[0132] When the winning payout flag is the winning number 03, the main CPU 40a determines the operation information capable of identifying the first push sequence. When the winning payout flag is the winning number 04, the main CPU 40a determines the operation information capable of identifying the second push sequence. When the winning payout flag is the winning number 05, the main CPU 40a determines the operation information capable of identifying the third push sequence. When the winning payout flag is the winning number 06, the main CPU 40a determines the operation information capable of identifying the fourth push sequence. When the winning payout flag is the winning number 07, the main CPU 40a determines the operation information capable of identifying the fifth push sequence. When the winning payout flag is the winning number 08, the main CPU 40a determines the operation information capable of identifying the sixth push sequence. The main CPU 40a stores the control command capable of identifying the push sequence (hereinafter, referred to as the instruction information command) in the output buffer and ends the instruction information determination process.
[0133] In this manner, in this embodiment, in the state where the winning of the 1st type BB1 role is carried over, when the bell role and the bell spill role are won, the operation information capable of identifying the operation mode of the stop buttons 21a to 21c required to generate the winning of the bell role is determined. On the other hand, in the state where the winning of the 1st type BB2 role is carried over, and in the state where neither the winning of the 1st type BB1 role nor the winning of the 1st type BB2 role is carried over, the operation information capable of identifying the operation mode of the stop buttons 21a to 21c required to generate the winning of the bell role is not determined.
[0134] Upon completion of the instruction information determination process, the main CPU 40a performs an instruction information display process (step S110). When operation information capable of identifying any of the first to sixth push sequences is determined in the instruction information determination process, the main CPU 40a controls the payout display unit 37 so that the determined operation information is displayed (see FIG. 3). Then, the main CPU 40a ends the instruction information display process. Note that if the instruction information determination process is not being performed, or if operation information has not been determined in the instruction information determination process, the main CPU 40a does not perform the instruction information display process.
[0135] In this way, when the payout display unit 37 is controlled to be in an advantageous state, an operation mode (specific operation mode) that is advantageous to the player among a plurality of operation modes for the stop buttons 21a to 21c may be suggested or notified. The main CPU 40a controls the payout display unit 37 so that the determined operation information is displayed until the variation game ends. Then, when the variation game ends, the main CPU 40a controls the payout display unit 37 so that the determined operation information is erased.
[0136] When the instruction information display process is completed, the main CPU 40a judges whether the wait time has elapsed (step S111). If the wait time has not elapsed (step S111: NO), the main CPU 40a waits until the wait time has elapsed. If the wait time has elapsed (step S111: YES), the main CPU 40a sets a wait time (4100 ms, for example) for judging whether the wait time has elapsed next time (step S112). The set wait time is measured by a count subtraction process executed as a timer interrupt process.
[0137] After setting the wait time, the main CPU 40a controls each actuator of the reels 16a to 16c so that the reels 16a to 16c start to rotate (step S113). In the slot machine 10, the variation game starts when the reels 16a to 16c start to rotate in step S113. In this manner, the main CPU 40a starts the variation game in response to the start operation. The main CPU 40a stores a control command (hereinafter, referred to as a start command) capable of specifying the start of the variation game in the output buffer. The start command is also a control command capable of specifying the bet amount when the start operation is accepted.
[0138] When the rotation speed of the reels 16a-16c reaches a specified speed, the main CPU 40a judges whether a stop operation has been received from any of the stop buttons 21a-21c (step S114). In the process of step S114, the main CPU 40a judges positive if a detection signal has been input from any of the stop buttons 21a-21c corresponding to the reel that is spinning. On the other hand, the main CPU 40a judges negative if a detection signal has not been input from any of the stop buttons 21a-21c. If a stop operation has not been received (step S114: NO), the main CPU 40a waits until a stop operation is received.
[0139] When the stop operation is received (step S114: YES), the main CPU 40a performs a reel stop process to stop the rotation of the reel corresponding to the stop button that received the detection signal (step S115). That is, the main CPU 40a controls the actuator in response to the stop operation to stop the symbols on the reel that corresponds to the stop operation. At this time, the main CPU 40a stores a control command that can identify the stop button that received the detection signal in the output buffer. For example, when the detection signal of the left stop button 21a is received, the main CPU 40a stores a control command (hereinafter, referred to as a left stop command) that can identify that the stop operation of the left stop button 21a has been received in the output buffer. When the detection signal of the center stop button 21b is received, the main CPU 40a stores a control command (hereinafter, referred to as a center stop command) that can identify that the stop operation of the center stop button 21b has been received in the output buffer. When a detection signal of the right stop button 21c is input, the main CPU 40a stores in an output buffer a control command (hereinafter, referred to as a right stop command) capable of identifying that a stop operation of the right stop button 21c has been accepted.
[0140] Here, the reel stopping process will be described in detail. The main CPU 40a searches for symbols that are permitted to be stopped on the active line NL, according to the lottery results (winning payout flag, winning replay flag, winning BB1 flag, and winning BB2 flag) among symbols within a predetermined pull-in range (for example, 5 symbols) from the timing (spinning position) when the stop button is operated. For example, the search for symbols can be realized by at least one of referring to a stop symbol search table stored in the main ROM 40b and performing a calculation using stop symbol search data. Then, the main CPU 40a stops the rotation of the reels so that one of the searched symbols is stopped on the active line NL.
[0141] When the first stop operation, the second stop operation, and the third stop operation are performed, the main CPU 40a performs reel stop processing, respectively, to display the result of the current lottery and a combination of symbols according to the operation mode (push order and push position) of the stop buttons 21a to 21c. That is, the main CPU 40a can generate a winning combination of a winning combination corresponding to the winning number won in the lottery according to the operation mode of the stop buttons 21a to 21c. Note that the main CPU 40a does not generate a winning combination of any winning combination when none of the winning numbers are won (in the case of a miss). For example, when any of the winning numbers 03 to 08 is won and the stop buttons 21a to 21c are operated in the operation mode of the bell role, the main CPU 40a generates a winning combination of the bell role, whereas when the stop buttons 21a to 21c are operated in the operation mode of the bell spill role, the main CPU 40a generates a winning combination of the bell spill role. Incidentally, the slot machine 10 is configured to be able to accept a stop operation corresponding to a reel that is rotating and is different from the reel for which the reel stop process is being performed, even when the reel stop process is being performed. That is, the slot machine 10 is configured to be able to perform reel stop processes that stop the rotation of the reels 16a to 16c approximately simultaneously. As a result, for example, in the slot machine 10, even if the stop buttons 21a to 21c are operated at approximately the same timing, the corresponding reels 16a to 16c are stopped based on the respective reel stop processes. As a result, in the slot machine 10, the operability for stopping the rotation of the reels is improved.
[0142] Next, the main CPU 40a judges whether all of the reels 16a to 16c have been stopped (step S116). If some of the reels 16a to 16c have not been stopped (step S116: NO), the main CPU 40a proceeds to the process of step S114. On the other hand, if all of the reels 16a to 16c have been stopped (step S116: YES), the main CPU 40a ends the variation game and performs a display symbol judgment process for judging the result of the variation game (step S117). In this way, in the slot machine 10, the reels 16a to 16c are stopped by operating the stop buttons 21a to 21c, and the variation game is ended. In the variation game, the stop number (game result) is derived by operating the stop buttons 21a to 21c. As described above, in the slot machine 10, the variable game starts when the reels 16a to 16c start to rotate in step S113, and the variable game ends when the reels 16a to 16c stop in step S115.
[0143] In the display symbol determination process of step S117, the main CPU 40a performs a winning determination as to whether or not a winning combination of any winning combination has occurred. That is, the main CPU 40a determines whether or not a winning combination of symbols stopped on the pay line NL is a combination that is predetermined as a combination required to win a prize. When a winning combination of any winning combination has occurred, the main CPU 40a awards a prize that is determined for the winning combination. Specifically, when a winning combination of a payout combination has occurred, the main CPU 40a stores information that can specify the number of game medals to be paid out due to the winning combination of the payout combination (hereinafter, referred to as the winning payout number) in the main RWM 40c. Then, the main CPU 40a initializes the winning payout flag stored in the main RWM 40c. As a result, in the slot machine 10, the condition device related to the payout is deactivated. Note that even if a winning combination of a payout combination has not occurred, the main CPU 40a initializes the winning payout flag stored in the main RWM 40c. As a result, in the slot machine 10, the condition device relating to the payout is deactivated.
[0144] When a winning replay role occurs, the main CPU 40a stores information capable of identifying the occurrence of the winning replay role (hereinafter, replay operation flag) in the main RWM 40c. This activates the replay in the slot machine 10. The main CPU 40a stores a control command capable of identifying the activation of the replay (hereinafter, replay command) in the output buffer. The main CPU 40a stores information capable of identifying the multiplier set by the activation of the replay in the main RWM 40c. This allows the main CPU 40a to set the multiplier to the same number as the multiplier set when the winning replay role occurs in the next game start set process (step S101). Then, the main CPU 40a initializes the winning replay flag stored in the main RWM 40c. This deactivates the condition device related to the replay in the slot machine 10.
[0145] When a winning of the 1st type BB1 role occurs, the main CPU 40a stores information capable of identifying the occurrence of the winning of the 1st type BB1 role (hereinafter, BB1 operation flag) in the main RWM 40c. As a result, the consecutive operation device of the role operates in the slot machine 10. The main CPU 40a stores a control command capable of identifying the operation of the consecutive operation device of the role (hereinafter, BB1 command) in the output buffer. Then, the main CPU 40a initializes the winning BB1 flag stored in the main RWM 40c. As a result, the condition device related to the consecutive operation device of the role becomes inactive in the slot machine 10. On the other hand, when a winning of the 1st type BB1 role does not occur, the main CPU 40a does not initialize the winning BB1 flag stored in the main RWM 40c.
[0146] When a winning of the 1st type BB2 role occurs, the main CPU 40a stores information capable of identifying the occurrence of the winning of the 1st type BB2 role (hereinafter, BB2 operation flag) in the main RWM 40c. As a result, the consecutive operation device of the role operates in the slot machine 10. The main CPU 40a stores a control command capable of identifying the operation of the consecutive operation device of the role (hereinafter, BB2 command) in the output buffer. Then, the main CPU 40a initializes the winning BB2 flag stored in the main RWM 40c. As a result, the condition device related to the consecutive operation device of the role becomes inactive in the slot machine 10. On the other hand, when a winning of the 1st type BB2 role does not occur, the main CPU 40a does not initialize the winning BB2 flag stored in the main RWM 40c.
[0147] When the display pattern determination process is completed, the main CPU 40a determines whether the winning payout number stored in the main RWM 40c is 1 or more (step S118). If the winning payout number is not 1 or more (step S118: NO), the main CPU 40a performs an end process (step S120). On the other hand, if the winning payout number is 1 or more (step S118: YES), the main CPU 40a performs a medal payout process (step S119). In the medal payout process, the main CPU 40a updates the number of credits so that the game medals of the winning payout number are added. In addition, the main CPU 40a controls a hopper unit (not shown) so that game medals exceeding the upper limit number of the number of credits (for example, 50 medals) are paid out. The main CPU 40a stores a control command (hereinafter, referred to as a payout command) capable of specifying the winning payout number in an output buffer. Furthermore, the main CPU 40a controls the payout display unit 37 to display information that can identify the winning payout amount. After that, the main CPU 40a performs an end process (step S120).
[0148] In the termination process, the main CPU 40a judges whether the consecutive operation of the reel is in operation. If the consecutive operation of the reel is in operation, the main CPU 40a adds the number of winning payouts to information that can specify the number of game medals paid out due to winning after the consecutive operation of the reel is activated (hereinafter, referred to as the number of payouts during consecutive wins). If the number of payouts during consecutive wins exceeds a specified number (50 medals) as a result of adding the payout number to the number of payouts during consecutive wins, the main CPU 40a deactivates the consecutive operation of the reel. The main CPU 40a initializes the BB1 operation flag and the BB2 operation flag stored in the main RWM 40c. As a result, the consecutive operation of the reel is deactivated in the slot machine 10. After that, the main CPU 40a terminates the termination process.
[0149] When the consecutive operation device of the reel is not in operation (when the consecutive operation device of the reel is not in operation), the main CPU 40a executes advantageous state processing. The advantageous state processing is processing for determining whether or not to transition from the advantageous state to the chance state. In the advantageous state processing, the main CPU 40a judges whether or not the instruction information display processing has been performed in step S110. When the instruction information display processing has not been performed, the main CPU 40a ends the advantageous state processing. When the instruction information display processing has been performed, the main CPU 40a judges whether or not the first end condition is established. Specifically, the main CPU 40a updates the number of navigations stored in the main RWM 40c by subtracting 1. When the number of navigations is subtracted by 1 and becomes 0, the main CPU 40a determines that the first end condition is established. In this way, the first end condition is established based on the result of the variable game when the advantageous state is controlled after the advantageous state starts.
[0150] When it is determined that the first end condition is satisfied, the main CPU 40a stores information capable of identifying that the first end condition is satisfied (hereinafter, referred to as first end information) in the main RWM 40c. This enables the main CPU 40a to identify that the first end condition is satisfied. In this manner, the first end condition is satisfied when the number of navigation times is decremented by 1 to become 0. On the other hand, the first end condition is not satisfied when the number of navigation times is decremented by 1 and does not become 0. Thereafter, the main CPU 40a terminates the advantageous state processing.
[0151] When the advantageous state processing is completed, the main CPU 40a performs advantageous zone upper limit judgment processing. In the advantageous zone upper limit judgment processing, the main CPU 40a judges whether or not it is controlled in any of the second normal state, advantageous state, and chance state. If it is not controlled in any of the second normal state, advantageous state, and chance state, the main CPU 40a ends the advantageous zone upper limit judgment processing. On the other hand, if it is controlled in any of the second normal state, advantageous state, and chance state, the main CPU 40a subtracts 1 from information (hereinafter referred to as advantageous game number) that can specify the number of variable games executed after moving from the non-advantageous zone to the advantageous zone, which is stored in the main RWM 40c. The main CPU 40a subtracts 1 from the advantageous game number in both the two-coin bet and the three-coin bet. In the advantageous zone transition processing described later, when moving from the non-advantageous zone to the advantageous zone, an initial value of 3000 advantageous game numbers corresponding to the game upper limit number is stored in the main RWM 40c.
[0152] Furthermore, the main CPU 40a updates information (hereinafter, referred to as advantageous acquisition number) that can specify the number of game medals acquired after the transition from the non-advantageous zone to the advantageous zone stored in the main RWM 40c. Specifically, the main CPU 40a adds the number obtained by subtracting the bet number from the number of game medals paid out in the medal payout process to the advantageous acquisition number. For example, when a three-coin variable game is played, a bell role is won, and 15 game medals are paid out, the main CPU 40a adds 12 to the advantageous acquisition number and stores it in the main RWM 40c. For example, when a two-coin variable game is played, a bell role is won, and two game medals are paid out, the main CPU 40a adds 0 to the advantageous acquisition number and stores it in the main RWM 40c. For example, when a three-coin variable game is played and none of the roles is won, the main CPU 40a subtracts 3 from the advantageous acquisition number and stores it in the main RWM 40c. In addition, when the advantageous acquisition number becomes a negative value as a result of subtraction, the main CPU 40a sets the advantageous acquisition number to 0 and stores it in the main RWM 40c. In this way, the main CPU 40a counts the number of game medals acquired in the advantageous zone.
[0153] The main CPU 40a judges whether the second end condition is satisfied. Specifically, the main CPU 40a judges whether the number of advantageous games has become 0. If the number of advantageous games has not become 0, the main CPU 40a judges whether the number of advantageous acquisitions has become 2400 or more. If the number of advantageous acquisitions has not become 2400 or more, the main CPU 40a ends the advantageous zone upper limit judgment process. If the number of advantageous games has become 0 or if the number of advantageous acquisitions has become 2400 or more, the main CPU 40a determines that the second end condition is satisfied. In this way, the second end condition is satisfied based on the result of the variable game when the advantageous zone is controlled after the advantageous zone starts. Note that, judging whether the number of advantageous games has become 0 corresponds to judging whether the value after subtraction is 0 as a result of subtracting 1 from the number of advantageous games. Also, judging whether the number of advantageous acquisitions has become 2400 or more corresponds to judging whether the value after addition is 2400 or more as a result of adding the number of advantageous acquisitions.
[0154] When the second end condition is determined to be established, the main CPU 40a stores information (hereinafter, referred to as second end information) capable of identifying that the second end condition has been established in the main RWM 40c. This allows the main CPU 40a to identify that the second end condition has been established. In addition, in the advantageous zone transition process described later, the main CPU 40a transitions from the advantageous zone to the non-advantageous zone, and transitions from any of the second normal state, advantageous state, and chance state to the first normal state. In this way, the second end condition is established when the number of advantageous games becomes 0 or the number of advantageous acquisitions becomes 2400 or more. On the other hand, the second end condition is not established when the number of advantageous games is 1 or more and when the number of advantageous acquisitions is less than 2400. More specifically, the second end condition is met when the number of variable games executed in the advantageous zone including the zone controlled in the advantageous state reaches the upper limit number of games (3000 times as an example) or the number of game media acquired in the advantageous zone reaches the upper limit number of game media (2400 as an example). After that, the main CPU 40a ends the advantageous zone upper limit determination process.
[0155] In this way, when the second end condition is established while being controlled in the second normal state, the advantageous state, and the chance state, it is determined that the state will transition to the first normal state. For example, after the transition condition to the advantageous zone is established and the second normal state begins, even before the normal advantageous start condition is established, when the second end condition is established, the second normal state ends without transitioning to the advantageous state. For example, after the start condition of the advantageous state is established and the advantageous state begins, even before the number of navigations becomes 0 (before the first end condition is established), the advantageous state ends when the second end condition is established. Also, for example, even before winning the normal transition lottery while being controlled in the chance state (before the chance end condition is established), the chance state ends when the second end condition is established. In particular, the advantageous state is a game state in which it is easy to win game medals by winning the bell role as many times as the number of navigations. In this embodiment, even before winning the bell role as many times as the number of navigations, when the second end condition is established, the advantageous state ends. For this reason, in this embodiment, the advantageous state may end in a situation where the number of bell roles won is less than the number of navigations.
[0156] After completing the favorable zone upper limit determination process, the main CPU 40a performs favorable zone transition processing. In the favorable zone transition processing, the main CPU 40a may execute either a favorable transition processing for transitioning from a non-favorable zone to a favorable zone, or a non-favorable transition processing for transitioning from a favorable zone to a non-favorable zone. In the favorable zone transition processing, the main CPU 40a determines whether or not the transition condition to the favorable zone is met. If the transition condition to the favorable zone is met, the main CPU 40a performs favorable transition processing. In other words, if the transition condition to the favorable zone is met, the main CPU 40a transitions from the non-favorable zone to the favorable zone and transitions from the first normal state to the second normal state.
[0157] Specifically, in the advantageous transition process, the main CPU 40a stores information (hereinafter referred to as advantageous zone information) capable of identifying that the slot machine 10 is being controlled in the advantageous zone in the main RWM 40c. As a result, the slot machine 10 is controlled in the advantageous zone. The main CPU 40a then controls the light emitters of the advantageous zone display unit 36 to light up. The main CPU 40a controls the light emitters of the advantageous zone display unit 36 to continue to light up until the advantageous zone is transitioned to the non-advantageous zone. In this way, in the slot machine 10, it is possible to identify that the slot machine 10 is being controlled in the advantageous zone by visually checking the advantageous zone display unit 36. In addition, the main CPU 40a stores a control command (hereinafter referred to as advantageous zone command) capable of identifying that the slot machine 10 is being controlled in the advantageous zone in the output buffer.
[0158] Then, the main CPU 40a transitions from the first normal state to the second normal state. The main CPU 40a stores information capable of identifying that the slot machine 10 is controlled to the second normal state (hereinafter referred to as second state information) in the main RWM 40c. As a result, the slot machine 10 is controlled to the second normal state. The main CPU 40a stores a control command capable of identifying that the slot machine 10 is controlled to the second normal state (hereinafter referred to as the second state command) in the output buffer. Then, the main CPU 40a ends the advantageous zone transition process.
[0159] If the transition condition to the advantageous zone is not satisfied, the main CPU 40a judges whether the second end condition is satisfied. If the second end condition is satisfied, the main CPU 40a performs a non-advantageous transition process. That is, if the second end condition is satisfied, the main CPU 40a transitions from the advantageous zone to the non-advantageous zone, and transitions from either the second normal state, the advantageous state, or the chance state to the first normal state. In addition, the main CPU 40a judges whether the chance end condition is satisfied. If the chance end condition is satisfied, the main CPU 40a performs a non-advantageous transition process. That is, if the chance end condition is satisfied, the main CPU 40a transitions from the advantageous zone to the non-advantageous zone, and transitions from the chance state to the first normal state. If the second end condition and the chance end condition are not satisfied, the main CPU 40a terminates the advantageous zone transition process.
[0160] In the non-advantageous transition process, the main CPU 40a stores information (hereinafter referred to as non-advantageous zone information) capable of identifying that the slot machine 10 is being controlled in the non-advantageous zone in the main RWM 40c. As a result, the slot machine 10 is controlled in the non-advantageous zone. The main CPU 40a then controls the light emitters of the advantageous zone display unit 36 to be turned off. The main CPU 40a controls the light emitters of the advantageous zone display unit 36 to be turned off continuously until the slot machine 10 is transitioned from the non-advantageous zone to the advantageous zone. In this way, the slot machine 10 can identify that the slot machine 10 is being controlled in the non-advantageous zone by visually checking the advantageous zone display unit 36. The main CPU 40a also stores a control command (hereinafter referred to as non-advantageous zone command) capable of identifying that the slot machine 10 is being controlled in the non-advantageous zone in the output buffer.
[0161] Then, the main CPU 40a transitions from the second normal state, the advantageous state, or the chance state to the first normal state. The main CPU 40a stores information capable of identifying that the state is controlled to the first normal state (hereinafter referred to as the first state information) in the main RWM 40c. As a result, the slot machine 10 is controlled to the first normal state. The main CPU 40a stores a control command capable of identifying that the state is controlled to the first normal state (hereinafter referred to as the first state command) in the output buffer. Then, the main CPU 40a ends the advantageous zone transition process.
[0162] When the advantageous zone transition process is completed, the main CPU 40a performs a game state transition process. In the game state transition process, the main CPU 40a judges whether or not the normal advantageous start condition has been established in the first advantageous transition lottery process. If the normal advantageous start condition has been established, the main CPU 40a transitions from the second normal state to the advantageous state. If the normal advantageous start condition has not been established, the main CPU 40a judges whether or not the chance advantageous start condition has been established in the second advantageous transition lottery process. If the chance advantageous start condition has been established, the main CPU 40a transitions from the chance state to the advantageous state.
[0163] When the main CPU 40a transitions from either the second normal state or the chance state to the advantageous state, it stores information that can identify that the state is controlled to be advantageous (hereinafter referred to as advantageous state information) in the main RWM 40c. This causes the slot machine 10 to be controlled to be in the advantageous state. The main CPU 40a also stores a control command that can identify that the state is controlled to be advantageous (hereinafter referred to as advantageous state command) in the output buffer. Then, the main CPU 40a ends the game state transition process and ends the termination process.
[0164] In the second advantageous transition lottery process, if the chance advantageous start condition is not satisfied, the main CPU 40a judges whether or not the first end condition is satisfied in the advantageous state process. If the first end condition is satisfied, the main CPU 40a transitions from the advantageous state to the chance state. If the first end condition is not satisfied, the main CPU 40a ends the game state transition process and ends the end process.
[0165] When the main CPU 40a transitions from the advantageous state to the chance state, it stores information that can identify that the slot machine 10 is controlled to the chance state (hereinafter referred to as chance state information) in the main RWM 40c. As a result, the slot machine 10 is controlled to the chance state. The main CPU 40a also stores a control command that can identify that the slot machine 10 is controlled to the chance state (hereinafter referred to as chance state command) in the output buffer. Then, the main CPU 40a ends the game state transition process and ends the termination process.
[0166] In the game progress main processing, the main CPU 40a is further configured to perform the following controls. When the main CPU 40a receives a detection signal from the settlement button 19 while a variable game is not being executed, the main CPU 40a controls a hopper unit (not shown) to pay out game medals equivalent to the number of credits. In this case, the main CPU 40a stores a control command (hereinafter referred to as a settlement command) capable of identifying that the settlement button 19 has been operated in an output buffer. In addition, the main CPU 40a controls the information display unit 30 (the replay display unit 32, the wait display unit 33, the bet display unit 34, the credit display unit 35, and the payout display unit 37) to notify the user of the current state of the slot machine 10.
[0167] As described above, in the game progress main processing, the main CPU 40a can control the game state by performing the role selection process (step S107), the advantageous selection process (step S108), and the end process (step S120), and can control it to either an advantageous zone or a non-advantageous zone. In this embodiment, the main CPU 40a corresponds to a game state control means that controls the game state. Also, in this embodiment, the main CPU 40a corresponds to a zone control means that can control it to either an advantageous zone or a non-advantageous zone.
[0168] In the role selection process, a role selection is performed, and a favorable zone transition determination process is executed in the favorable lottery process based on the result of the role selection, thereby controlling the non-favorable zone to the favorable zone, and transitioning from the first normal state to the second normal state. Also, a first favorable transition lottery process is executed in the favorable lottery process based on the result of the role selection, thereby transitioning from the second normal state to the favorable state. Similarly, a chance state can be transitioned to an advantageous state by executing a second favorable transition lottery process in the favorable lottery process based on the result of the role selection. Also, a favorable zone acquisition number is updated in the favorable zone upper limit determination process based on the result of the role selection, thereby controlling the non-favorable zone, and transitioning from any of the second normal state, the favorable state, and the chance state to the first normal state. Also, a transition from an advantageous state to a chance state can be made by updating the number of navigations in the favorable state process based on the result of the role selection.
[0169] Thus, the lottery for controlling the game state that the main CPU 40a can execute includes the lottery for the role. In this embodiment, the main CPU 40a corresponds to a lottery means that can execute the lottery for controlling the game state. The main CPU 40a can control from the second normal state, which is an example of a non-specific state, to an advantageous state, which is an example of a specific state, by executing the first advantageous transition lottery process based on the result of the role lottery. The main CPU 40a can also control from the chance state, which is an example of a non-specific state, to an advantageous state, which is an example of a specific state, by executing the second advantageous transition lottery process based on the result of the role lottery. In other words, the main CPU 40a can control from the non-specific state to the specific state based on the result of the role lottery. In this embodiment, the lottery for the role corresponds to a predetermined lottery.
[0170] Here, as described above, in the role selection, the role selection table is different between when the start lever 20 is operated when three coins are bet and when the start lever 20 is operated when two coins are bet. Therefore, the contents of the role selection when the start lever 20 is operated when three coins are bet and when the start lever 20 is operated when two coins are bet are different from those of the role selection when the start lever 20 is operated when two coins are bet. In other words, the main CPU 40a can execute a lottery regarding the control of the game state when the start lever 20 is operated when either two coins or three coins are set as the number of coins bet. However, the contents of the lottery regarding the control of the game state executed by the main CPU 40a are different between when the start lever 20 is operated when the number of coins bet is set to two and when the start lever 20 is operated when the number of coins bet is set to three.
[0171] As described above, in the role lottery, the contents of the lottery differ between when the start lever 20 is operated when the winning of the 1st type BB1 role is not carried over and when the start lever 20 is operated when the winning of the 1st type BB1 role is carried over. In the first advantageous lottery in the first advantageous transition lottery process and the second advantageous lottery in the second advantageous transition lottery process, the contents of the lottery differ depending on whether the 1st type BB1 role is won or not. In this way, the contents of the lottery regarding the control of the game state executed by the main CPU 40a differ between when the start lever 20 is operated before the winning of the 1st type BB1 role in the role lottery and when the start lever 20 is operated when the winning of the 1st type BB1 role is carried over. In the state where the winning of the 1st type BB1 role is carried over, the main CPU 40a executes the lottery regarding the control of the game state assuming that the 1st type BB1 role has been won.
[0172] As described above, in the first advantageous lottery in the first advantageous transition lottery process and the second advantageous lottery in the second advantageous transition lottery process, the contents of the lottery differ depending on whether or not the 1st type BB2 role has been won. In this way, the contents of the lottery regarding the control of the game state executed by the main CPU 40a differ between the case where the start lever 20 is operated when the winning of the 1st type BB2 role is carried over and the case where the start lever 20 is operated when the winning of the 1st type BB1 role is carried over. And, in the case where the winning of the 1st type BB2 role is carried over, the main CPU 40a executes the lottery regarding the control of the game state as if the 1st type BB2 role has been won.
[0173] The main CPU 40a performs a lottery for the payout role, the replay role, and the 1st type BB1 role in the role lottery when the start lever 20 is operated in a situation where the multiplication number is set to 2 (hereinafter referred to as the first situation) before the 1st type BB1 role is won in the role lottery (a state where the winning of the 1st type BB1 role is not carried over). On the other hand, the main CPU 40a performs a lottery for the payout role and the replay role in the role lottery when the start lever 20 is operated in a situation where the multiplication number is set to 2 (hereinafter referred to as the second situation) after the 1st type BB1 role is won in the role lottery (a state where the winning of the 1st type BB1 role is carried over), but does not perform a lottery for the 1st type BB1 role. For this reason, when the start lever 20 is operated in the first situation, the 1st type BB1 role and the payout role cannot be won at the same time. On the other hand, when the start lever 20 is operated in the second situation, the 1st type BB1 role and the payout role can be won at the same time. In the first advantageous lottery in the first advantageous transition lottery process and the second advantageous lottery in the second advantageous transition lottery process, the contents of the lottery differ between when the start lever 20 is operated in the first situation and when the start lever 20 is operated in the second situation. In this way, the contents of the lottery related to the control of the game state executed by the main CPU 40a differ between when the start lever 20 is operated in the first situation and when the start lever 20 is operated in the second situation.
[0174] As described above, in the slot machine 10, the contents of the lottery executed by the main CPU 40a regarding the control of the game state differ depending on the number of bets when the start lever 20 is operated and whether or not the winning of the 1st type BB role (1st type BB1 role and 1st type BB2 role) is carried over. In addition, in the slot machine 10, the game characteristics are such that it is possible to increase the number of game medals by controlling to an advantageous state. For this reason, it is recommended to play the slot machine 10 using a game method that can transition to an advantageous state.
[0175] A gaming method that allows a transition to an advantageous state will be described. As described above, the advantageous state is configured to be transitionable from the second normal state and the chance state. The second normal state can be transitionable from the first normal state. In order to transition from the first normal state to the second normal state, it is necessary to establish the transition condition to the advantageous zone in the advantageous zone transition determination process. The transition condition to the advantageous zone is more likely to be established when there are three coins bet, since it is easier to win the payout role than when there are two coins bet. After transitioning to the second normal state, it is possible to transition to the advantageous state by establishing the normal advantageous start condition in the first advantageous transition lottery process. The normal advantageous start condition is most likely to be established when there are three coins bet in a state where the winning of the 1st type BB1 role is carried over.
[0176] For this reason, for example, when controlled to the first normal state, it is recommended to operate the start lever 20 when there are two coins, win the 1st type BB1 role in the role lottery, and then play a 3-coin variable game while the winning of the 1st type BB1 role is carried over, thereby transitioning from the 1st normal state to the 2nd normal state to the advantageous state. For example, when controlled to the second normal state, it is recommended to transition from the 2nd normal state to the advantageous state by playing a 3-coin variable game while the winning of the 1st type BB1 role is carried over.
[0177] When the state is controlled to the chance state, it is possible to transition to the advantageous state by establishing the chance advantageous start condition in the second advantageous transition lottery process. The chance advantageous start condition is most likely to be established when the winning of the 1st type BB1 role is carried over and there is a 3-coin bet. For this reason, for example, when the state is controlled to the chance state, it is recommended to transition from the chance state to the advantageous state by playing a variable game with 3-coin bets and there is a winning of the 1st type BB1 role carried over.
[0178] And, when controlled to the advantageous state, in the state where the winning of the 1st type BB1 role is carried over, the 3-coin bet is performed, and when the bell role and the bell spill role are won, the payout display unit 37 suggests or notifies the player of the operation mode (specific operation mode) that is advantageous to the player among the multiple operation modes of the stop buttons 21a to 21c. Therefore, for example, when controlled to the advantageous state, it is recommended to play the variable game with the 3-coin bet when the winning of the 1st type BB1 role is carried over.
[0179] As described above, in the slot machine 10 of this embodiment, it is recommended to play the variable game with three coins when the winning of the 1st type BB1 role is carried over. For this reason, for example, in a state where neither the winning of the 1st type BB1 role nor the winning of the 1st type BB2 role is carried over, it is recommended to play the variable game with two coins until the 1st type BB1 role is won in the role lottery. Then, after the 1st type BB1 role is won, it is recommended to play the variable game with three coins. In a state where the winning of the 1st type BB2 role is carried over, the 1st type BB1 role is not won in the role lottery, so it is recommended to make the 1st type BB2 role win a prize to make the winning of the 1st type BB1 role and the winning of the 1st type BB2 role not carried over. After that, in a state where neither the winning of the 1st type BB1 role nor the winning of the 1st type BB2 role is carried over, it is recommended to play the variable game with two coins until the 1st type BB1 role is won in the role lottery. After winning the Type 1 BB1 role, it is recommended to play the variable game with 3 coins.
[0180] Next, the process executed by the sub-CPU 41a of the sub-board 41 will be described. The sub-power supply shutdown process will now be described. The secondary CPU 41a executes secondary power cutoff processing when it receives a power cutoff signal output by the power supply unit 50 when the power supply voltage drops below a specified voltage. In the secondary power cutoff processing, the secondary CPU 41a calculates a checksum value of the secondary RWM 41c and stores the calculated checksum value in the secondary RWM 41c. The secondary CPU 41a also stores a backup flag in the secondary RWM 41c. The secondary CPU 41a then waits until the power is completely cut off. Various pieces of information stored in the secondary RWM 41c when the power supply is stopped are retained by the backup function described above even after the power supply is stopped.
[0181] The sub-power-on process will now be described. When the voltage supplied to the sub-substrate 41 reaches a voltage required for the operation of the sub-CPU 41a upon power-on, the sub-CPU 41a performs a startup process (boot process) and starts up. The sub-power-on process is executed after the startup process.
[0182] The secondary CPU 41a performs a backup judgment to judge whether the backed up information is normal. Specifically, the secondary CPU 41a judges whether a backup flag is stored in the secondary RWM 41c. The secondary CPU 41a calculates a checksum value of the secondary RWM 41c and judges whether the calculated checksum value matches the checksum value calculated in the secondary power off process. If the backup flag is stored and the checksum values match, the secondary CPU 41a judges the backup judgment to be normal, whereas if not, it judges the backup judgment to be abnormal. Here, if the backup flag is not stored or the checksum values do not match, there is a high possibility that an abnormality has occurred in part or all of the backed up information.
[0183] If the backup determination determines that there is an abnormality, the secondary CPU 41a performs secondary initialization processing. In the secondary initialization processing, the secondary CPU 41a initializes the backed-up information. After that, the secondary CPU 41a ends the secondary power-on processing and returns based on the initialized information.
[0184] If the backup determination is normal, the secondary CPU 41a checks whether an initial command or a restoration command has been input. If an initial command has been input, the secondary CPU 41a initializes the backed up information. Thereafter, the secondary CPU 41a ends the secondary power-on process and restores based on the initialized information. If a restoration command has been input, the secondary CPU 41a does not perform secondary initialization process, ends the secondary power-on process, and restores based on the backed up information.
[0185] Next, the performance control performed by the sub-CPU 41a will be described. The sub-CPU 41a controls the group of performance devices based on various control commands inputted as the game progresses, and executes various game performances. Here, the "game performance" in this embodiment is a performance in which a performance by one performance device is executed alone, or each performance by two or more performance devices is executed in combination, depending on the progress of the variable game and the transition of the game state. The sub-CPU 41a controls the lower panel lamp 25 to be always on. The sub-CPU 41a controls the backlight BL to be always on. The sub-CPU 41a identifies the current game state based on the first state command, the second state command, the advantageous state command, and the chance state command. The sub-CPU 41a identifies that the game is controlled to the advantageous zone based on the advantageous zone command. The sub-CPU 41a identifies that the game is controlled to the non-advantageous zone based on the non-advantageous zone command. The sub-CPU 41a identifies the bet amount based on the start command. The sub-CPU 41a identifies the awarded prize based on the payout command, the replay command, the BB1 command, and the BB2 command.
[0186] An example of a game presentation executed by the presentation device group will be described below. When the start command is input, the sub-CPU 41a controls the performance display device 15 to display a background corresponding to the multiplication number that can be specified from the start command. Here, the background is an image arranged on the layer with the lowest priority when various objects (images) such as characters and letters are displayed on the performance display device 15. Furthermore, when the start command is input, the sub-CPU 41a controls the speaker 14 to output background music (so-called BGM) corresponding to the multiplication number. That is, the sub-CPU 41a controls the speaker 14 to output background music corresponding to the background displayed on the performance display device 15. Then, the sub-CPU 41a controls the decorative lamp 13 to execute a light-emitting effect (hereinafter referred to as a background light-emitting effect) synchronized with the background music. In this way, in the slot machine 10, a background corresponding to the multiplication number when the start lever 20 is operated is displayed on the performance display device 15, and background music corresponding to the background is output from the speaker 14, and a background light-emitting effect synchronized with the background music is executed on the decorative lamp 13. In addition, when the sub-CPU 41a does not cause the performance display device 15 to display a background image, the sub-CPU 41a causes the speaker 14 to output background music and the decorative lamp 13 to execute a background light emission performance.
[0187] Furthermore, when the sub-CPU 41a inputs any one of the left stop command, the center stop command, and the right stop command, it controls the stop operation lamp 24 (the stop operation lamps 24a to 24c) so as to execute a light-emitting effect based on the stop operation (hereinafter, referred to as a stop light-emitting effect). Specifically, when the sub-CPU 41a inputs any one of the left stop command, the center stop command, and the right stop command, it controls the stop operation lamp 24 so as to flash in white for a predetermined period (for example, 500 ms). In other words, in the slot machine 10, three stop light-emitting effects are executed in one variation game. Furthermore, the sub-CPU 41a controls the stop operation lamp 24 so as to turn off when the predetermined period ends.
[0188] In this way, the stop light-emitting effect is an effect that is executed when the stop buttons 21a to 21c are operated to stop and the reels 16a to 16c stop. Therefore, the stop light-emitting effect can be said to be a light-emitting effect related to the stop of the reels. In this embodiment, the stop light-emitting effect executed by the stop operation lamps 24a to 24c corresponds to a specific light-emitting effect.
[0189] When the variable game ends, the sub-CPU 41a inputs either a payout command or a replay command, and executes a result light-emitting performance based on the winning combination. For example, when a replay combination is won, the sub-CPU 41a controls the stop operation lamp 24 so that it lights up in blue when the variable game ends. For example, when a bell combination is won, the sub-CPU 41a controls the stop operation lamp 24 so that it lights up in yellow when the variable game ends. For example, when a watermelon combination is won, the sub-CPU 41a controls the stop operation lamp 24 so that it lights up in green when the variable game ends. For example, when a cherry combination is won, the sub-CPU 41a controls the stop operation lamp 24 so that it lights up in red when the variable game ends. The sub-CPU 41a lights up the stop operation lamp 24 in each color based on the winning combination, and then turns it off after a predetermined period has passed.
[0190] As described above, in the slot machine 10, during the execution of the variation game, the background light-emitting effect can be executed in the decorative lamp 13, and the stop light-emitting effect can be executed in the stop operation lamp 24. That is, in the slot machine 10 of this embodiment, during the execution of the variation game, light-emitting effects can be executed in each of the multiple light-emitting means. The decorative lamp 13 is not limited to the background light-emitting effect, and may execute a light-emitting effect other than the background light-emitting effect. Also, the stop operation lamp 24 is not limited to the stop light-emitting effect and the result light-emitting effect, and may execute a light-emitting effect other than the stop light-emitting effect and the result light-emitting effect.
[0191] When the sub-CPU 41a inputs the instruction information command, it controls the performance display device 15 to display information (hereinafter referred to as navigation information) that can identify an operation mode (in this embodiment, an operation sequence) that is advantageous to the player among multiple operation modes for the stop buttons 21a to 21c in one variable game that can be identified from the instruction information command. That is, the performance display device 15 can execute an operation performance based on a specific operation mode suggested or notified in the payout display unit 37. As an example, the navigation information in the performance display device 15 is a number, a letter, or an icon that can identify an operation mode that is advantageous to the player among multiple operation modes for the stop buttons 21a to 21c. In the performance display device 15, the navigation information is displayed by being arranged on a layer that has a higher priority than the above-mentioned background. The performance related to the navigation information is a performance (hereinafter referred to as operation performance) that suggests or notifies an operation mode (specific operation mode) that is advantageous to the player among multiple operation modes for the stop buttons 21a to 21c. In this way, the effect display device 15 can execute an operation effect that suggests or notifies a player of a specific operation mode that is advantageous to the player among a plurality of operation modes for a plurality of stop operation means. The operation effect ends when the variable game ends.
[0192] An example of the operation presentation will be described below. When the instruction information command is input, the sub-CPU 41a controls the performance display device 15 to start the operation performance. When the operation performance starts, the performance display device 15 displays information that can identify whether the operation sequence of the stop buttons 21a to 21c is the first stop operation to the third stop operation. For example, in the case of the fourth push order, the performance display device 15 displays a left image OH with the number "3" surrounded by a circle as an image suggesting or notifying the operation sequence of the left stop button 21a. Furthermore, in the case of the fourth push order, the performance display device 15 displays a middle image ON with the number "1" surrounded by a circle as an image suggesting or notifying the operation sequence of the middle stop button 21b. Furthermore, in the case of the fourth push order, the performance display device 15 displays a right image OM with the number "2" surrounded by a circle as an image suggesting or notifying the operation sequence of the right stop button 21c. This allows the player to understand that the center stop button 21b is the first stop operation, the right stop button 21c is the second stop operation, and the left stop button 21a is the third stop operation.
[0193] Then, when any of the stop buttons 21a to 21c is operated after the operation performance is started, the image suggesting or notifying the operation order of the operated stop button is erased in the performance display device 15. For example, in the case of the fourth push order, when the center stop button 21b is operated for the first stop, the center image ON is erased in the performance display device 15. At this time, the left image OH and the right image OM are continuously displayed in the performance display device 15. After that, when the right stop button 21c is operated for the second stop, the right image OM is erased in the performance display device 15. At this time, the left image OH is continuously displayed in the performance display device 15. After that, when the left stop button 21a is operated for the third stop, the left image OH is erased in the performance display device 15. Then, the variable game ends, and the operation performance ends in the performance display device 15. In this way, in an advantageous state, it is possible to execute the operation performance during the execution of the variable game.
[0194] When the sub-CPU 41a inputs a start command, it can control the performance display device 15 to display information suggesting a winning role that can be specified from the winning command (hereinafter referred to as role suggestion information). As an example, the role suggestion information by the performance display device 15 is a pattern that constitutes a winning role, or a character of the same color as the color contained in the pattern that constitutes a winning role. Without being limited to this, the role suggestion information by the performance display device 15 may be, for example, a character string that suggests or notifies a winning role, or may display a line of a specific character. The role suggestion information is displayed by being arranged on a layer that has a higher priority than the above-mentioned background.
[0195] In this way, the sub-CPU 41a can execute game effects in the effect display device 15. The sub-CPU 41a can control the effect display device 15 to display a background, and can also control the effect display device 15 to display navigation information or role suggestion information. The sub-CPU 41a may also execute various game effects in the decorative lamps 13 and the speaker 14, similarly to the effect display device 15. As described above, in the slot machine 10, effects can be executed in the effect device group during execution of the variable game.
[0196] Next, a specific example of the display contents of the effect display device 15 during execution of the variable game will be described. As shown in Fig. 9(a) to (f), the effect display device 15 executes a game effect according to whether the winning of the 1st type BB role (1st type BB1 role and 1st type BB2 role) is carried over and the multiplication number when the start lever 20 is operated. In this embodiment, regardless of whether it is an advantageous zone or not, a game effect is executed according to whether the winning of the 1st type BB role is carried over and the multiplication number when the start lever 20 is operated. In this embodiment, regardless of the game state, a game effect is executed according to whether the winning of the 1st type BB role is carried over and the multiplication number when the start lever 20 is operated.
[0197] Specifically, FIG. 9(a) shows an example of the display contents of the performance display device 15 during the execution of the variable game when the start lever 20 is operated and started when neither the winning of the 1st type BB1 role nor the winning of the 1st type BB2 role is carried over, and the number of coins is two. In this case, the performance display device 15 displays an image imitating the back of the character CH and a game-related image KK1. The game-related image KK1 is an image including text information such as "Not inside the 1st type BB1". The image imitating the back of the character CH and the game-related image KK1 are both still images. The performance display device 15 displays an image imitating the back of the character CH and the game-related image KK1 with the start of the variable game. After that, the performance display device 15 displays the image imitating the back of the character CH and the game-related image KK1 statically until the variable game ends, and both images are erased when the variable game ends. In this embodiment, the effect in which the game-related image KK1 is displayed on the effect display device 15 corresponds to the specific effect.
[0198] FIG. 9(b) shows an example of the display contents of the performance display device 15 during execution of the variation game when the start lever 20 is operated and started when the winning of the 1st type BB1 role is carried over and the bet number is 2. In this case, the performance display device 15 displays only an image that imitates the back of the character CH. Note that the image that imitates the back of the character CH is a still image. The performance display device 15 displays an image that imitates the back of the character CH as the variation game starts. After that, the performance display device 15 displays the image that imitates the back of the character CH statically until the variation game ends, and the image that imitates the back of the character CH is erased when the variation game ends.
[0199] FIG. 9(c) shows an example of the display contents of the performance display device 15 during the execution of the variable game when the start lever 20 is operated and started when the winning of the 1st type BB2 role is carried over and the number of bets is 2. In this case, the performance display device 15 displays an image imitating the back of the character CH and a game-related image KK2. The game-related image KK2 is an image including text information such as "Aim for BAR with 3 bets". The image imitating the back of the character CH and the game-related image KK2 are both still images. The performance display device 15 displays an image imitating the back of the character CH and the game-related image KK2 with the start of the variable game. After that, the performance display device 15 displays the image imitating the back of the character CH and the game-related image KK2 statically until the variable game ends, and both images are erased when the variable game ends. The game-related image KK2 is an image that suggests or notifies that it is recommended to perform a stop operation so that the 1st type BB2 stop is derived on the pay line NL in a 3-coin variable game. In other words, the game-related image KK2 is an image that suggests or notifies that it is recommended to operate the stop buttons 21a to 21c so that the 1st type BB2 role is won in a 3-coin variable game.
[0200] FIG. 9(d) shows an example of the display contents of the effect display device 15 during the execution of the variation game when the start lever 20 is operated and started when neither the winning of the 1st type BB1 role nor the winning of the 1st type BB2 role is carried over, and the number of coins is three. In this case, the effect display device 15 displays a background image and a game-related image KK3. The game-related image KK3 is an image including text information such as "Play with 2 coins". The background image is a moving image. On the other hand, the game-related image KK3 is a still image. The effect display device 15 displays the background image and the game-related image KK3 with the start of the variation game, and then, when the variation game ends, the game-related image KK3 is erased. At this time, the background image is not erased. Incidentally, when the background image is displayed, if the next variation game is played with 2 coins as in FIG. 9(a) to FIG. 9(c), the background image is erased. On the other hand, when the background image is displayed and the next variation game is played with three coins as in Figures 9(d) to 9(f), the background image continues to be dynamically displayed.
[0201] FIG. 9(e) shows an example of the display contents of the performance display device 15 during the execution of the variable game when the start lever 20 is operated and started when the winning of the 1st type BB1 role is carried over and the multiplication number is 3. In this case, the performance display device 15 displays a background image. In addition to this, the performance display device 15 may display navigation information. Also, the performance display device 15 may display role suggestion information. FIG. 9(e) is an example of the case where role suggestion information is displayed. The role suggestion information in FIG. 9(e) is composed of an image imitating the front figure of the character CH and an image imitating the line "It's your chance!!" Note that the background image and the role suggestion information are moving images. In the performance display device 15, the background image is displayed with the start of the variable game, and then the role suggestion information is displayed when a predetermined time has passed. After that, when the variable game ends, the role suggestion information is erased. At this time, the background image is not erased.
[0202] FIG. 9(f) shows an example of the display contents of the performance display device 15 during the execution of the variable game when the start lever 20 is operated and started when the winning of the 1st type BB2 role is carried over and the number of coins is 3. In this case, the performance display device 15 displays a background image and a game-related image KK4. The game-related image KK4 is an image including text information such as "Aim for the BAR". The background image is a moving image. On the other hand, the game-related image KK4 is a still image. The performance display device 15 displays the background image and the game-related image KK4 with the start of the variable game, and then, when the variable game ends, the game-related image KK4 is erased. At this time, the background image is not erased. The game-related image KK4 is an image that suggests or notifies that it is recommended to perform a stop operation so that the 1st type BB2 stop is derived on the pay line NL. That is, the game-related image KK4 is an image that suggests or notifies that it is recommended to operate the stop buttons 21a to 21c so that the 1st type BB2 combination is won.
[0203] As described above, in the slot machine 10 of this embodiment, the game presentation is executed according to whether the winning of the 1st type BB role (1st type BB1 role and 1st type BB2 role) is carried over and the multiplier number set when the start lever 20 is operated.
[0204] As described above, in the slot machine 10 of this embodiment, it is recommended to play the variable game with 3 coins when the winning of the 1st type BB1 role is carried over. For example, in a state where neither the winning of the 1st type BB1 role nor the winning of the 1st type BB2 role is carried over, it is recommended to play the variable game with 2 coins until the winning of the 1st type BB1 role is won in the role drawing.
[0205] In FIG. 9(a), the game-related image KK1 is displayed on the effect display device 15 to suggest or inform that the winning of the 1st type BB1 role is not carried over. In other words, the effect (specific effect) in which the game-related image KK1 is displayed on the effect display device 15 is an effect that suggests or informs that an event has not occurred in which the 1st type BB1 role was won in the role lottery and the symbol combination corresponding to the 1st type BB1 role was not derived in the variation game before the variation game in which the specific effect was executed. Furthermore, in FIG. 9(a), the effect display device 15 suggests or informs that the variation game was played with two coins by displaying an image imitating the back of the character CH. In other words, the effect display device 15 suggests or informs that it is recommended to play the variation game with two coins until the winning of the 1st type BB1 role is carried over.
[0206] In FIG. 9(d), by displaying a game-related image KK3 on the performance display device 15, it is suggested or notified that it is recommended to play a variable game with two coins and carry over the winning of the 1st type BB1 role.
[0207] In Fig. 9(c), the game-related image KK2 is displayed on the performance display device 15 to suggest or inform that the winning of the 1st type BB2 role is carried over. Furthermore, in Fig. 9(c), the performance display device 15 displays an image of the back of the character CH to suggest or inform that the variable game has been played with 2 coins. In other words, the performance display device 15 suggests or informs that it is recommended to play the variable game with 3 coins and win the 1st type BB2 role to bring about a state in which neither the winning of the 1st type BB1 role nor the winning of the 1st type BB2 role is carried over.
[0208] In FIG. 9(f), by displaying the game-related image KK4 on the performance display device 15, it is suggested or notified that it is recommended to win the 1st type BB2 role and to have neither the 1st type BB1 role nor the 1st type BB2 role carried over.
[0209] In Fig. 9(b), the game-related image KK1 and the game-related image KK2 are not displayed on the performance display device 15, thereby suggesting or informing that the winning of the 1st type BB1 role has been carried over. Furthermore, in Fig. 9(b), the performance display device 15 displays an image of the back of the character CH, thereby suggesting or informing that the variable game has been played with two coins. In other words, the performance display device 15 suggests or informs that it is recommended to play the variable game with three coins.
[0210] In Fig. 9(e), the game-related image KK3 and the game-related image KK4 are not displayed on the performance display device 15, thereby suggesting or informing that the winning of the 1st type BB1 role is carried over. Also, in Fig. 9(e), the game-related image KK3 and the game-related image KK4 are not displayed on the performance display device 15, thereby suggesting or informing that the variation game has been played with 3 coins. This suggests or informs that the variation game is being played with the recommended game method of playing the variation game with 3 coins in a state in which the winning of the 1st type BB1 role is carried over.
[0211] In this way, in the slot machine 10, the presentation executed during the variable game differs depending on whether the winning of the 1st type BB role (1st type BB1 role and 1st type BB2 role) is carried over and the multiplier number set when the start lever 20 is operated.
[0212] As shown in Figures 9(a) to 9(f), the presentation executed during the execution of a variation game that is started by operating the start lever 20 when the bet is set to three coins is different from the presentation executed during the execution of a variation game that is started by operating the start lever 20 when the bet is set to two coins.
[0213] As shown in Figures 9(a) and 9(b), the presentation executed during the execution of a variable game started by operating the start lever 20 before the winning of the 1st type BB1 role in the role drawing and when the multiplier is set to 2 coins is different from the presentation executed during the execution of a variable game started by operating the start lever 20 when the winning of the 1st type BB1 role has been carried over and when the multiplier is set to 2 coins.
[0214] As shown in Fig. 9(a) and Fig. 9(b), before the first type BB1 role is won in the role lottery and when the multiplier is set to 2, during the execution of the variation game started by operating the start lever 20, the game-related image KK1 is displayed on the performance display device 15. On the other hand, during the execution of the variation game started by operating the start lever 20 when the winning of the first type BB1 role is carried over and when the multiplier is set to 2, the game-related image KK1 is not displayed on the performance display device 15. In other words, during the execution of the variation game executed by operating the start lever 20 in the first situation, a specific performance is executed that is not executed during the execution of the variation game executed by operating the start lever 20 in the second situation.
[0215] As shown in Figures 9(a) and 9(d), the presentation executed during the execution of a variable game started by operating the start lever 20 before a type 1 BB1 role is won in the role drawing and when the multiplier is set to 2 coins is different from the presentation executed during the execution of a variable game started by operating the start lever 20 before a type 1 BB1 role is won in the role drawing and when the multiplier is set to 3 coins.
[0216] As shown in Figures 9(b) and 9(c), the presentation executed during the execution of a variable game started by operating the start lever 20 when a winning combination of a type 1 BB1 role has been carried over and the multiplier is set to 2 is different from the presentation executed during the execution of a variable game started by operating the start lever 20 when a winning combination of a type 1 BB2 role has been carried over and the multiplier is set to 2.
[0217] As shown in Figures 9(b) and 9(e), the presentation executed during the execution of a variable game started by operating the start lever 20 when a winning combination of a type 1 BB1 role has been carried over and the multiplier is set to 2 coins is different from the presentation executed during the execution of a variable game started by operating the start lever 20 when a winning combination of a type 1 BB1 role has been carried over and the multiplier is set to 3 coins.
[0218] As shown in Figures 9(d) and 9(e), the presentation executed during the execution of the variable game started by operating the start lever 20 before the winning of the 1st type BB1 role in the role lottery and when the multiplier is set to 3 coins is different from the presentation executed during the execution of the variable game started by operating the start lever 20 when the winning of the 1st type BB1 role has been carried over and the multiplier is set to 3 coins.
[0219] As shown in Figures 9(e) and 9(f), the presentation executed during the execution of a variable game started by operating the start lever 20 when a winning combination of a type 1 BB1 role has been carried over and the multiplier is set to 3 is different from the presentation executed during the execution of a variable game started by operating the start lever 20 when a winning combination of a type 1 BB2 role has been carried over and the multiplier is set to 3.
[0220] Next, an example of the presentation that is executed when power supply is resumed after the power supply is stopped during the execution of the variable game will be described. As shown in FIG. 10(a) and FIG. 10(b), when the power supply is stopped during the execution of the variable game, the sub-CPU 41a executes the sub-power-on process when the power supply is resumed. After the sub-CPU 41a ends the sub-power-on process, it controls the performance device group to execute the performance. Specifically, after the sub-CPU 41a ends the sub-power-on process, it controls the performance display device 15 to display a return image DF. The return image DF is an image including text information saying "Return from the next game". Furthermore, if navigation information was displayed on the performance display device 15 before the power supply was stopped, the sub-CPU 41a controls the performance display device 15 to return the display of the navigation information after the sub-power-on process is completed. In addition, after the sub-CPU 41a ends the sub-power-on process, it controls the stop operation lamp 24 so that a stop light emission performance is executed every time a stop operation is performed.
[0221] On the other hand, the sub-CPU 41a does not restore the display of the background that was displayed on the effect display device 15 before the power supply was stopped after the sub-power-on process is completed. Similarly, the sub-CPU 41a does not restore the background music that was output from the speaker 14 before the power supply was stopped after the sub-power-on process is completed. In addition, the sub-CPU 41a does not restore the background light-emitting effect that was executed on the decorative lamp 13 before the power supply was stopped after the sub-power-on process is completed. The sub-CPU 41a does not restore not only the background light-emitting effect but also light-emitting effects other than the stop light-emitting effect after the sub-power-on process is completed. In other words, if the power supply is stopped during the execution of a variable game, when the power supply is resumed thereafter, a light-emitting effect other than the stop light-emitting effect is not executed during the execution of the resumed variable game. The sub-CPU 41a does not restore the display of the role suggestion information even if the role suggestion information was displayed on the effect display device 15 before the power supply was stopped after the sub-power-on process is completed. Incidentally, the sub-CPU 41a can execute various effects that are not restored when the power supply is resumed, when the next variable game starts.
[0222] After the sub-power-on process is completed, the sub-CPU 41a controls the group of effect devices as described above, regardless of whether or not the game was in an advantageous zone before the power supply was stopped. Also, after the sub-power-on process is completed, the sub-CPU 41a controls the group of effect devices as described above, regardless of the game state before the power supply was stopped. Also, after the sub-power-on process is completed, the sub-CPU 41a controls the group of effect devices as described above, regardless of the effect that was being executed before the power supply was stopped. In other words, the sub-CPU 41a executes the same control when the power supply is resumed, regardless of which of the effects in Figs. 9(a) to 9(f) is being executed during the execution of the variable game.
[0223] Fig. 10(a) shows an example of the display contents of the effect display device 15 and the light emission state of the stop operation lamp 24 when the power supply is stopped after the center stop button 21b is operated to perform the first stop operation and then the power supply is resumed when the operation effect is not being executed during the execution of the variable game. That is, in Fig. 10(a), the variable game is being executed, the center reel 16b among the reels 16a to 16c is stopped, and the left reel 16a and the right reel 16c are rotating.
[0224] When the operation effect is not being executed during the execution of the variation game, if the power supply is stopped after the center stop button 21b is operated to perform the first stop operation, and then the power supply is resumed, the return image DF is displayed on the effect display device 15. After that, the return image DF is continuously displayed on the effect display device 15 until the next variation game starts. Then, when the next variation game starts, as shown in Fig. 9(a) to Fig. 9(f), a game effect is executed according to whether the winning of the 1 type BB role (1 type BB1 role and 1 type BB2 role) is carried over and the multiplication number set when the start lever 20 is operated, and the return image DF is erased.
[0225] When no operation effect is being executed during the execution of a variable game, if the power supply is stopped after the first stop operation of the center stop button 21b and then resumed, the stop operation lamp 24 executes a stop light emission effect when the left stop button 21a is stopped, and executes a stop light emission effect when the right stop button 21c is stopped. Also, the stop operation lamp 24 executes a stop light emission effect every time a stop operation is performed during the next variable game.
[0226] Figure 10(b) shows an example of the display content of the performance display device 15 and the illumination state of the stop operation lamp 24 when the power supply is stopped after the middle stop button 21b is operated to perform the first stop operation and then the power supply is resumed when an operation performance is being executed during the execution of a variable game.
[0227] When an operation presentation is being performed during the execution of a variation game, if the power supply is stopped after the center stop button 21b is operated to perform the first stop operation, and then the power supply is resumed, the return image DF is displayed on the presentation display device 15. After that, the return image DF is continuously displayed on the presentation display device 15 until the next variation game starts. Then, when the next variation game starts, as shown in Figs. 9(a) to 9(f), a game presentation is executed according to whether the winning of the 1 type BB role (1 type BB1 role and 1 type BB2 role) is carried over and the multiplication number set when the start lever 20 is operated, and the return image DF is erased.
[0228] In addition, when an operation performance is being performed during the execution of a variable game, if the power supply is stopped after the center stop button 21b is operated to the first stop and then the power supply is resumed, the performance display device 15 displays the same navigation information as before the power supply was stopped. Incidentally, in FIG. 10(b), it is assumed that the navigation information of the fourth push order was displayed before the power supply was stopped. In FIG. 10(b), the display of the center image ON is erased based on the center stop button 21b being operated to the first stop before the power supply was stopped. After that, when the power supply is resumed and the right stop button 21c is operated to the second stop, the display of the right image OM is erased, and when the left stop button 21a is operated to the third stop, the display of the left image OH is erased. Note that the operation performance can also be executed in the next variable game.
[0229] When the operation effect is being performed during the execution of the variable game, if the power supply is stopped after the first stop operation of the center stop button 21b and then resumed, the stop operation lamp 24 executes a stop light emission effect when the left stop button 21a is stopped, and executes a stop light emission effect when the right stop button 21c is stopped. Also, the stop operation lamp 24 executes a stop light emission effect every time the stop operation is performed during the next variable game.
[0230] As described above, when the power supply is stopped during the execution of the variable game and then resumed, the slot machine 10 can display the return image DF on the performance display device 15, regardless of whether the game was in an advantageous zone before the power supply was stopped. Also, when the power supply is stopped during the execution of the variable game and then resumed, the slot machine 10 can display the return image DF on the performance display device 15, regardless of the game state before the power supply was stopped. Also, when the power supply is stopped during the execution of the variable game and then resumed, the slot machine 10 can display the return image DF on the performance display device 15, regardless of the performance that was being executed before the power supply was stopped. In other words, the sub-CPU 41a can display the return image DF on the performance display device 15 when the power supply is resumed, regardless of which of the performances in FIG. 9(a) to FIG. 9(f) is being executed during the execution of the variable game.
[0231] When the power supply is stopped during the execution of the variation game and then resumed, the slot machine 10 can execute the stop light emission effect on the stop operation lamp 24, regardless of whether the game was in an advantageous zone before the power supply was stopped. Also, when the power supply is stopped during the execution of the variation game and then resumed, the slot machine 10 can execute the stop light emission effect on the stop operation lamp 24, regardless of the game state before the power supply was stopped. Also, when the power supply is stopped during the execution of the variation game and then resumed, the slot machine 10 can execute the stop light emission effect on the stop operation lamp 24, regardless of the effect executed before the power supply was stopped. That is, the sub-CPU 41a can execute the stop light emission effect on the stop operation lamp 24 after the power supply is resumed, regardless of which of the effects shown in FIG. 9(a) to FIG. 9(f) is executed during the execution of the variation game.
[0232] Here, the operation of the first embodiment will be described with reference to Figs. 11(a) to 11(d), 12(a) to 12(f), 13(a) and 13(b). 11(a) and 11(b) show an example of the display contents of the effect display device 15 when the power supply is stopped during the execution of a variable game that is started by operating the start lever 20 when neither the winning of the 1st type BB1 role nor the winning of the 1st type BB2 role is carried over, and the number of coins is two. As shown in FIG. 11(a), during the execution of the variable game and before the power supply is stopped, the effect display device 15 displays an image imitating the back of the character CH and a game-related image KK1. Furthermore, although not shown, during the execution of the variable game and before the power supply is stopped, the speaker 14 outputs background music. During the execution of the variable game and before the power supply is stopped, the decorative lamp 13 executes a background light-emitting effect. Furthermore, during the execution of the variable game and before the power supply is stopped, if a stop operation is performed, the stop operation lamp 24 executes a stop light-emitting effect.
[0233] As shown in FIG. 11(b), when the variation game is being executed and after the power supply is resumed, the effect display device 15 displays the return image DF. Furthermore, although not shown, when the variation game is being executed and after the power supply is resumed, if a stop operation is performed, the stop operation lamp 24 executes a stop light emission effect. On the other hand, when the variation game is being executed and after the power supply is resumed, the speaker 14 does not output background music. Similarly, when the variation game is being executed and after the power supply is resumed, the decorative lamp 13 does not execute a background light emission effect. Note that when the variation game is being executed and after the power supply is resumed, a light emission effect other than the stop light emission effect is not executed. Thereafter, the variation game ends as the game progresses.
[0234] When the start lever 20 is operated when the number of coins is 2 and the next variation game is started after the variation game is ended after the power supply is resumed, if the player does not win the 1st type BB1 role in the role drawing when the variation game (the previous variation game) in FIG. 11(a) starts, the performance shown in FIG. 11(a) is executed again. On the other hand, when the start lever 20 is operated when the number of coins is 2 and the next variation game is started after the variation game is ended after the power supply is resumed, if the player wins the 1st type BB1 role in the role drawing when the variation game (the previous variation game) in FIG. 11(a) starts, the performance shown in FIG. 9(b) is executed. In addition, when the stop operation is performed in the next variation game after the variation game is ended after the power supply is resumed, the stop operation lamp 24 executes the stop light emission performance. In addition, in the next variation game after the variation game is ended after the power supply is resumed, background music is output from the speaker 14 and the background light emission performance is executed from the decorative lamp 13.
[0235] In this way, in the case where the start lever 20 is operated in the first situation, the type 1 BB1 role is not won in the role drawing, a variation game is executed, and the power supply is stopped during the execution of the variation game, and in the case where the start lever 20 is operated in the first situation, the type 1 BB1 role is won in the role drawing, a variation game is executed, and the power supply is stopped during the execution of the variation game, the same presentation is executed when the power supply is resumed, but the presentation executed during the execution of the variation game executed when the start lever 20 is operated and the multiplier is set to 2 after the power supply is resumed is different. In the case where the start lever 20 is operated in the first situation, a variation game is executed without winning the 1st type BB1 role in the role drawing, and power supply is stopped during the execution of the variation game, and in the case where the start lever 20 is operated in the first situation, a variation game is executed without winning the 1st type BB1 role in the role drawing, and power supply is stopped during the execution of the variation game, the same stop light emission effect is executed during the execution of the resumed variation game when power supply is resumed, and the same stop light emission effect is executed during the execution of the variation game executed by operating the start lever 20 after power supply is resumed and the multiplier is set to 2.
[0236] When the start lever 20 is operated to start the next variation game when the number of coins is 3 after the variation game ends after the power supply is resumed, if the player does not win the 1st type BB1 role in the role drawing when the variation game (the previous variation game) in Fig. 11(a) starts, the performance shown in Fig. 9(d) is executed. On the other hand, when the start lever 20 is operated to start the next variation game when the number of coins is 3 after the variation game ends after the power supply is resumed, if the player wins the 1st type BB1 role in the role drawing when the variation game (the previous variation game) in Fig. 11(a) starts, the performance shown in Fig. 9(e) is executed.
[0237] In this way, in the case where the start lever 20 is operated in the first situation, the type 1 BB1 role is not won in the role drawing, a variation game is executed, and the power supply is stopped during the execution of the variation game, and in the case where the start lever 20 is operated in the first situation, the type 1 BB1 role is won in the role drawing, a variation game is executed, and the power supply is stopped during the execution of the variation game, the same presentation is executed when the power supply is resumed, but the presentation executed during the variation game executed when the start lever 20 is operated and the multiplier is set to 3 after the power supply is resumed is different.
[0238] 11(c) and 11(d) show an example of the display contents of the effect display device 15 when the power supply is stopped during the execution of the variable game that was started by operating the start lever 20 when the winning of the 1st type BB1 role is carried over and the number of coins is 2. As shown in FIG. 11(c), while the variable game is being executed and before the power supply is stopped, the effect display device 15 displays an image imitating the back of the character CH. Furthermore, although not shown, while the variable game is being executed and before the power supply is stopped, the speaker 14 outputs background music. Then, while the variable game is being executed and before the power supply is stopped, the decorative lamp 13 executes a background light-emitting effect. Also, while the variable game is being executed and before the power supply is stopped, if a stop operation is performed, the stop operation lamp 24 executes a stop light-emitting effect.
[0239] As shown in FIG. 11(d), when the variation game is being executed and after the power supply is resumed, the effect display device 15 displays the return image DF. Furthermore, although not shown, when the variation game is being executed and after the power supply is resumed, if a stop operation is performed, the stop operation lamp 24 executes a stop light emission effect. On the other hand, when the variation game is being executed and after the power supply is resumed, the speaker 14 does not output background music. Similarly, when the variation game is being executed and after the power supply is resumed, the decorative lamp 13 does not execute a background light emission effect. Note that when the variation game is being executed and after the power supply is resumed, a light emission effect other than the stop light emission effect is not executed. Thereafter, the variation game ends as the game progresses.
[0240] When the start lever 20 is operated to start the next variation game when the number of coins is 2 after the variation game ends after the power supply is resumed, the performance shown in FIG. 11(c) is executed again. On the other hand, when the start lever 20 is operated to start the next variation game when the number of coins is 3 after the variation game ends after the power supply is resumed, the performance shown in FIG. 9(e) is executed. In addition, when the stop operation is performed in the next variation game after the variation game ends after the power supply is resumed, the stop operation lamp 24 executes the stop light emission performance. In addition, in the next variation game after the variation game ends after the power supply is resumed, background music is output from the speaker 14 and the background light emission performance is executed from the decorative lamp 13.
[0241] As shown in Figures 11(a) to 11(d), when the power supply is stopped during the execution of a variable game that has been started by operating the start lever 20 before the winning of the 1st type BB1 role in the role lottery and when the multiplier is set to 2, and when the power supply is stopped during the execution of a variable game that has been started by operating the start lever 20 when the winning of the 1st type BB1 role has been carried over and when the multiplier is set to 2, the presentation that was being executed before the power supply was stopped is different, but when the power supply is resumed, the same presentation is executed. In addition, if the power supply is stopped during the execution of a variation game that has started by operating the start lever 20 before the winning of the 1st type BB1 role in the role lottery and when the multiplier is set to 2, and if the power supply is stopped during the execution of a variation game that has started by operating the start lever 20 when the winning of the 1st type BB1 role has been carried over and when the multiplier is set to 2, the same stop light emission effect will be executed during the execution of the resumed variation game when the power supply is resumed.
[0242] 12(a) and 12(b) show an example of the display contents of the effect display device 15 when the power supply is stopped during the execution of a variable game that is started by operating the start lever 20 when the winning of the 1st type BB2 role is carried over and the number of coins is 2. As shown in FIG. 12(a), during the execution of the variable game and before the power supply is stopped, the effect display device 15 displays an image imitating the back of the character CH and a game-related image KK2. Furthermore, although not shown, during the execution of the variable game and before the power supply is stopped, the speaker 14 outputs background music. During the execution of the variable game and before the power supply is stopped, the decorative lamp 13 executes a background light-emitting effect. Furthermore, during the execution of the variable game and before the power supply is stopped, if a stop operation is performed, the stop operation lamp 24 executes a stop light-emitting effect.
[0243] As shown in FIG. 12(b), when the variation game is being executed and after the power supply is resumed, the effect display device 15 displays the return image DF. Furthermore, although not shown, when the variation game is being executed and after the power supply is resumed, if a stop operation is performed, the stop operation lamp 24 executes a stop light emission effect. On the other hand, when the variation game is being executed and after the power supply is resumed, the speaker 14 does not output background music. Similarly, when the variation game is being executed and after the power supply is resumed, the decorative lamp 13 does not execute a background light emission effect. Note that when the variation game is being executed and after the power supply is resumed, a light emission effect other than the stop light emission effect is not executed. Thereafter, the variation game ends as the game progresses.
[0244] When the start lever 20 is operated to start the next variation game when the number of coins is 2 after the variation game ends after the power supply is resumed, the performance shown in FIG. 12(a) is executed again. On the other hand, when the start lever 20 is operated to start the next variation game when the number of coins is 3 after the variation game ends after the power supply is resumed, the performance shown in FIG. 9(f) is executed. In addition, when the stop operation is performed in the next variation game after the variation game ends after the power supply is resumed, the stop operation lamp 24 executes the stop light emission performance. In addition, in the next variation game after the variation game ends after the power supply is resumed, background music is output from the speaker 14 and the background light emission performance is executed from the decorative lamp 13.
[0245] As shown in Figures 11(c), 11(d), 12(a), and 12(b), when the power supply is stopped during the execution of a variable game that has been started by operating the start lever 20 when a winning combination of a type 1 BB2 role has been carried over and the multiplier is set to 2, and when the power supply is stopped during the execution of a variable game that has been started by operating the start lever 20 when a winning combination of a type 1 BB1 role has been carried over and the multiplier is set to 2, the presentation that was being executed before the power supply was stopped is different, but when the power supply is resumed, the same presentation is executed.
[0246] FIG. 12(c) and FIG. 12(d) show an example of the display contents of the effect display device 15 when the power supply is stopped during the execution of the variable game that was started by operating the start lever 20 when neither the winning of the 1st type BB1 role nor the winning of the 1st type BB2 role is carried over, and the number of coins is 3. As shown in FIG. 12(c), during the execution of the variable game and before the power supply is stopped, the effect display device 15 displays a background image and a game-related image KK3. Furthermore, although not shown, during the execution of the variable game and before the power supply is stopped, the speaker 14 outputs background music. During the execution of the variable game and before the power supply is stopped, the decorative lamp 13 executes a background light-emitting effect. Furthermore, during the execution of the variable game and before the power supply is stopped, if a stop operation is performed, the stop operation lamp 24 executes a stop light-emitting effect.
[0247] As shown in FIG. 12(d), when the variation game is being executed and after the power supply is resumed, the return image DF is displayed on the effect display device 15. Furthermore, although not shown, when the variation game is being executed and after the power supply is resumed, if a stop operation is performed, the stop operation lamp 24 executes a stop light emission effect. On the other hand, when the variation game is being executed and after the power supply is resumed, the speaker 14 does not output background music. Similarly, when the variation game is being executed and after the power supply is resumed, the decorative lamp 13 does not execute a background light emission effect. Note that when the variation game is being executed and after the power supply is resumed, a light emission effect other than the stop light emission effect is not executed. Thereafter, the variation game ends as the game progresses.
[0248] When the start lever 20 is operated when the number of coins is three and the next variation game is started after the variation game is ended and the player does not win the 1st type BB2 role in the role drawing when the variation game (the previous variation game) in FIG. 12(c) starts, the performance shown in FIG. 12(c) is executed again. On the other hand, when the start lever 20 is operated when the number of coins is three and the next variation game is started after the variation game is ended and the player wins the 1st type BB2 role in the role drawing when the variation game (the previous variation game) in FIG. 12(c) starts, the performance shown in FIG. 9(f) is executed. In addition, when the stop operation is performed in the next variation game after the variation game is ended and the power supply is resumed, the stop operation lamp 24 executes the stop light emission performance. In addition, in the next variation game after the variation game is ended and the power supply is resumed, background music is output from the speaker 14 and the background light emission performance is executed from the decorative lamp 13.
[0249] As shown in Figures 11(a), 11(b), 12(c), and 12(d), when power supply is stopped during the execution of a variable game that is started by operating the start lever 20 when the multiplier is set to 2 before the winning of the 1st type BB1 role in the role drawing, and when power supply is stopped during the execution of a variable game that is started by operating the start lever 20 when the multiplier is set to 3 before the winning of the 1st type BB1 role in the role drawing, the presentation that was being executed before the power supply was stopped is different, but when power supply is resumed, the same presentation is executed.
[0250] FIG. 12(e) and FIG. 12(f) show an example of the display contents of the effect display device 15 when the power supply is stopped during the execution of the variable game that was started by operating the start lever 20 when the winning of the 1st type BB1 role is carried over and the multiplication number is 3. As shown in FIG. 12(e), the effect display device 15 displays a background image and role suggestion information during the execution of the variable game before the power supply is stopped. Furthermore, although not shown, the speaker 14 outputs background music during the execution of the variable game before the power supply is stopped. Then, the decorative lamp 13 executes a background light-emitting effect during the execution of the variable game before the power supply is stopped. Also, when the variable game is executed and before the power supply is stopped, the stop operation lamp 24 executes a stop light-emitting effect.
[0251] As shown in FIG. 12(f), when the variation game is being executed and after the power supply is resumed, the effect display device 15 displays the return image DF. Furthermore, although not shown, when the variation game is being executed and after the power supply is resumed, if a stop operation is performed, the stop operation lamp 24 executes a stop light emission effect. On the other hand, when the variation game is being executed and after the power supply is resumed, the speaker 14 does not output background music. Similarly, when the variation game is being executed and after the power supply is resumed, the decorative lamp 13 does not execute a background light emission effect. Note that when the variation game is being executed and after the power supply is resumed, a light emission effect other than the stop light emission effect is not executed. Thereafter, the variation game ends as the game progresses.
[0252] When the start lever 20 is operated to start the next variation game when the number of coins is 3 after the variation game ends after the power supply is resumed, the performance shown in FIG. 12(e) is executed again. On the other hand, when the start lever 20 is operated to start the next variation game when the number of coins is 2 after the variation game ends after the power supply is resumed, the performance shown in FIG. 9(b) is executed. In addition, when the stop operation is performed in the next variation game after the variation game ends after the power supply is resumed, the stop operation lamp 24 executes the stop light emission performance. In addition, in the next variation game after the variation game ends after the power supply is resumed, background music is output from the speaker 14 and the background light emission performance is executed from the decorative lamp 13.
[0253] As shown in Figures 11(c), 11(d), 12(e), and 12(f), when the power supply is stopped during the execution of a variable game that has been started by operating the start lever 20 when a winning combination of a type 1 BB1 role has been carried over and the multiplier is set to 2, and when the power supply is stopped during the execution of a variable game that has been started by operating the start lever 20 when a winning combination of a type 1 BB1 role has been carried over and the multiplier is set to 3, the presentation that was being executed before the power supply was stopped is different, but when the power supply is resumed, the same presentation is executed.
[0254] As shown in Figures 12(c) to 12(f), when the power supply is stopped during the execution of a variable game that has been started by operating the start lever 20 before the winning of the 1st type BB1 role in the role lottery and when the multiplier is set to 3, and when the power supply is stopped during the execution of a variable game that has been started by operating the start lever 20 when the winning of the 1st type BB1 role has been carried over and when the multiplier is set to 3, the presentation that was being executed before the power supply was stopped is different, but when the power supply is resumed, the same presentation is executed.
[0255] In addition, if the power supply is stopped during the execution of a variation game that has been started by operating the start lever 20 before the winning of the 1st type BB1 role in the role lottery and when the multiplier is set to 3, and if the power supply is stopped during the execution of a variation game that has been started by operating the start lever 20 when the winning of the 1st type BB1 role has been carried over and when the multiplier is set to 3, the same stop light emission effect will be executed during the execution of the resumed variation game when the power supply is resumed.
[0256] 13(a) and 13(b) show an example of the display contents of the effect display device 15 when the power supply is stopped during the execution of a variable game that is started by operating the start lever 20 when the winning of the 1st type BB2 role is carried over and the number of coins is 3. As shown in FIG. 13(a), while the variable game is being executed and before the power supply is stopped, the effect display device 15 displays a background image and a game-related image KK4. Furthermore, although not shown, while the variable game is being executed and before the power supply is stopped, the speaker 14 outputs background music. Then, while the variable game is being executed and before the power supply is stopped, the decorative lamp 13 executes a background light-emitting effect. Also, while the variable game is being executed and before the power supply is stopped, if a stop operation is performed, the stop operation lamp 24 executes a stop light-emitting effect.
[0257] As shown in FIG. 13(b), when the variation game is being executed and after the power supply is resumed, the effect display device 15 displays a return image DF. Furthermore, although not shown, when the variation game is being executed and after the power supply is resumed, if a stop operation is performed, the stop operation lamp 24 executes a stop light emission effect. On the other hand, when the variation game is being executed and after the power supply is resumed, the speaker 14 does not output background music. Similarly, when the variation game is being executed and after the power supply is resumed, the decorative lamp 13 does not execute a background light emission effect. Note that when the variation game is being executed and after the power supply is resumed, a light emission effect other than the stop light emission effect is not executed. Thereafter, the variation game ends as the game progresses.
[0258] When the start lever 20 is operated to start the next variation game when the number of coins is three after the variation game ends after the power supply is resumed, the performance shown in FIG. 13(a) is executed again. On the other hand, when the start lever 20 is operated to start the next variation game when the number of coins is two after the variation game ends after the power supply is resumed, the performance shown in FIG. 9(c) is executed. In addition, when the stop operation is performed in the next variation game after the variation game ends after the power supply is resumed, a stop light emission performance is executed in the stop operation lamp 24. In addition, in the next variation game after the variation game ends after the power supply is resumed, background music is output from the speaker 14 and a background light emission performance is executed in the decorative lamp 13.
[0259] As shown in Figures 12(e), 12(f), 13(a), and 13(b), when the power supply is stopped during the execution of a variable game that has been started by operating the start lever 20 when a winning combination of a type 1 BB2 role has been carried over and the multiplier is set to 3, and when the power supply is stopped during the execution of a variable game that has been started by operating the start lever 20 when a winning combination of a type 1 BB1 role has been carried over and the multiplier is set to 3, the presentation that was being executed before the power supply was stopped is different, but when the power supply is resumed, the same presentation is executed.
[0260] As shown in Figures 11(a) to 11(d), 12(a) to 12(f), 13(a), and 13(b), when power supply is stopped during the execution of a variable game that has been started by operating the start lever 20 when the bet number is set to 3, and when power supply is stopped during the execution of a variable game that has been started by operating the start lever 20 when the bet number is set to 2, the presentation that was being executed before the power supply was stopped is different from that when power supply is resumed. However, the same presentation is executed when power supply is resumed.
[0261] In addition, if the power supply is stopped during the execution of a variable game that has been started by operating the start lever 20 when the bet number is set to 3, and if the power supply is stopped during the execution of a variable game that has been started by operating the start lever 20 when the bet number is set to 2, the same stop light emission effect will be executed during the execution of the resumed variable game when the power supply is resumed.
[0262] 11(b), 11(d), 12(b), 12(d), 12(f), and 13(b), after the power supply is resumed, the stop operation lamp 24 executes a stop light-emitting effect, but does not execute a light-emitting effect other than the stop light-emitting effect. In other words, if the power supply is stopped during the execution of a variation game, when the power supply is resumed after that, a light-emitting effect other than the stop light-emitting effect is not executed during the execution of the resumed variation game, but the stop light-emitting effect is executed.
[0263] The effects of the first embodiment will be described. (1-1) A power outage may be one of the reasons why the power supply is stopped during the execution of a variable game. In a situation where a power outage suddenly occurs, when the power outage is restored and the power supply is resumed, the player may not understand that the power supply has been stopped, and may be confused. In the slot machine 10, the effects executed during the execution of a variable game started when the multiplier is set to 3 coins are different from the effects executed during the execution of a variable game started when the multiplier is set to 2 coins. Therefore, in the slot machine 10, the effects can be appropriately executed according to the contents of the lottery regarding the control of the game state before the power supply is stopped. In the slot machine 10, the same effects are executed when the power supply is resumed in the case where the power supply is stopped during the execution of a variable game started when the multiplier is set to 3 coins and in the case where the power supply is stopped during the execution of a variable game started when the multiplier is set to 2 coins. This makes it easier for the player to understand that the power supply has been stopped, and can suppress the player's confusion. In this way, the slot machine 10 executes an effect according to the contents of the lottery related to the control of the game state, and when the power supply is resumed, the same effect is executed, thereby suppressing confusion when the power supply is resumed. Therefore, the slot machine 10 can execute an appropriate effect when the power supply is resumed, and the player can enjoy the game thereafter with peace of mind.
[0264] (1-2) In the slot machine 10, the effects executed during the execution of the variable game started when the multiplier is set to 2 before the winning of the 1st type BB1 role is won, are different from the effects executed during the execution of the variable game started when the winning of the 1st type BB1 role is carried over and the multiplier is set to 2. Therefore, in the slot machine 10, it is possible to execute the effects appropriately according to the contents of the lottery related to the control of the game state before the power supply is stopped. In the slot machine 10, the same effects are executed when the power supply is stopped during the execution of the variable game started when the multiplier is set to 2 before the winning of the 1st type BB1 role is won, and when the power supply is stopped during the execution of the variable game started when the winning of the 1st type BB1 role is carried over and the multiplier is set to 2, when the power supply is stopped and when the power supply is stopped during the execution of the variable game started when the winning of the 1st type BB1 role is carried over and the multiplier is set to 2. This makes it easier for the player to understand that the phenomenon of the power supply being stopped has occurred, and it is possible to suppress the player's confusion. In this way, the slot machine 10 executes an effect according to the contents of the lottery related to the control of the game state, and when the power supply is resumed, the same effect is executed, thereby suppressing confusion when the power supply is resumed. Therefore, the slot machine 10 can execute an appropriate effect when the power supply is resumed, and the player can enjoy the game thereafter with peace of mind.
[0265] (1-3) In the slot machine 10, the effects executed during the execution of the variable game started when the multiplier is set to 3 before the winning of the 1st type BB1 role is won, and the effects executed during the execution of the variable game started when the winning of the 1st type BB1 role is carried over and the multiplier is set to 3 are different. Therefore, in the slot machine 10, before the power supply is stopped, it is possible to appropriately execute the effects according to the contents of the lottery related to the control of the game state. And, in the slot machine 10, when the power supply is resumed, the same effects are executed in the effects executed during the execution of the variable game started when the multiplier is set to 3 before the winning of the 1st type BB1 role is won, and the effects executed during the execution of the variable game started when the winning of the 1st type BB1 role is carried over and the multiplier is set to 3. This makes it easier for the player to understand that the power supply has been stopped, and reduces the player's confusion. In this way, the slot machine 10 executes an effect according to the contents of the lottery related to the control of the game state, and when the power supply is resumed, the same effect is executed, thereby suppressing confusion when the power supply is resumed. Therefore, the slot machine 10 can execute an appropriate effect when the power supply is resumed, and the player can enjoy the game thereafter with peace of mind.
[0266] (1-4) In the slot machine 10, when the multiplier is set to 2, if the power supply is stopped during the execution of a variable game that is started without winning the 1st type BB1 role in the role lottery, and if the power supply is stopped during the execution of a variable game that is started after winning the 1st type BB1 role in the role lottery, the same effect is executed when the power supply is resumed. This makes it easier for the player to understand that the phenomenon of the power supply being stopped has occurred, and it is possible to suppress the player's confusion and to enjoy the game thereafter with peace of mind. After that, in the slot machine 10, when the multiplier is set to 2 after the power supply is resumed, the effect executed during the execution of the variable game that is executed by operating the start lever 20 is different. This makes it possible to execute an appropriate effect in the next variable game according to the content of the lottery regarding the control of the game state after the power supply is resumed, even if the power supply is stopped. In this way, in the slot machine 10, while executing the effect according to the content of the lottery regarding the control of the game state, it is possible to suppress the player's confusion when the power supply is resumed by executing the same effect. Therefore, the slot machine 10 can execute an appropriate effect when the power supply is resumed, and the player can enjoy playing the game thereafter with peace of mind.
[0267] (1-5) In the next variation game after the power supply is resumed, during the execution of the variation game in which the start lever 20 is operated when the winning of the 1st type BB1 role is not carried over, an effect is executed that is not executed during the execution of the variation game in which the start lever 20 is operated when the winning of the 1st type BB1 role is carried over. This makes it easier for players to understand whether the 1st type BB1 role was won when the power supply was stopped, and allows them to enjoy playing the game after the power supply is resumed with peace of mind.
[0268] (1-6) In the slot machine 10, by executing the effect of displaying the game-related image KK1 on the effect display device 15, it is possible to specify that the winning of the 1st type BB1 role is not in a carryover state. As a result, even if the power supply is stopped, it is possible to specify whether or not the winning of the 1st type BB1 role is in a carryover state in the variable game after the power supply is resumed. Therefore, in the slot machine 10, by executing the effect of displaying the game-related image KK1 on the effect display device 15, it is possible to make it easier for the player to understand the contents of the lottery related to the control of the game state in the variable game after the power supply is resumed, and the player can enjoy the game after the power supply is resumed with peace of mind.
[0269] (1-7) In the case where the power supply is stopped during the execution of a variable game, when the power supply is resumed after that, the stop light emission effect is executed during the execution of the resumed variable game, but a light emission effect other than the stop light emission effect is not executed. A power outage may be a cause of the power supply being stopped during the execution of a variable game. In a situation where a power outage suddenly occurs, when the power outage is restored and the power supply is resumed, the player may be confused because he or she cannot grasp the state of the gaming machine, such as whether the gaming machine is in a normal state. In the slot machine 10, the stop light emission effect is executed during the execution of the resumed variable game. This makes it easy for the slot machine 10 to understand that the gaming machine is operating after the power supply is resumed, and it is possible to suppress the player's confusion. Furthermore, in the slot machine 10, a light emission effect other than the stop light emission effect is not executed during the execution of the resumed variable game. This makes it easy for the slot machine 10 to understand that a phenomenon that the power supply has been stopped has occurred, and it is possible to further suppress the player's confusion.
[0270] (1-8) In the slot machine 10, when the multiplier is set to 2, if the power supply is stopped during the execution of a variable game that is started without winning the 1st type BB1 role in the role lottery, and if the power supply is stopped during the execution of a variable game that is started after winning the 1st type BB1 role in the role lottery, the same stop light emission effect is executed in the variable game that is resumed when the power supply is resumed. This makes it easy for the slot machine 10 to understand that the power supply has been resumed and the gaming machine has returned to normal after the power supply has been stopped. Furthermore, in the slot machine 10, when the multiplier is set to 2 after the power supply is resumed, the same stop light emission effect is executed during the execution of a variable game that is executed by operating the start lever 20. This makes it easy for the slot machine 10 to understand that the gaming machine has returned to normal operation after the power supply is resumed, and the player can enjoy the game thereafter with peace of mind.
[0271] (1-9) In the case where the power supply is stopped during the execution of a variable game, when the power supply is resumed after that, a stop light emission effect related to the stop of the reels is executed during the execution of the resumed variable game. This makes it easy for the slot machine 10 to understand that, for example, the stop operation of the stop button is accepted and the reels stop after the power supply is resumed. This makes it easy for the slot machine 10 to understand that the gaming machine is operating normally after the power supply is resumed, and the player can enjoy the game thereafter with peace of mind.
[0272] (1-10) The slot machine 10 performs different effects during the execution of a variable game started when the winning of the 1st type BB2 role is carried over and the multiplier is set to 3, and the effects during the execution of a variable game started when the winning of the 1st type BB1 role is carried over and the multiplier is set to 3. Therefore, the slot machine 10 can perform appropriate effects according to the contents of the lottery related to the control of the game state. Furthermore, the slot machine 10 performs the same effects when the power supply is resumed in the effects performed during the execution of a variable game started when the winning of the 1st type BB2 role is carried over and the multiplier is set to 3, and the effects performed during the execution of a variable game started when the winning of the 1st type BB1 role is carried over and the multiplier is set to 3. This makes it easier for the player to understand that the power supply has been stopped, and reduces the player's confusion. In this way, the slot machine 10 executes an effect according to the contents of the lottery related to the control of the game state, and when the power supply is resumed, the same effect is executed, thereby suppressing confusion when the power supply is resumed. Therefore, the slot machine 10 can execute an appropriate effect when the power supply is resumed, and the player can enjoy the game thereafter with peace of mind.
[0273] (1-11) The slot machine 10 performs different effects during the execution of a variable game started when the winning of the 1st type BB2 role is carried over and the multiplier is set to 2, and the effects during the execution of a variable game started when the winning of the 1st type BB1 role is carried over and the multiplier is set to 2. Therefore, the slot machine 10 can perform appropriate effects according to the contents of the lottery related to the control of the game state. Furthermore, the slot machine 10 performs the same effects when the power supply is resumed in the effects performed during the execution of a variable game started when the winning of the 1st type BB2 role is carried over and the multiplier is set to 2, and the effects performed during the execution of a variable game started when the winning of the 1st type BB1 role is carried over and the multiplier is set to 2. This makes it easier for the player to understand that the power supply has been stopped, and reduces the player's confusion. In this way, the slot machine 10 executes an effect according to the contents of the lottery related to the control of the game state, and when the power supply is resumed, the same effect is executed, thereby suppressing confusion when the power supply is resumed. Therefore, the slot machine 10 can execute an appropriate effect when the power supply is resumed, and the player can enjoy the game thereafter with peace of mind.
[0274] (1-12) The slot machine 10 performs different effects during the execution of a variable game started before the first type BB1 role is won and the multiplier is set to 2, and the slot machine 10 performs different effects during the execution of a variable game started before the first type BB1 role is won and the multiplier is set to 3. Therefore, the slot machine 10 can perform appropriate effects according to the contents of the lottery regarding the control of the game state. Furthermore, the slot machine 10 performs the same effects when the power supply is resumed in the case where the power supply is stopped during the execution of a variable game started before the first type BB1 role is won and the multiplier is set to 2, and in the case where the power supply is stopped during the execution of a variable game started before the first type BB1 role is won and the multiplier is set to 3. This makes it easier for the player to understand that the phenomenon of the power supply being stopped has occurred, and can suppress confusion of the player. In this way, the slot machine 10 performs effects according to the contents of the lottery regarding the control of the game state, and when the power supply is resumed, the same effects are performed, thereby suppressing confusion when the power supply is resumed. Therefore, the slot machine 10 can execute an appropriate effect when the power supply is resumed, and the player can enjoy playing the game thereafter with peace of mind.
[0275] (1-13) In the slot machine 10, when the power supply is stopped during the execution of a variable game executed by operating the start lever 20 when the number of coins is set to 3, and when the power supply is stopped during the execution of a variable game executed by operating the start lever 20 when the number of coins is set to 2, the same stop light emission effect is executed in the variable game resumed when the power supply is resumed. This makes it easy for the player to understand that the power supply has been resumed and the gaming machine has returned to normal after the power supply was stopped, and allows the player to enjoy the game thereafter with peace of mind.
[0276] (1-14) The slot machine 10 is configured to execute the same stop light emission effect in the resumed variable game when the power supply is stopped during the execution of the variable game that was started before the winning of the 1st type BB1 role and when the multiplier is set to 2, and when the power supply is stopped during the execution of the variable game that was started when the winning of the 1st type BB1 role was carried over and when the multiplier is set to 2, and when the power supply is stopped during the execution of the variable game that was started when the winning of the 1st type BB1 role was carried over and when the multiplier is set to 2. This makes it easy for the player to understand that the power supply has been resumed and the gaming machine has returned to normal after the power supply has been stopped, and allows the player to enjoy the game thereafter with peace of mind.
[0277] (1-15) The slot machine 10 is configured to perform the same stop light emission effect in the resumed variable game when the power supply is stopped during the execution of the variable game that was started before the winning of the 1st type BB1 role and when the multiplication factor was set to 3, and when the power supply is stopped during the execution of the variable game that was started when the winning of the 1st type BB1 role was carried over and when the multiplication factor was set to 3. This makes it easy for the player to understand that the power supply has been resumed and the gaming machine has returned to normal after the power supply was stopped, and allows the player to enjoy the game thereafter with peace of mind.
[0278] Second embodiment Next, a second embodiment of the slot machine will be described. Note that the same components as those in the first embodiment are given the same reference numerals as those in the first embodiment, and detailed descriptions and drawings thereof will be omitted.
[0279] In the first embodiment, when the power supply is stopped during the execution of the variable game and then resumed, the same presentation is executed regardless of whether the zone was favorable before the power supply was stopped. Also, in the first embodiment, when the power supply is stopped during the execution of the variable game and then resumed, the same presentation (hereinafter referred to as the post-power-recovery presentation) is executed regardless of the game state before the power supply was stopped. The post-power-recovery presentation includes a presentation in which the return image DF is displayed on the presentation display device 15, and a stop light emission presentation executed on the stop operation lamp 24. In the second embodiment, when the power supply is stopped during the execution of the variable game and then resumed, in addition to the post-power-recovery presentation, a presentation is executed according to whether the zone was unfavorable before the power supply was stopped. Also, in the second embodiment, when the power supply is stopped during the execution of the variable game and then resumed, in addition to the post-power-recovery presentation, a presentation is executed according to the game state before the power supply was stopped. Incidentally, the slot machine 10 in the second embodiment is configured to be able to display operation information capable of identifying the operation modes of the stop buttons 21a to 21c required to generate a winning combination in the second normal state and the chance state. That is, the slot machine 10 in the second embodiment is configured to be able to execute operation presentations in the second normal state and the chance state. However, in the second normal state and the chance state, the display of operation information capable of identifying the operation modes of the stop buttons 21a to 21c required to generate a winning combination is performed with a low probability compared to the advantageous state.
[0280] Below, an example of a presentation that is executed when power supply is resumed after the power supply is stopped during the execution of a variable game in each game state will be described. As shown in FIG. 14(a) to FIG. 14(d), in the case where power supply is stopped during execution of a variable game in each game state, the sub-CPU 41a executes a sub-power-on process when power supply is resumed. After completing the sub-power-on process, the sub-CPU 41a controls the performance device group to execute a performance. Specifically, after completing the sub-power-on process, the sub-CPU 41a controls the performance display device 15 to display a return image DF. Furthermore, if navigation information was displayed on the performance display device 15 before the power supply was stopped, the sub-CPU 41a controls the performance display device 15 to return the display of the navigation information after completing the sub-power-on process. In addition, after completing the sub-power-on process, the sub-CPU 41a controls the stop operation lamp 24 so that a stop light emission performance is executed every time a stop operation is performed.
[0281] On the other hand, the sub-CPU 41a does not restore the display of the background that was displayed on the effect display device 15 before the power supply was stopped after the sub-power-on process is completed. Similarly, the sub-CPU 41a does not restore the background music that was output from the speaker 14 before the power supply was stopped after the sub-power-on process is completed. In addition, the sub-CPU 41a does not restore the background light-emitting effect that was executed on the decorative lamp 13 before the power supply was stopped after the sub-power-on process is completed. The sub-CPU 41a does not restore not only the background light-emitting effect but also light-emitting effects other than the stop light-emitting effect after the sub-power-on process is completed. In other words, if the power supply is stopped during the execution of a variable game, when the power supply is resumed thereafter, a light-emitting effect other than the stop light-emitting effect is not executed during the execution of the resumed variable game. The sub-CPU 41a does not restore the display of the role suggestion information even if the role suggestion information was displayed on the effect display device 15 before the power supply was stopped after the sub-power-on process is completed. Incidentally, the sub-CPU 41a can execute various effects that are not restored when the power supply is resumed, when the next variable game starts.
[0282] After the sub-CPU 41a has finished the sub-power-on process, it controls the group of effect devices as described above, regardless of whether it was an advantageous zone before the power supply was stopped. Also, after the sub-CPU 41a has finished the sub-power-on process, it controls the group of effect devices as described above, regardless of the game state before the power supply was stopped. Also, after the sub-CPU 41a has finished the sub-power-on process, it controls the group of effect devices as described above, regardless of the effect that was being executed before the power supply was stopped. That is, the sub-CPU 41a executes the same control when the power supply is resumed, regardless of which of the effects in FIG. 9(a) to FIG. 9(f) is being executed during the execution of the variable game. In addition, after the sub-CPU 41a has finished the sub-power-on process, if it was a non-advantageous zone before the power supply was stopped, it controls the effect display device 15 to display a non-advantageous image YU. The non-advantageous image YU is an image including the character information "non".
[0283] Furthermore, after completing the sub-power-on process, the sub-CPU 41a controls the effect display device 15 to display a game call image YS if the game state before the power supply was stopped was advantageous. The game call image YS is an image including text information such as "Please continue playing." The effect of displaying the game call image YS can be said to be an effect that encourages the player to continue playing. In other words, the effect of displaying the game call image YS can also be said to be a game promotion effect. In this embodiment, the effect of displaying the game call image YS on the effect display device 15 corresponds to a special effect.
[0284] Fig. 14(a) shows an example of the display contents of the effect display device 15 when the power supply is stopped after the center stop button 21b is operated to perform the first stop during the execution of the variable game in the non-advantageous section and the first normal state, and then the power supply is resumed. That is, in Fig. 14(a), the variable game is being executed, the center reel 16b among the reels 16a to 16c is stopped, and the left reel 16a and the right reel 16c are spinning.
[0285] When the power supply is stopped during the execution of the variable game in the non-advantageous section and in the first normal state, and then the power supply is resumed, the effect display device 15 displays the return image DF and the non-advantageous image YU. After that, when the variable game ends, the effect display device 15 erases the non-advantageous image YU. Meanwhile, the effect display device 15 continues to display the return image DF until the next variable game starts. Then, when the next variable game starts, as shown in Figs. 9(a) to 9(f), a game effect is executed according to whether the winning of the 1 type BB role (1 type BB1 role and 1 type BB2 role) is carried over and the multiplication number set when the start lever 20 is operated, and the return image DF is erased.
[0286] In the case where the power supply is stopped during the execution of a variable game in the non-advantageous section and in the first normal state, and then the power supply is resumed, the stop operation lamp 24 executes a stop light emission effect when the left stop button 21a is stopped, and executes a stop light emission effect when the right stop button 21c is stopped. Also, the stop operation lamp 24 executes a stop light emission effect every time the stop operation is performed during the next variable game.
[0287] Fig. 14(b) shows an example of the display contents of the effect display device 15 when the power supply is stopped after the center stop button 21b is operated to perform the first stop during the execution of the variable game in either the second normal state or the chance state in the advantageous zone, and the power supply is then resumed. That is, in Fig. 14(b), the variable game is being executed, the center reel 16b among the reels 16a to 16c is stopped, and the left reel 16a and the right reel 16c are spinning.
[0288] When the power supply is stopped during the execution of the variable game in the advantageous zone, either the second normal state or the chance state, and the power supply is then resumed, the effect display device 15 displays the return image DF. On the other hand, the effect display device 15 does not display the non-advantageous image YU. The return image DF continues to be displayed on the effect display device 15 until the next variable game starts. Then, when the next variable game starts, as shown in Figs. 9(a) to 9(f), a game effect is executed according to whether the winning of the 1 type BB role (1 type BB1 role and 1 type BB2 role) is carried over and the multiplication number set when the start lever 20 is operated, and the return image DF is erased.
[0289] When the power supply is stopped during the execution of the variable game in either the second normal state or the chance state in the advantageous zone, and the power supply is then resumed, the stop operation lamp 24 executes a stop light emission effect when the left stop button 21a is stopped, and executes a stop light emission effect when the right stop button 21c is stopped. Also, the stop operation lamp 24 executes a stop light emission effect every time the stop operation is performed during the next variable game.
[0290] Incidentally, although not shown, if the power supply is stopped during the execution of a variable game in an advantageous zone, in the second normal state and the chance state, and while an operation presentation is being executed, and then the power supply is resumed, the same navigation information as before the power supply was stopped will be displayed on the presentation display device 15. In other words, if the start lever 20 is operated to start a variable game in the second normal state and the chance state, and the power supply is stopped while an operation presentation is being executed during the execution of the variable game, the operation presentation will be resumed when the power supply is resumed.
[0291] Fig. 14(c) shows an example of the display contents of the effect display device 15 when the power supply is stopped after the center stop button 21b is operated to perform the first stop during the execution of a variable game in an advantageous zone, an advantageous state, and no operation effect is being executed. That is, in Fig. 14(c), the variable game is being executed, the center reel 16b among the reels 16a to 16c is stopped, and the left reel 16a and the right reel 16c are spinning.
[0292] When the power supply is stopped during the execution of a variable game in an advantageous zone, in an advantageous state, and when no operation effect is being executed, and then the power supply is resumed, the effect display device 15 displays the return image DF and the game call image YS. On the other hand, the effect display device 15 does not display the non-advantageous image YU. The effect display device 15 continues to display the return image DF and the game call image YS until the next variable game starts. Then, when the next variable game starts, as shown in Fig. 9(a) to Fig. 9(f), the game effect is executed according to whether the winning of the 1 type BB role (1 type BB1 role and 1 type BB2 role) is carried over and the multiplication number set when the start lever 20 is operated, and the return image DF and the game call image YS are erased.
[0293] If the power supply is stopped during the execution of a variable game in an advantageous zone, advantageous state, and no operation presentation is being executed, and then the power supply is resumed, the stop operation lamp 24 executes a stop light emission presentation when the left stop button 21a is stopped, and executes a stop light emission presentation when the right stop button 21c is stopped. Also, the stop operation lamp 24 executes a stop light emission presentation every time a stop operation is performed during the next variable game.
[0294] Fig. 14(d) shows an example of the display contents of the effect display device 15 when the power supply is stopped after the center stop button 21b is operated to perform the first stop during the execution of a variable game in an advantageous zone, an advantageous state, and an operation effect is being executed, and then the power supply is resumed. That is, in Fig. 14(d), the variable game is being executed, the center reel 16b among the reels 16a to 16c is stopped, and the left reel 16a and the right reel 16c are spinning.
[0295] When the power supply is stopped during the execution of a variable game in an advantageous zone, in an advantageous state, and while an operation effect is being executed, and then the power supply is resumed, the effect display device 15 displays the return image DF and the game call image YS. On the other hand, the effect display device 15 does not display the non-advantageous image YU. The effect display device 15 continues to display the return image DF and the game call image YS until the next variable game starts. Then, when the next variable game starts, as shown in Figs. 9(a) to 9(f), a game effect is executed according to whether the winning of the 1 type BB role (1 type BB1 role and 1 type BB2 role) is carried over and the multiplication number set when the start lever 20 is operated, and the return image DF and the game call image YS are erased.
[0296] During the execution of a variable game in an advantageous zone, in an advantageous state, and while an operation presentation is being executed, if the power supply is stopped after the center stop button 21b is operated to the first stop and then the power supply is resumed, the presentation display device 15 displays the same navigation information as before the power supply was stopped. Incidentally, in FIG. 14(d), it is assumed that the navigation information of the fourth push order was displayed before the power supply was stopped. And, in FIG. 14(d), the display of the center image ON is erased based on the center stop button 21b being operated to the first stop before the power supply was stopped. After that, when the power supply is resumed and the right stop button 21c is operated to the second stop, the display of the right image OM is erased, and when the left stop button 21a is operated to the third stop, the display of the left image OH is erased. The operation presentation can also be executed in the next variable game. In this way, when the start lever 20 is operated in an advantageous state to start a variable game, if the power supply is stopped while the operation presentation is being executed during the execution of the variable game, the operation presentation is resumed when the power supply is resumed.
[0297] If the power supply is stopped during the execution of a variable game in an advantageous zone, advantageous state, and while an operation effect is being executed, and then the power supply is resumed, the stop operation lamp 24 executes a stop light emission effect when the left stop button 21a is stopped, and executes a stop light emission effect when the right stop button 21c is stopped. Also, the stop operation lamp 24 executes a stop light emission effect every time a stop operation is performed during the next variable game.
[0298] As shown in FIG. 14(a), if the start lever 20 is operated in a non-advantageous zone to start a variable game, and power supply is stopped during execution of the variable game, when power supply is resumed thereafter, the non-advantageous image YU is displayed on the performance display device 15. On the other hand, as shown in FIG. 14(b) to FIG. 14(d), if the start lever 20 is operated in a favorable zone to start a variable game, and power supply is stopped during execution of the variable game, when power supply is resumed thereafter, the non-advantageous image YU is not displayed on the performance display device 15. In this way, if the start lever 20 is operated in a non-advantageous zone to start a variable game, and power supply is stopped during execution of the variable game, when power supply is resumed thereafter, the performance display device 15 suggests or notifies that the variable game is in a non-advantageous zone.
[0299] Also, as shown in Fig. 14(b) to Fig. 14(d), when the start lever 20 is operated in an advantageous zone to start a variable game, and power supply is stopped during the execution of the variable game, when the power supply is resumed afterwards, the game call image YS may or may not be displayed on the performance display device 15. Specifically, when the start lever 20 is operated in an advantageous state to start a variable game, and power supply is stopped during the execution of the variable game, when the power supply is resumed afterwards, the game call image YS is displayed on the performance display device 15. On the other hand, when the start lever 20 is operated in the second normal state and the chance state to start a variable game, and power supply is stopped during the execution of the variable game, when the power supply is resumed afterwards, the game call image YS is not displayed on the performance display device 15 even if it is in an advantageous zone.
[0300] As shown in Fig. 14(a), if the start lever 20 is operated in a non-advantageous zone to start a variable game and power supply is stopped during execution of the variable game, when the power supply is resumed thereafter, the game call image YS is not displayed on the performance display device 15. In this way, if the start lever 20 is operated in a non-advantageous zone to start a variable game and power supply is stopped during execution of the variable game, when the power supply is resumed thereafter, the game call image YS is not displayed on the performance display device 15. On the other hand, if the start lever 20 is operated in a favorable zone to start a variable game and power supply is stopped during execution of the variable game, when the power supply is resumed thereafter, the game call image YS may be displayed on the performance display device 15.
[0301] As shown in FIG. 14(c) and FIG. 14(d), when the start lever 20 is operated in an advantageous state to start a variable game, and power supply is stopped during the execution of the variable game, when the power supply is resumed thereafter, the game call image YS is displayed on the performance display device 15. In this way, when the start lever 20 is operated in an advantageous state to start a variable game, and power supply is stopped during the execution of the variable game, when the power supply is resumed thereafter, the performance display device 15 suggests or notifies that the game is in an advantageous state. On the other hand, as shown in FIG. 14(a) and FIG. 14(b), when the start lever 20 is operated in a non-advantageous state to start a variable game, and power supply is stopped during the execution of the variable game, when the power supply is resumed thereafter, the game call image YS is not displayed on the performance display device 15. In this way, when the start lever 20 is operated in a non-advantageous state (when in a non-specific state) to start a variable game, and power supply is stopped during the execution of the variable game, when the power supply is resumed thereafter, the performance display device 15 suggests or notifies that the game is not in an advantageous state.
[0302] The effects of the second embodiment will be described. According to the second embodiment, in addition to the advantages (1-1) to (1-15) of the first embodiment, the following advantages are obtained.
[0303] (2-1) In the slot machine 10, when the start lever 20 is operated in an advantageous state to start a variable game, if the power supply is stopped during the execution of the variable game, the performance display device 15 suggests or notifies that the player is in an advantageous state when the power supply is resumed. In this way, even if a special situation occurs in which the power supply is stopped during the execution of the variable game, the performance display device 15 can make the player recognize that the player is in an advantageous state when the power supply is resumed. Therefore, in the slot machine 10, when the power supply is resumed, the player can understand that the player is in an advantageous state in the resumed variable game. Therefore, the slot machine 10 can execute an appropriate performance when the power supply is resumed, and the player can enjoy playing in the advantageous state thereafter with peace of mind.
[0304] (2-2) In the slot machine 10, even if a special situation occurs in which the power supply is stopped while a variable game is being executed, the effect display device 15 can make the player recognize that the player is not in an advantageous state when the power supply is resumed. Therefore, in the slot machine 10, the player can understand that the player is not in an advantageous state in the variable game that is resumed when the power supply is resumed. Therefore, the slot machine 10 can execute an appropriate effect when the power supply is resumed, and the player can enjoy playing in a game state other than the advantageous state thereafter with peace of mind.
[0305] (2-3) In an advantageous state, it is possible to execute an operation presentation during the execution of a variable game. For example, if the power supply is interrupted while an operation presentation is being executed, the player may forget the contents of the operation presentation and become confused. In the slot machine 10, the operation presentation is also resumed when the power supply is resumed. As a result, even if the power supply is interrupted while the variable game is being executed, the operation presentation is executed when the power supply is resumed, and it is possible to prevent the player from being confused. Therefore, the slot machine 10 can execute an appropriate presentation when the power supply is resumed, and the player can enjoy the game thereafter with peace of mind.
[0306] (2-4) In the advantageous zone where it is permitted to suggest or notify a specific operation mode advantageous to the player, if the power supply is stopped during the execution of the variable game, the game call image YS may be displayed on the performance display device 15 when the power supply is resumed. On the other hand, in the non-advantageous zone where it is not permitted to suggest or notify a specific operation mode, if the power supply is stopped during the execution of the variable game, the game call image YS is not displayed on the performance display device 15 when the power supply is resumed. As a result, even if a special situation occurs in which the power supply is stopped during the execution of the variable game, the slot machine 10 can recognize that it is an advantageous zone where it is permitted to suggest or notify a specific operation mode by displaying the game call image YS on the performance display device 15 when the power supply is resumed. Therefore, the slot machine 10 can execute an appropriate performance when the power supply is resumed, and the player can enjoy playing in the advantageous zone thereafter with peace of mind.
[0307] (2-5) In the slot machine 10, if the power supply is stopped during the execution of a variable game in a non-advantageous zone, when the power supply is resumed, the non-advantageous zone is suggested or notified. In particular, in the slot machine 10, whether or not a specific operation mode advantageous to the player is allowed to be suggested or notified is determined according to whether the zone is advantageous or non-advantageous. Such information beneficial to the player can be suggested or notified by the performance display device 15 when the power supply is resumed. Therefore, the slot machine 10 can execute an appropriate performance when the power supply is resumed, and the player can enjoy playing the game with peace of mind after the power supply is resumed.
[0308] (2-6) In the slot machine 10, if the power supply is stopped during the execution of a variable game in an advantageous state, when the power supply is resumed, the game call image YS is displayed on the performance display device 15. On the other hand, if the power supply is stopped during the execution of a variable game in an unadvantageous state, when the power supply is resumed, the game call image YS is not displayed on the performance display device 15. The advantageous state is a game state in which a specific operation mode advantageous to the player is frequently suggested or notified. In this way, in the slot machine 10, when the power supply is resumed, the game call image YS is displayed on the performance display device 15 to suggest or notify that the game state is one in which a specific operation mode advantageous to the player is frequently suggested or notified. Therefore, the slot machine 10 can execute an appropriate performance when the power supply is resumed, and can enjoy playing in an advantageous state after the power supply is resumed with peace of mind.
[0309] (2-7) In the second normal state and chance state, an operation presentation can be executed while the variable game is being executed. For example, if the power supply is interrupted while the operation presentation is being executed, the player may forget the content of the operation presentation and become confused. In the slot machine 10, the operation presentation is also resumed when the power supply is resumed. As a result, even if the power supply is interrupted while the variable game is being executed, the operation presentation is executed when the power supply is resumed, and it is possible to prevent the player from being confused. Therefore, the slot machine 10 can execute an appropriate presentation when the power supply is resumed, and the player can enjoy the game thereafter with peace of mind.
[0310] The above-described embodiment can be modified as follows. The above-described embodiments and the following modifications can be combined with each other to the extent that no technical contradiction occurs.
[0311] The slot machine 10 is provided with the decorative lamps 13 and the stop operation lamps 24 as examples of light-emitting means capable of performing various light-emitting effects, but is not limited to this. The slot machine 10 may be provided with light-emitting means other than the decorative lamps 13 and the stop operation lamps 24. For example, the slot machine 10 may be provided with light-emitting means that illuminates the outer periphery of the display window 12a.
[0312] There may be multiple types of role selection tables when the role continuous operation device is not in operation and a variable game is played with two coins. For example, there may be a role selection table when the winning of the 1st type BB1 role is carried over, a role selection table when the winning of the 1st type BB2 role is carried over, and a role selection table when neither the winning of the 1st type BB1 role nor the winning of the 1st type BB2 role is carried over. In this case, in each role selection table, a judgment value may be set so that the probability of winning various payout roles is different. In addition, in each role selection table, a judgment value may be set so that the probability of winning a replay role is different.
[0313] There may be multiple types of role selection tables when the role continuous operation device is not in operation and a variable game is played with three coins. For example, there may be a role selection table when the winning of the 1st type BB1 role is carried over, a role selection table when the winning of the 1st type BB2 role is carried over, and a role selection table when neither the winning of the 1st type BB1 role nor the winning of the 1st type BB2 role is carried over. In this case, in each role selection table, a judgment value may be set so that the probability of winning various payout roles is different. In addition, in each role selection table, a judgment value may be set so that the probability of winning a replay role is different.
[0314] The main CPU 40a may control the payout display unit 37 to suggest or notify an operation mode advantageous to the player among the multiple operation modes for the stop buttons 21a to 21c when in the second normal state. Also, the main CPU 40a may control the payout display unit 37 to suggest or notify an operation mode advantageous to the player among the multiple operation modes for the stop buttons 21a to 21c when in the chance state. In such a configuration, the payout display unit 37 may control the payout display unit 37 to not suggest or notify an operation mode advantageous to the player among the multiple operation modes for the stop buttons 21a to 21c when in the first normal state. The main CPU 40a may perform the instruction information determination process when the main CPU 40a is controlled to the second normal state, the accessory continuous operation device is not in operation, and the three-coin bet is set. Also, the main CPU 40a may perform the instruction information determination process when the main CPU 40a is controlled to the chance state, the accessory continuous operation device is not in operation, and the three-coin bet is set. In such a configuration, the main CPU 40a does not need to perform the instruction information determination process when it is controlled to the first normal state, when the reel continuous operation device is in operation, or when two reels are hung.
[0315] The main CPU 40a may, in the instruction information determination process, make the probability of determining the operation information different between the advantageous state and the second normal state. Also, the main CPU 40a may, in the instruction information determination process, make the probability of determining the operation information different between the advantageous state and the chance state. For example, in the instruction information determination process, when the winning number won in the role lottery is any of the winning numbers 03 to 08 (bell role and bell spill role), the main CPU 40a may draw a lottery (hereinafter referred to as navigation lottery) on whether or not to determine operation information capable of identifying the operation mode of the stop buttons 21a to 21c required to generate the winning of the bell role. In this case, when the main CPU 40a wins the navigation lottery, it determines operation information capable of identifying the operation mode of the stop buttons 21a to 21c required to generate the winning of the bell role. On the other hand, the main CPU 40a does not determine operation information capable of identifying the operation mode of the stop buttons 21a to 21c required to generate a bell winning combination unless the navigation lottery is won. In the instruction information determination process, the main CPU 40a may set the navigation lottery to have a 1 / 1 chance of winning when in an advantageous state. On the other hand, in the instruction information determination process, the main CPU 40a may set the navigation lottery to have a 1 / 10 chance of winning when in the second normal state or chance state. In other words, the advantageous state may be a game state in which the payout display unit 37 suggests or notifies the player of an advantageous operation mode (specific operation mode) among multiple operation modes of the stop buttons 21a to 21c more frequently than in the second normal state and chance state.
[0316] The post-power restoration performance may consist of only one of the following performances: a performance in which the recovery image DF is displayed on the performance display device 15, and a stop light emission performance executed on the stop operation lamp 24.
[0317] The sub-CPU 41a controls the effect display device 15 to display a background according to the multiplication factor when a start command is input, but is not limited to this. The sub-CPU 41a may control the effect display device 15 to display a background according to the game status in addition to or instead of the multiplication factor when a start command is input. The sub-CPU 41a may also control the speaker 14 to output background music according to the background displayed on the effect display device 15. The sub-CPU 41a may also control the decorative lamp 13 to execute a light-emitting effect synchronized with the background music.
[0318] The sub-CPU 41a controls the performance display device 15 to display a background according to the multiplication factor when a start command is input, but is not limited to this. The sub-CPU 41a may control the performance display device 15 to display a background according to whether or not it is an advantageous zone in addition to or instead of the multiplication factor when a start command is input. The sub-CPU 41a may also control the speaker 14 to output background music according to the background displayed on the performance display device 15. The sub-CPU 41a may also control the decorative lamp 13 to execute a light-emitting performance synchronized with the background music.
[0319] The sub-CPU 41a may control the decorative lamp 13 to execute an operation presentation. The navigation information in the decorative lamp 13 may be a light-emitting presentation that can identify an operation mode that is advantageous to the player among a plurality of operation modes for the stop buttons 21a to 21c. In this way, the decorative lamp 13 may be capable of executing an operation presentation that suggests or notifies the player of a specific operation mode that is advantageous to the player among a plurality of operation modes for a plurality of stop operation means.
[0320] The sub-CPU 41a may control the speaker 14 to execute an operation presentation. The navigation information in the speaker 14 may be a sound (e.g., "left," "middle," "right") that can identify an operation mode that is advantageous to the player among a plurality of operation modes for the stop buttons 21a to 21c. In this way, the speaker 14 may be capable of executing an operation presentation that suggests or notifies the player of a specific operation mode that is advantageous to the player among a plurality of operation modes for a plurality of stop operation means. The sub-CPU 41a may control the presentation device group so that the operation presentation is executed by all or a part of the decorative lamps 13, the speaker 14, and the presentation display device 15.
[0321] The sub-CPU 41a may control the speaker 14 to execute a sound effect based on a stop operation (hereinafter, referred to as a stop sound effect) when any one of a left stop command, a center stop command, and a right stop command is input. The stop sound effect can be said to be a sound effect related to the stop of the reels. The sub-CPU 41a may control the speaker 14 to execute a stop sound effect every time a stop operation is performed after the sub-power-on process is completed. If the power supply is stopped during the execution of a variable game, the same stop sound effect may be executed when the power supply is resumed thereafter, regardless of the state when the power supply was stopped. The sub-CPU 41a may not restore a sound effect other than the stop sound effect, not limited to background music, after the sub-power-on process is completed. In other words, if the power supply is stopped during the execution of a variable game, when the power supply is resumed thereafter, a sound effect other than the stop sound effect may not be executed during the execution of the resumed variable game.
[0322] The sub-CPU41a may control the lower panel lamp 25 to light, turn off, or blink depending on whether the winning of the 1st type BB role (1st type BB1 role and 1st type BB2 role) is carried over. For example, when the start lever 20 is operated when neither the winning of the 1st type BB1 role nor the winning of the 1st type BB2 role is carried over, the sub-CPU41a may control the lower panel lamp 25 to turn off. That is, when the state is as shown in FIG. 9(a) and FIG. 9(d), the lower panel lamp 25 may be turned off. When the start lever 20 is operated when the winning of the 1st type BB1 role is carried over, the sub-CPU41a may control the lower panel lamp 25 to light. That is, when the state is as shown in FIG. 9(b) and FIG. 9(e), the lower panel lamp 25 may be turned on. When the start lever 20 is operated when the winning of the 1st type BB2 role is carried over, the sub-CPU41a may control the lower panel lamp 25 to blink. That is, in the cases of Fig. 9(c) and Fig. 9(f), the lower panel lamp 25 may blink. Here, if the power supply is stopped during the execution of the variable game, when the power supply is resumed thereafter, the lower panel lamp 25 may be turned on regardless of the lighting state of the lower panel lamp 25 before the power supply was stopped. This allows the slot machine 10 to easily recognize that the power supply has been resumed, and allows the player to enjoy the subsequent game with peace of mind.
[0323] When the stop buttons 21a-21c are operated in an operation mode different from the operation mode (specific operation mode) suggested or notified in the operation presentation, the sub-CPU 41a may end the operation presentation even during the execution of the variable game. Even in such a case, the main CPU 40a may control the payout display unit 37 so that the determined operation information is displayed until the variable game ends. In such a situation, when the power supply is stopped, the operation presentation may not be resumed in the presentation display device 15 when the power supply is resumed, while the operation information may be displayed in the payout display unit 37.
[0324] ·When the start lever 20 is operated to start the game in a state where neither the winning of the 1st type BB1 role nor the winning of the 1st type BB2 role is carried over, and the number of coins is two, the effect display device 15 displays an image imitating the back of the character CH and a game-related image KK1, but this is not limited to this. In addition to this, or instead, the effect display device 15 may display a game-related image KK5. The game-related image KK5 may be an image including text information such as "Do not aim for 7". The game-related image KK5 may be an image suggesting or notifying that it is recommended to perform a stop operation so that the 1st type BB1 stop is not derived on the pay line NL. In other words, the game-related image KK5 may be an image suggesting or notifying that it is recommended to operate the stop buttons 21a to 21c so that the 1st type BB1 role is not won.
[0325] When the power supply is stopped while the variable game is not being executed, and then the power supply is resumed, the slot machine 10 may display the return image DF on the performance display device 15, regardless of whether the slot machine was in an advantageous zone before the power supply was stopped. When the power supply is stopped while the variable game is not being executed, and then the power supply is resumed, the slot machine 10 may display the return image DF on the performance display device 15, regardless of the game state before the power supply was stopped. When the power supply is stopped while the variable game is not being executed, and then the power supply is resumed, the slot machine 10 may display the return image DF on the performance display device 15, regardless of the performance executed before the power supply was stopped. In this way, the slot machine 10 can suppress confusion when the power supply is resumed by executing the same performance when the power supply is resumed, even when the variable game is not being executed. Therefore, the slot machine 10 can execute an appropriate performance when the power supply is resumed, and can enjoy the game thereafter with peace of mind.
[0326] The slot machine 10 may not display the return image DF on the effect display device 15 when the power supply is resumed after the power supply is stopped while the variable game is not being executed. In this case, the effect display device 15 may execute a standby effect (so-called demo effect). That is, when the power supply is resumed after the power supply is stopped while the variable game is not being executed, the slot machine 10 may execute a standby effect on the effect display device 15 regardless of whether the area was in an advantageous zone before the power supply was stopped. In addition, when the power supply is resumed after the power supply is stopped while the variable game is not being executed, the slot machine 10 may execute a standby effect on the effect display device 15 regardless of the game state before the power supply was stopped. In addition, when the power supply is resumed after the power supply is stopped while the variable game is not being executed, the slot machine 10 may execute a standby effect on the effect display device 15 regardless of the effect executed before the power supply was stopped. This makes it easier to understand that when the power supply is resumed after the power supply is stopped while the variable game is not being executed, the standby effect is executed and the game is returned to a state in which it is possible to play. Therefore, the slot machine 10 can execute an appropriate effect when the power supply is resumed, and the player can enjoy playing the game thereafter with peace of mind.
[0327] After completing the sub-power-on process, the sub-CPU 41a may control the effect display device 15 to display the advantageous image YY if the advantageous zone was in effect before the power supply was stopped. The advantageous image YY may be an image including the text information "Yes." In other words, if the start lever 20 is operated to start a variable game during an advantageous zone and the power supply is stopped during the execution of the variable game, the advantageous zone may be suggested or notified on the effect display device 15 when the power supply is resumed.
[0328] When the power supply is stopped during the execution of the variable game in the non-advantageous zone and in the first normal state, and the power supply is then resumed, the performance display device 15 may display the game call image YC in addition to the return image DF. Also, when the power supply is stopped during the execution of the variable game in the advantageous zone and in either the second normal state or the chance state, and the power supply is then resumed, the performance display device 15 may display the game call image YC in addition to the return image DF. The game call image YC may be an image including text information such as "The variable game is being executed." In other words, the game call image YC may be an image that suggests or notifies that the variable game is being executed as the game status of the slot machine 10. On the other hand, when the power supply is stopped during the execution of the variable game in the advantageous zone and in either of the advantageous states, and the power supply is then resumed, the performance display device 15 may not display the game call image YC. As a result, if the power supply is stopped during the execution of the variable game and then resumed, it is possible to specify that the game is being controlled to any one of the first normal state, the second normal state, and the chance state by displaying the game call image YC on the performance display device 15. In this way, if the start lever 20 is operated when the variable game is started without being in an advantageous state (when in a non-specific state), and the power supply is stopped during the execution of the variable game, when the power supply is resumed thereafter, the performance display device 15 suggests or notifies that the game is not in an advantageous state.
[0329] The game call image YS is an image including text information such as "Please play the game", but is not limited to this. The game call image YS may be an image including text information such as "Please operate the stop button while paying attention to the operation mode (operation sequence)". In other words, the effect of displaying the game call image YS may be an effect that calls attention to the operation mode of the stop buttons 21a to 21c.
[0330] If the power supply is stopped during the execution of a variable game in an advantageous zone, in the second normal state and chance state, and while an operation presentation is being executed, and then the power supply is resumed, the presentation display device 15 does not have to display the same navigation information as before the power supply was stopped. In other words, if the start lever 20 is operated to start a variable game in the second normal state and chance state, and the power supply is stopped while an operation presentation is being executed during the execution of the variable game, the operation presentation does not have to be resumed when the power supply is resumed.
[0331] The main CPU 40a may perform a freeze process for executing freeze control after finishing the advantageous lottery process in step S108 in the game progress main process. The main CPU 40a may execute a pseudo game during the execution of the freeze control. In the pseudo game, the reels 16a to 16c rotate, and when the stop buttons 21a to 21c are operated, the reels 16a to 16c temporarily stop. The pseudo game is similar to the variable game in operation, but is different from the variable game. The pseudo game may be configured to be able to be performed between the operation of the start lever 20 and the start of the variable game. During the execution of the pseudo game, a dedicated game presentation may be executed. In other words, during the execution of the pseudo game, a presentation different from that during the execution of the variable game may be executed. Note that, during the execution of the pseudo game, the operation information may not be displayed on the payout display unit 37.
[0332] When the power supply to the slot machine 10 is stopped during the execution of a pseudo game and then resumes, the effect display device 15 may not display the return image DF. In this case, the effect display device 15 may display a stop prompting image. The stop prompting image may be an image including text information such as "Please operate the stop button." In other words, the effect for displaying the stop prompting image may be an effect for encouraging the operation of the stop buttons 21a to 21c. The effect for displaying the stop prompting image may be an effect for encouraging the user to end the pseudo game by operating the stop buttons 21a to 21c. In this way, when the power supply is resumed, different effects may be executed depending on whether the power supply is stopped during the execution of a pseudo game or the power supply is stopped during the execution of a variable game.
[0333] The number of bets that can be used to play one variation game may include one coin. In other words, the slot machine 10 may be capable of playing one variation game using any number of game medals, 1 coin, 2 coins, and 3 coins. In this case, the slot machine 10 may be capable of playing one variation game with "1 coin" as the minimum number of bets and "3 coins" as the maximum number of bets. In addition, the slot machine 10 may be capable of playing one variation game by using one or three game medals, while it may be impossible to play one variation game by using two game medals. In this case, the slot machine 10 may be capable of playing one variation game with "1 coin" as the minimum number of bets and "3 coins" as the maximum number of bets. In addition, the slot machine 10 may be capable of playing one variation game by using three game medals, while it may be impossible to play one variation game by using one or two game medals.
[0334] The upper limit number of games may be any number that is determined in advance, and does not have to be 3,000. The upper limit number of games may be less than 3,000. The upper limit number of games may be 3,001 or more. For example, the upper limit number of games may be 1,500.
[0335] The upper limit number of game media may be any predetermined number, and does not have to be 2,400. The upper limit number of game media may be less than 2,400. The upper limit number of game media may be 2,401 or more. For example, the upper limit number of game media may be 3,000.
[0336] In the slot machine 10, when the condition for transition to the advantageous zone is met in the first normal state, the slot machine 10 may transition to the advantageous state. At this time, the slot machine 10 transitions from the non-advantageous zone to the advantageous zone. In other words, in the slot machine 10, when the condition for transition to the advantageous zone is met in the first normal state, the slot machine 10 may transition to either the second normal state or the advantag...
Claims
[Claim 1] In a gaming machine capable of executing a variable game based on an operation of a start operation means when a bet number is set, Multiple reels and a plurality of stop operation means respectively corresponding to the plurality of reels; A notification means capable of executing a predetermined notification; A zone control means capable of controlling the zone to either an advantageous zone or a non-advantageous zone; A special effect execution means capable of executing a special effect; A specific light emitting means capable of performing a specific light emitting performance; A predetermined light-emitting means capable of executing a light-emitting effect other than the specific light-emitting effect; A game state control means for controlling a game state; A lottery means capable of executing a lottery regarding the control of the game state, In the variable game, the plurality of reels rotate, and a corresponding reel can be stopped in response to an operation of a stop operation means; The notification means is capable of suggesting or notifying a specific operation mode that is advantageous to a player among a plurality of operation modes for the plurality of stop operation means, The non-advantageous section is a section in which the notification means is not permitted to suggest or notify the specific operation mode, The advantageous period is a period in which the notification means is permitted to suggest or notify the specific operation mode, When the start operation means is operated during the non-advantageous period to start a variable game, and power supply is stopped during the execution of the variable game, when power supply is subsequently resumed, the special effect is not executed by the special effect execution means, When the start operation means is operated during the advantageous period to start a variable game, and power supply is stopped during the execution of the variable game, when power supply is subsequently resumed, the special effect may be executed by the special effect execution means, The special effect is an effect that calls attention to the operation mode of the stop operation means, During execution of the variable game, the specific light-emitting effect by the specific light-emitting means and a light-emitting effect other than the specific light-emitting effect by the predetermined light-emitting means can be executed; When the power supply is stopped during the execution of a variable game, when the power supply is subsequently resumed, during the execution of the resumed variable game, a light-emitting effect other than the specific light-emitting effect by the predetermined light-emitting means is not executed, and the specific light-emitting effect by the specific light-emitting means is executed; The lottery regarding the control of the game state that can be executed by the lottery means includes a winning combination lottery, The lottery means is capable of executing the lottery for a specific role that can be won when the start operation means is operated while a specific role is set as the odds, When the specific role is won in the role lottery, the winning of the specific role is carried over until the symbol combination corresponding to the specific role is derived in the subsequent variable game, In a state where the winning of the specific combination is carried over, the lottery means executes a lottery regarding the control of the game state as if the specific combination had been won, The content of the lottery regarding the control of the game state executed by the lottery means is different between a case where the start operation means is operated in a first situation in which the specific multiplier is set before the specific role is won in the role lottery, and a case where the start operation means is operated in a second situation in which the specific multiplier is set when the winning of the specific role is carried over, A gaming machine characterized in that in the following cases, when the start operation means is operated in the first situation, the specific role is not won in the role lottery, a variation game is executed, and power supply is stopped during the execution of the variation game, and when the start operation means is operated in the first situation, the specific role is won in the role lottery, a variation game is executed, and power supply is stopped during the execution of the variation game, the same specific light-emitting effect is executed during the execution of the resumed variation game when power supply is resumed, and the same specific light-emitting effect is executed during the execution of the variation game executed by operating the start operation means after power supply is resumed and the specific multiplier number is set.
Citation Information
Patent Citations
Slot machine
JP2007307138A
Game machine
JP2019092955A
Slot machine
JP2020141949A
Game machine
JP2021087491A
JPP7426113B