Gaming machine
The gaming machine addresses the lack of entertainment value in existing machines by incorporating rotating bodies with patterned surfaces, multiple operation modes, and lottery-based rewards, enhancing player engagement through varied gameplay and notifications.
Patent Information
- Application Number
- JP2024067899
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-04-19
- Publication Date
- 2025-07-30
- Estimated Expiration
- 2040-05-28
AI Technical Summary
Existing gaming machines lack sufficient entertainment value, necessitating improvements to enhance player engagement.
A gaming machine with rotating bodies featuring visible patterns, multiple operation modes for controlling rotation and lottery-based privilege grants, and mode-specific notifications to increase game enjoyment.
Enhances player interest by offering varied gameplay experiences and increased rewards through mode-specific processing and notifications, thereby improving overall entertainment value.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Known types of gaming machines include pachinko machines and slot machines, which are known to have a configuration in which an internal lottery is held when predetermined lottery conditions are met, and a bonus is awarded to the player depending on the result of the internal lottery.
[0003] Specifically, in a slot machine, when a start lever is operated while medals as gaming media have been bet, an internal lottery is conducted and the reels start to rotate. If a stop switch is operated while the reels are rotating, the reels stop rotating. If the reels stop as a result of the internal lottery, a bonus according to the result is awarded (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2008-295707 Summary of the Invention [Problem to be solved by the invention]
[0005] Here, in the gaming machines exemplified above, it is necessary to improve the entertainment value of the game, and there is still room for improvement in this regard.
[0006] The present invention has been made in consideration of the circumstances exemplified above, and aims to provide a gaming machine that can increase the enjoyment of the game. [Means for solving the problem]
[0007] Original Akira , a plurality of rotating bodies with a plurality of patterns attached in the circumferential direction, a display unit that makes some of the patterns visible for each of the rotating bodies, starting operation means for starting the rotation of each of the rotating bodies when operated, stopping operation means for performing a stop operation to stop the rotation of each of the rotating bodies, drive control means for executing start drive control to start the rotation of each of the rotating bodies when the starting operation means is operated, and executing stop drive control to stop the rotation of the corresponding rotating body when the stopping operation means is operated, lottery means for performing a lottery to grant a privilege to the player based on the operation of the starting operation means, granting means capable of granting a number of game values corresponding to the lottery result in the lottery means, a gaming machine comprising: as a lottery result by the lottery means, when the stopping operation means is operated in a first operation mode, a first pattern combination can be stopped at a predetermined position visible through the display unit, and a first number of game values are granted by the granting means, while when the stopping operation means is operated in a second operation mode different from the first operation mode, a second pattern combination different from the first pattern combination can be stopped at a predetermined position visible through the display unit, and a specific result is set such that a second number of game values greater than the first number are granted by the granting means, mode notification means capable of executing mode notification of the operation mode of the stopping operation means by a predetermined notification means, specific processing means capable of executing specific processing related to the function of the mode notification by the mode notification means, when the stopping operation means is operated in the first operation mode in a specific game where the lottery result by the lottery means is the specific result, performing processing that enables the execution of the specific processing, and when the stopping operation means is operated in the second operation mode in the specific game, performing processing that disables the execution of the specific processing, In the specific game, means capable of executing a first notification corresponding to the specific process at a specific timing after the operation of the stop operation means is executed; means capable of executing a second notification regarding a predetermined content of the specific process at a timing earlier than the specific timing in the specific game and after a branch timing at which the operation of the stop operation means is performed to determine whether the operation mode is the first operation mode or the second operation mode; comprising; the second notification is characterized in that it can be executed by the predetermined notification means 。
Advantages of the Invention
[0008] According to the present invention, it is possible to enhance the interest of the game.
Brief Description of the Drawings
[0009]
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Mode for Carrying Out the Invention
[0010] <First Embodiment> Hereinafter, an embodiment in the case of applying to a rotary gaming machine, which is a type of gaming machine, specifically a slot machine, will be described in detail with reference to the drawings. FIG. 1 is a front view of the slot machine 10, FIG. 2 is a perspective view of the slot machine 10 with the front door 12 closed, FIG. 3 is a perspective view of the slot machine 10 with the front door 12 open, FIG. 4 is a rear view of the front door 12, and FIG. 5 is a front view of the housing 11.
[0011] As shown in FIGS. 1 to 5, the slot machine 10 includes a housing 11 that forms its outer shell. The housing 11 is formed in a box shape with an open front as a whole, and is attached by nailing or the like to so-called island equipment when installed in a game hall.
[0012] On the front side of the housing 11, a front door 12 is attached so as to be openable and closable. That is, the housing 11 is provided with a pair of upper and lower support shafts 13a and 13b on the left side when viewed from the front, and the front door 12 is provided with bearing portions 14a and 14b at positions corresponding to the respective support shafts 13a and 13b. When each support shaft 13a, 13b is inserted into each bearing portion 14a, 14b, the front door 12 is supported by the housing 11 so as to be rotatable about an opening and closing axis extending in the vertical direction connecting the two support shafts 13a, 13b, and the front opening side of the housing 11 can be opened or closed by the rotation of the front door 12. Further, the front door 12 is set in a locked state where it cannot be opened by a locking device 20 provided on its back surface. A key cylinder 21 integrated with the locking device 20 is provided at the upper right end side of the front door 12, and the locked state is configured to be released by a predetermined key operation on the key cylinder 21.
[0013] Above the center of the front door 12, a game panel 25 for notifying the player of the game state is provided. On the game panel 25, three vertically long display windows 26L, 26M, and 26R are formed side by side, and the inside of the slot machine 10 can be viewed through each of the display windows 26L, 26M, and 26R. Note that the display windows 26L, 26M, and 26R may be combined into one common display window.
[0014] As shown in FIG. 3, the housing 11 is vertically divided into two parts by a partition plate 30, and a reel unit 31 constituting variable display means is attached to the upper part of the partition plate 30. The reel unit 31 includes left reel 32L, middle reel 32M, and right reel 32R, each formed in a cylindrical (annular) shape. Each of the reels 32L, 32M, 32R is rotatably supported such that its central axis serves as the rotation axis of the reel. The rotation axes of the reels 32L, 32M, 32R are arranged on the same axis extending in a substantially horizontal direction, and the respective reels 32L, 32M, 32R correspond one-to-one with the display windows 26L, 26M, 26R. Therefore, a part of the surface of each of the reels 32L, 32M, 32R is visible through the corresponding display windows 26L, 26M, 26R. Further, when the reels 32L, 32M, 32R rotate forward, the surfaces of the reels 32L, 32M, 32R are projected through the display windows 26L, 26M, 26R as if they are moving downward from above.
[0015] Here, the configuration of the reel unit 31 will be briefly described.
[0016] Each of the reels 32L, 32M, and 32R is connected to a stepping motor, and each reel 32L, 32M, 32R can be rotationally driven individually, that is, independently, by driving each stepping motor. The stepping motor is set to rotate once when, for example, a drive signal of 500 pulses (hereinafter also referred to as an excitation pulse) is applied, and the rotational position of the stepping motor, that is, the rotational position of the reel, is controlled by this excitation pulse. Further, a reel index sensor for detecting that the reel has rotated once is installed in each of the reels 32L, 32M, and 32R in the reel unit 31. When the reel index sensor detects that the reel has rotated once, a detection signal is output to the main control device 101, which will be described later, each time such detection occurs. For this reason, the main control device 101 can confirm and correct the angular position of each of the reels 32L, 32M, and 32R once per rotation based on the detection signal of the reel index sensor and the number of excitation pulses output until the detection signal is input.
[0017] On the outer peripheral surfaces of each of the reels 32L, 32M, and 32R, a plurality of patterns are drawn in the long side direction (circumferential direction) as identification information. More specifically, 20 patterns are drawn at equal intervals. For this reason, in order to switch a certain pattern to the next pattern at a predetermined position, an output of 25 pulses (= 500 pulses ÷ 20 patterns) of excitation pulses is required. Further, the main control device 101 can perform control to grasp the pattern visible from the display windows 26L, 26M, and 26R or stop a predetermined pattern at a position visible from the display windows 26L, 26M, and 26R based on the number of excitation pulses output after the detection signal of the reel index sensor is input.
[0018] Next, the patterns drawn on each of the reels 32L, 32M, and 32R will be described.
[0019] Figure 6 shows the symbol arrangements of the left reel 32L, the middle reel 32M, and the right reel 32R. As shown in this figure, on each of the reels 32L, 32M, and 32R, 20 symbols are arranged in a row. Also, numbers from 0 to 19 are assigned corresponding to each of the reels 32L, 32M, and 32R. However, these numbers are for the main control device 101 to recognize the symbols that can be visually recognized from the display windows 26L, 26M, and 26R, and are not actually attached to the reels 32L, 32M, and 32R. However, in the following description, these numbers will be used for explanation.
[0020] As symbols, there are 10 types such as the "bell" symbol (for example, the 1st on the left reel 32L), the "replay" symbol (for example, the 0th on the left reel 32L), the "red 7" symbol (for example, the 14th on the left reel 32L), the "watermelon" symbol (for example, the 2nd on the left reel 32L), the "cherry" symbol (for example, the 8th on the left reel 32L), the "BAR" symbol (for example, the 9th on the left reel 32L), the "white 7" symbol (for example, the 3rd on the left reel 32L), the "youth" symbol (for example, the 18th on the left reel 32L), the "red shell" symbol (for example, the 4th on the left reel 32L), and the "white shell" symbol (for example, the 19th on the left reel 32L). And as shown in Figure 6, the number and arrangement order of various symbols on each of the reels 32L, 32M, and 32R are completely different.
[0021] Each of the display windows 26L, 26M, and 26R is formed such that 3 symbols that can visually recognize the entire set of symbols out of the 20 symbols attached to the corresponding reel are visible. For this reason, when all of the reels 32L, 32M, and 32R are stopped, 3×3 = 9 symbols are in a visible state through the display windows 26L, 26M, and 26R.
[0022] In the slot machine 10, the game result of each game is announced using a combination of three symbols, one for each of the reels 32L, 32M, and 32R, among the visible symbols. As described above, 3 × 3 = 9 symbols are visible, and as combinations of these three symbols, for example, as shown in Fig. 7, there are combinations of symbols that stop on an upper line L1 connecting the upper symbols of the reels 32L, 32M, and 32R, combinations of symbols that stop on a middle line L2 connecting the middle symbols of the reels 32L, 32M, and 32R, and combinations of symbols that stop on a lower line L3 connecting the lower symbols of the reels 32L, 32M, and 32R. There are also combinations of symbols that stop on a downward-sloping line L4 connecting the top symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the bottom symbol on the right reel 32R, and combinations of symbols that stop on an upward-sloping line L5 connecting the bottom symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the top symbol on the right reel 32R. There are also combinations of symbols that stop on a curved line L6 connecting the middle symbol on the left reel 32L, the top symbol on the middle reel 32M, and the top symbol on the right reel 32R. The above lines L1 to L5 are straight lines when the symbols are lined up, while the curved line L6 is a line that bends when the symbols are lined up. There are other combinations of symbols that stop on curved lines besides the curved line L6, but we will not explain them here.
[0023] Of these lines L1 to L6, some are activated by betting medals, and some are not, and when symbols stop in a predetermined combination on an activated line, i.e., an activated line, a win is achieved and a bonus is awarded in which a predetermined number of medals, which are game media, are paid out, or a bonus is awarded in which the game state is changed.On the other hand, when symbols stop in a predetermined combination on an inactivated line, a win is not achieved and the bonus is not awarded.
[0024] In this slot machine 10, among the above lines L1 to L6, the bent line L6 is set as the active line. More specifically, in this slot machine 10, there are cases where the game starts with 3 medals bet and cases where the game starts with 2 medals bet. When the game starts with 3 or 2 medals bet, only the bent line L6 is set as the active line, and the other lines L1 to L5 are not set as active lines. In the following description, the bent line L6 may be referred to as the active line ML. Also, in the following, a game started with 3 medals bet is called a 3-bet game, a game started with 2 medals bet is called a 2-bet game, and a game started with 1 medal bet is called a 1-bet game. Note that in this embodiment, a 1-bet game is not set.
[0025] Figs. 8 to 10 are diagrams showing the correspondence between the combinations of winning symbols and the benefits given when winning.
[0026] As small winning awards for which medal payouts are made, there are the first small winning award to the 32nd small winning award.
[0027] When the "REPLAY" symbols on the left reel 32L, the "REPLAY" symbols on the middle reel 32M, and the "REPLAY" symbols on the right reel 32R stop on the active line ML, the first small winning award is obtained. When the first small winning award is established, 8 medals are paid out in a 3-bet game, and 5 medals are paid out in a 2-bet game.
[0028] As shown in Fig. 11(a), when the symbol corresponding to the first small winning award stops on the active line ML, the "BELL" symbols are aligned and stop on the downward right line L4. Therefore, the player can easily understand that the small winning award corresponding to the bell has been established.
[0029] When the "REPLAY" symbol on the left reel 32L, the "BELL" symbol on the middle reel 32M, and the "BELL" symbol on the right reel 32R stop on the effective line ML, a second minor winning combination is achieved. When the second minor winning combination is achieved, 8 medals are paid out in a 3-bet game and 5 medals are paid out in a 2-bet game.
[0030] As shown in FIG. 11(b), when the symbols corresponding to the second minor winning combination stop on the effective line ML, the "BELL" symbols align and stop on the upper line L1. Therefore, the player can easily understand that a minor winning combination corresponding to BELL has been achieved, and from the difference in the lines where the "BELL" symbols align, it can also be understood that a minor winning combination different from the above-mentioned first minor winning combination has been achieved.
[0031] When the "BELL" symbol on the left reel 32L, the "REPLAY" symbol on the middle reel 32M, and the "WATERMELON" symbol or "RED SEA BREAM" symbol on the right reel 32R stop on the effective line ML, a third minor winning combination is achieved. When the third minor winning combination is achieved, 8 medals are paid out in a 3-bet game and 5 medals are paid out in a 2-bet game.
[0032] As shown in FIG. 11(c), when the symbols corresponding to the third minor winning combination stop on the effective line ML, the "BELL" symbols align and stop on the middle line L2. Therefore, the player can easily understand that a minor winning combination corresponding to BELL has been achieved, and from the difference in the lines where the "BELL" symbols align, it can also be understood that a minor winning combination different from the above-mentioned first minor winning combination and second minor winning combination has been achieved.
[0033] When the "WATERMELON" symbol on the left reel 32L, the "REPLAY" symbol on the middle reel 32M, and the "BELL" symbol on the right reel 32R stop on the effective line ML, a fourth minor winning combination is achieved. When the fourth minor winning combination is achieved, 8 medals are paid out in a 3-bet game and 5 medals are paid out in a 2-bet game.
[0034] As shown in FIG. 11(d), when the symbol corresponding to the fourth minor winning stops on the effective line ML, the "bell" symbols align and stop on the upward right line L5. Therefore, the player can easily understand that the minor winning corresponding to the bell has been achieved, and from the difference in the lines where the "bell" symbols align, it is also understandable that a minor winning different from the first to third minor winnings described above has been achieved.
[0035] When the "watermelon" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "replay" symbol on the right reel 32R stop on the effective line ML, it becomes the fifth minor winning. When the fifth minor winning is achieved, 8 medals are paid out in a 3-bet game, and 5 medals are paid out in a 2-bet game.
[0036] As shown in FIG. 11(e), when the symbol corresponding to the fifth minor winning stops on the effective line ML, the "bell" symbols align and stop on the lower line L3. Therefore, the player can easily understand that the minor winning corresponding to the bell has been achieved, and from the difference in the lines where the "bell" symbols align, it is also understandable that a minor winning different from the first to fourth minor winnings described above has been achieved.
[0037] When the "watermelon" symbol on the left reel 32L, the "replay" symbol on the middle reel 32M, and the "replay" symbol on the right reel 32R stop on the effective line ML, it becomes the sixth minor winning. When the sixth minor winning is achieved, 8 medals are paid out in a 3-bet game, and 5 medals are paid out in a 2-bet game.
[0038] As shown in FIG. 11(f), when the symbol corresponding to the sixth minor winning stops on the effective line ML, the "bell" symbols stop respectively at the lower part of the left reel 32L, the middle part of the middle reel 32M, and the lower part of the right reel 32R (stop in a small mountain shape). Therefore, the player can easily understand that the minor winning corresponding to the bell has been achieved, and from the difference in the stopping positions of the "bell" symbols, it is also understandable that a minor winning different from the first to fifth minor winnings described above has been achieved.
[0039] When the "Bell" symbol on the left reel 32L, the "White 7", "Cherry", "Red Shell" or "Youth" symbol on the middle reel 32M, and the "White 7", "White Shell" or "Youth" symbol on the right reel 32R stop on the effective line ML, it is a winning of the 7th minor combination. When the winning of the 7th minor combination is established, in the 3-bet game, 3 medals are paid out, and in the 2-bet game, 3 medals are paid out.
[0040] As shown in FIG. 12(a), when the symbol corresponding to the winning of the 7th minor combination stops on the effective line ML, the "Watermelon" symbols are aligned and stop on the downward right line L4. Therefore, it becomes easy for the player to understand that the winning of the minor combination corresponding to the watermelon has been established.
[0041] When the "Bell" symbol on the left reel 32L, the "Watermelon" symbol on the middle reel 32M, and the "Watermelon" symbol on the right reel 32R stop on the effective line ML, it is a winning of the 8th minor combination. When the winning of the 8th minor combination is established, in the 3-bet game, 3 medals are paid out, and in the 2-bet game, 3 medals are paid out.
[0042] As shown in FIG. 12(b), when the symbol corresponding to the winning of the 8th minor combination stops on the effective line ML, the "Watermelon" symbols are aligned and stop on the upper line L1. Therefore, it becomes easy for the player to understand that the winning of the minor combination corresponding to the watermelon has been established, and also to understand from the difference in the lines where the "Watermelon" symbols are aligned that a different minor combination winning from the above-mentioned 7th minor combination has been established.
[0043] The 9th to 32nd small wins are mainly awarded when the 1st to 6th small wins are missed, so-called missed wins. When the 9th to 32nd small wins are awarded, one medal is paid out in a 3-bet game, and one medal is paid out in a 2-bet game. For the 9th to 32nd minor winning combinations, a winning combination is achieved when the following symbols stop on the active line ML: "Replay", "Red 7", "BAR", "Red Shell", "White Shell", "Youth" or "Bell" on the left reel 32L, "White 7", "Cherry", "Red Shell", "Youth", "Red 7", "Watermelon", "Replay", "BAR", "Bell" or "White Shell" on the middle reel 32M, and "Red 7", "White 7", "White Shell", "Youth", "Watermelon", "Red Shell", "BAR" or "Replay" on the right reel 32R. As shown in Figures 8 and 9, the combinations of symbols corresponding to the 9th to 32nd small wins are all set so that the "bell" symbols do not line up and stop on a straight line (L1 to L5), making it easy to understand that the small win corresponding to the bell has not been achieved.
[0044] If the "BAR" symbol on the left reel 32L, the "BELL" symbol on the middle reel 32M, and the "BELL" symbol on the right reel 32R stop on the active line ML, the 33rd small win will be achieved. If the 33rd small win is achieved, one medal will be paid out in a 3-bet game, and one medal will be paid out in a 2-bet game.
[0045] As shown in FIG. 12(f), when the symbol corresponding to the 33rd minor winning combination stops on the activated line ML, the "BAR" symbol may stop aligned on the middle line L2.
[0046] Incidentally, in a configuration where medals are paid out based on the above-mentioned first minor role winning to the 33rd minor role winning, the minor roles to be paid out are a type of privilege (game value) granted according to the result of the game. In this specification, the paid-out medals may also be referred to as "winning medals", and the ratio of the number of paid-out medals (winning medals) to the number of medals inserted (bet) may also be referred to as the "winning rate".
[0047] As prizes for which a privilege (game value) of a replay game that enables the next game to be played without inserting medals is granted, there are the first replay prize to the 12th replay prize. As shown in FIG. 10, for these first replay to 12th replay, winning symbol combinations are respectively set.
[0048] The first replay game wins when the "Replay" symbol on the left reel 32L, the "Watermelon" symbol on the middle reel 32M, and the "Red 7", "White 7", "White Shell" or "Youth" symbol on the right reel 32R stop on the active line ML. As shown in FIG. 12(c), when the symbol corresponding to the first replay prize stops on the active line ML, the "Replay" symbol aligns and stops on the middle line L2. Therefore, the player can easily understand that the replay prize corresponding to the replay has been won.
[0049] The second replay game wins when the "White 7" symbol on the left reel 32L, the "White Shell" symbol on the middle reel 32M, and the "Cherry" symbol on the right reel 32R stop on the active line ML. When the symbol corresponding to the second replay prize stops on the active line ML, as shown in FIG. 13(e), the "White 7" symbol aligns and stops on the middle line L2.
[0050] The third replay game wins when the "White 7" symbol on the left reel 32L, the "White Shell" symbol on the middle reel 32M, and the "BAR" symbol on the right reel 32R stop on the active line ML. When the symbol corresponding to the third replay prize stops on the active line ML, as shown in FIG. 13(f), the "White 7" symbol stops in the middle section of the left reel 32L and the middle section of the middle reel 32M, and the "Red 7" symbol stops in the middle section of the right reel 32R.
[0051] The 4th replay game and the 5th replay game are replay games for adjustment when a plurality of replay games are won repeatedly.
[0052] In the 6th replay game, a winning is established when the "bell" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "red 7", "white 7", "BAR", "cherry", "white shell", or "young man" symbol on the right reel 32R stop on the valid line ML. As shown in FIG. 12(d), when the symbol corresponding to the 6th replay game winning stops on the valid line ML, the "watermelon" symbol stops on the upper part of the left reel 32L and the upper part of the middle reel 32M, while the "watermelon" symbol does not stop on the upper part of the right reel 32R (the "watermelon" symbol stops on the lower part of the right reel 32R), resulting in a so-called off-state of the upper watermelon combination. Also, when the symbol corresponding to the 6th replay game winning stops on the valid line ML, the "watermelon" symbol stops on the upper part of the left reel 32L and the lower part of the right reel 32R, while the "watermelon" symbol does not stop in the middle part of the middle reel 32M (the "watermelon" symbol stops on the upper part of the middle reel 32M), resulting in a so-called off-state of the downward-sloping watermelon combination.
[0053] In the 7th replay game, a winning is established when the "bell" symbol on the left reel 32L, the "white 7", "cherry", "red shell", or "young man" symbol on the middle reel 32M, and the "watermelon" or "red shell" symbol on the right reel 32R stop on the valid line ML. As shown in FIG. 12(e), when the symbol corresponding to the 7th replay game winning stops on the valid line ML, the "watermelon" symbol stops on the upper part of the left reel 32L and the upper part of the right reel 32R, while the "watermelon" symbol does not stop on the upper part of the middle reel 32M (the "watermelon" symbol stops in the middle part of the middle reel 32M), resulting in a so-called off-state of the upper watermelon combination. Also, when the symbol corresponding to the 7th replay game winning stops on the valid line ML, the "watermelon" symbol stops on the upper part of the left reel 32L and the middle part of the middle reel 32M, while the "watermelon" symbol does not stop on the lower part of the right reel 32R (the "watermelon" symbol stops on the upper part of the right reel 32R), resulting in a so-called off-state of the downward-sloping watermelon combination.
[0054] For the 8th replay game, a winning combination is formed when the "Watermelon" symbol on the left reel 32L, the "White 7", "Cherry", "Red Clam" or "Young Man" symbol on the middle reel 32M, and the "Replay" symbol on the right reel 32R stop on the active line ML. As shown in Fig. 13(a), when the symbols corresponding to the 8th replay game winning combination stop on the active line ML, the "Watermelon" symbols align and stop on the middle line L2.
[0055] For the 9th replay game, a winning combination is formed when the "Replay" symbol on the left reel 32L, the "Watermelon" symbol on the middle reel 32M, and the "Watermelon" or "Red Clam" symbol on the right reel 32R stop on the active line ML. As shown in Fig. 13(b), when the symbols corresponding to the 9th replay game winning combination stop on the active line ML, the "Replay" symbol stops in the middle section of the left reel 32L and the middle reel 32M, while the "Replay" symbol does not stop in the middle section of the right reel 32R (the "Bell" symbol stops in the middle section of the right reel 32R), resulting in a stop pattern where the so-called middle section replay temper is off.
[0056] For the 10th replay game, a winning combination is formed when the "BAR" symbol on the left reel 32L, the "White 7" symbol, "BAR" symbol, "Cherry" symbol, "Red Shell" symbol or "Young Man" symbol on the middle reel 32M, and the "Red 7" symbol, "White 7" symbol, "BAR" symbol, "Cherry" symbol, "White Shell" symbol or "Young Man" symbol on the right reel 32R stop on the active line ML. Also, for the 12th replay game, a winning combination is formed when the "BAR" symbol on the left reel 32L, the "BAR" symbol on the middle reel 32M, and the "Bell" symbol, "Watermelon" symbol or "Red Shell" symbol on the right reel 32R stop on the active line ML. As shown in FIGS. 13(c) and 13(d), when the symbols corresponding to the 10th replay game win or the 12th replay game win stop on the active line ML, the "Cherry" symbol stops at the lower stage of the left reel 32L. When winning the 10th replay game or the 12th replay game, if a stop operation is performed aiming for the "Cherry" symbol on the right reel 32R, the "Cherry" symbol stops at the upper stage in the case of winning the 10th replay game, and the "Cherry" symbol stops at the middle or lower stage in the case of winning the 12th replay game. Therefore, it is possible to distinguish between the 10th replay game win and the 12th replay game win. The 11th replay game is a winning combination that is formed when it is not possible to win the 10th replay game or the 12th replay game, that is, when a miss may occur.
[0057] As state transition wins where only the game state transition is performed, there are the 1st BB win and the 2nd BB win.
[0058] When the "Replay" symbol on the left reel 32L, the "Bell" symbol on the middle reel 32M, and the "BAR" symbol on the right reel 32R stop on the active line ML, it is a 1st BB win. When the 1st BB win is formed, the game state transitions to the 1st BB state. When the symbols corresponding to the 1st BB win stop on the active line ML, as shown in FIG. 14(a), the "BAR" symbols are aligned and stop on the rising right line L5, or as shown in FIG. 14(b), the "Red 7" symbol, "Red 7" symbol, and "BAR" symbol stop in order from the left on the rising right line L5.
[0059] When the "red shell" symbol on the left reel 32L, the "bell" symbol on the middle reel 32M, and the "bell" symbol on the right reel 32R stop on the valid line ML, a second BB win occurs. When a second BB win is achieved, the game state transitions to the second BB state. When the symbols corresponding to the second BB win stop on the valid line ML, as shown in FIG. 14(c), the "white 7" symbols align and stop on the lower line L3, or as shown in FIG. 14(d), the "white 7" symbol, "white 7" symbol, and "red 7" symbol stop in sequence from the left on the lower line L3.
[0060] A start lever 41 for operating to start the rotation of each of the reels 32L, 32M, and 32R is provided on the lower left side of the game panel 25. The start lever 41 constitutes a start operation means or a starting operation means for starting the rotation of the reels 32L, 32M, and 32R, that is, for starting the variable display of the symbols. When the start lever 41 is operated with a predetermined number of medals inserted, each of the reels 32L, 32M, and 32R starts to rotate.
[0061] Button-shaped stop switches 42 to 44 for operating to individually stop the rotating reels 32L, 32M, and 32R are provided on the right side of the start lever 41. Each of the stop switches 42 to 44 is disposed directly below the display windows 26L, 26M, and 26R corresponding to the reels 32L, 32M, and 32R to be stopped, respectively.
[0062] Stop switches 42 to 44 are respectively connected to stop detection sensors 42a to 44a (Fig. 15), and the stop detection sensors 42a to 44a are connected to a main control device 101 described later. Based on the detection signals from the stop detection sensors 42a to 44a, the main control device 101 grasps that the stop switches 42 to 44 have been operated. Specifically, when the stop switches 42 to 44 are not operated, LOW signal detection signals are output from the stop detection sensors 42a to 44a. When the stop switches 42 to 44 are operated, the detection signals are switched from LOW signals to HI signals. The main control device 101 grasps such signal switching and thus grasps that the stop switches 42 to 44 have been operated. When the main control device 101 grasps that the stop switches 42 to 44 have been operated, it controls to stop the rotation of the reel corresponding to the operated switch.
[0063] That is, when the left stop switch 42 is operated, the rotation of the left reel 32L stops; when the middle stop switch 43 is operated, the rotation of the middle reel 32M stops; and when the right stop switch 44 is operated, the rotation of the right reel 32R stops. The stop switches 42 to 44 constitute stop operation means for stopping the variable display of symbols based on the rotation of the reels 32L, 32M, and 32R.
[0064] Stop lamps 42b to 44b are respectively built into the stop switches 42 to 44. The light from the stop lamps 42b to 44b partially penetrates the operation surfaces of the stop switches 42 to 44, and the light of the stop lamps 42b to 44b can be visually recognized through the stop switches 42 to 44. When the operations of the stop switches 42 to 44 become effective, the stop lamps 42b to 44b are controlled to light up. When the operations of the stop switches 42 to 44 become ineffective, the corresponding stop lamps 42b to 44b are respectively controlled to turn off.
[0065] Below the lower right sides of the windows 26L, 26M, and 26R, a medal insertion port 45 for inserting medals is provided. The medal insertion port 45 constitutes input means for inputting game media. Also, focusing on the fact that the medal insertion port 45 involves the operation of directly inserting medals by the player, it can also be said to constitute direct input means for directly inputting game media.
[0066] The medals inserted from the medal insertion port 45 are guided by a selector 46, which is a passage switching means provided on the back surface of the front door 12, to either a storage passage 47 or a discharge passage 48. More specifically, the selector 46 is provided with a medal passage switching solenoid 46a. When the medal passage switching solenoid 46a is not excited, the medals are guided to the discharge passage 48 side, and when the medal passage switching solenoid 46a is excited, the medals are guided to the storage passage 47 side. The medals guided to the storage passage 47 are guided to a hopper device 51 housed inside the housing 11. On the other hand, the medals guided to the discharge passage 48 are guided from a medal discharge port 49 provided at the lower front of the front door 12 to a medal tray 50 and returned to the player.
[0067] The hopper device 51 is composed of a storage tank 52 for storing medals and a payout device 53 for paying out medals to the player. The payout device 53 discharges medals to an opening 48a provided in the discharge passage 48 by rotating a medal payout rotating plate (not shown) and pays out medals to the medal tray 50 through the discharge passage 48. Also, to the right of the hopper device 51, a reserve tank 54 is provided to avoid storing more than a predetermined amount of medals in the storage tank 52. Inside the storage tank 52 of the hopper device 51, a guiding plate 52a for discharging medals from the storage tank 52 to the reserve tank 54 is provided. Therefore, when medals are stored above the height where the guiding plate 52a is provided, such medals will be stored in the reserve tank 54.
[0068] Below the medal insertion slot 45, a button-shaped return switch 55 is provided. When the return switch 55 is operated under the condition that the medals inserted into the medal insertion slot 45 are jammed in the selector 46, the selector 46 is mechanically interlocked and operated so that the medals jammed in the selector 46 are returned from the medal discharge port 49.
[0069] Below the lower left sides of the windows 26L, 26M, and 26R, a first credit input switch 56 is provided for inputting a specific number of virtual medals credited as game media at one time, which is a predetermined specific number among the specified number of game medals. The specific number is set according to the progress of the game. For example, when the specified number of the game is set to 3 and the specific number is set to 3, when the first credit input switch 56 is operated, 3 virtual medals are input on the condition that there is credit. When the specified number is set to 2 and the specific number is set to 2, when the first credit input switch 56 is operated, 2 virtual medals are input on the condition that there is credit. When the specified number is set to 3 or 2 and the specific number is set to 3, when the first credit input switch 56 is operated, 3 virtual medals are input on the condition that there is credit. When the specified number is set to 3 or 2 and the specific number is set to 2, when the first credit input switch 56 is operated, 2 virtual medals are input on the condition that there is credit. Also, a second credit input switch 57 is provided to the left of the first credit input switch 56. The second credit input switch 57 is for inputting 2 virtual medals. Each credit input switch 56, 57 constitutes an input means for inputting game media together with the medal input port 45. Also, while the medal input port 45 involves the operation of directly inputting medals by the player, focusing on the fact that each credit input switch 56, 57 only involves the operation of inputting virtual medals based on storage memory, it can be said that it constitutes an indirect input means for indirectly inputting game media. Note that in this slot machine 10, no credit input switch is provided for inputting 1 virtual medal.
[0070] The first credit insertion switch 56 is set to have a larger operation surface operated by the player than the second credit insertion switch 57, and the first credit insertion switch 56 is easier to operate than the second credit insertion switch 57. Therefore, it is expected that a player will normally proceed with a game by operating the first credit insertion switch 56. In other words, it is expected that a player will normally insert a set specific number of coins out of the specified number to play a game.
[0071] To the right of the first credit insertion switch 56 and the second credit insertion switch 57, there is provided an effect switch 66 which is operated when an effect occurs.
[0072] A settlement switch 59 is provided to the left of the start lever 41. That is, the slot machine 10 has a credit function that stores and stores, as virtual medals, any surplus medals inserted up to a predetermined maximum value (equivalent to 50 medals) and medals paid out when a prize is won, and when the settlement switch 59 is operated while virtual medals are stored and stored, the virtual medals are paid out as real medals from the medal outlet 49. In this case, when attention is focused on the function of paying out credited virtual medals as real medals, the settlement switch 59 can also be said to constitute a settlement operation means for actually paying out the stored and stored game media.
[0073] Below the display windows 26L, 26M, and 26R of the game panel 25, there are provided a credit display section 60 that displays the number of credited virtual medals, a remaining payout number display section 61 that displays the number of medals remaining to be paid out until the BB state ends, and a payout number display section 62 that displays the number of medals paid out when a win occurs. These display sections 60 to 62 are configured with 7-segment displays, but they can of course be replaced with liquid crystal displays or the like.
[0074] Below the display windows 26L, 26M, and 26R on the gaming panel 25 and to the right of the payout number display unit 62, there is provided an instruction monitor 68 having a push order indicator that notifies the operation order of the stop switches 42 to 44, and an interval indicator that notifies the operation order and indicates an advantageous interval that is an interval in which the winning rate of minor winning combinations can be changed and the game can proceed in an advantageous situation for the player. The instruction monitor 68 will be described in detail later.
[0075] The upper part of the front door 12 is provided with an upper lamp 63 that lights up and flashes as the game progresses, a pair of left and right speakers 64 that play various sound effects as the game progresses and notify the player of the game status, and an auxiliary display unit 65 that provides various information to the player. The auxiliary display unit 65 is used to perform various display effects as the game progresses, and since the game using each of the reels 32L, 32M, and 32R can be considered to be performed by the main display unit, it is referred to as the auxiliary display unit 65 in this embodiment. A display control device 81 for driving the upper lamp 63, speaker 64, and auxiliary display unit 65 is provided on the back of the auxiliary display unit 65.
[0076] On the front door 12, below the game panel 25 and below the stop switches 42 to 44, there is provided a lower display section 69 on which the model name of the gaming machine is written and which constitutes a predetermined display screen. The lower display section 69 may be configured as a liquid crystal display section, or the lower display section 69 may be provided with operation buttons for effect purposes, or the entire lower display section 69 may be configured to be operable.
[0077] Inside the housing 11, to the left of the hopper device 51, a power supply box 70 is provided. The power supply box 70 houses a power supply device 91 inside and is equipped with a power switch 71, a reset switch 72, a setting key insertion hole 73, and the like. The power switch 71 is a start switch for supplying power to each part including the main control device 101. The reset switch 72 is a switch for resetting the error state of the slot machine 10. Also, the setting key insertion hole 73 is for a hall manager or the like to adjust the medal payout. That is, when a hall manager or the like inserts a setting key into the setting key insertion hole 73 and performs an ON operation, the winning probability (set value) of the slot machine 10 can be set. Note that the reset switch 72 is operated not only when resetting the error state but also when changing the winning probability of the slot machine 10.
[0078] Above the reel unit 31, a main control device 101 for overall management of the game is attached to the housing 11.
[0079] The main control device 101 is provided with a ratio monitor 77 for indicating the ratio of a game state advantageous to the player and a state that is not. The ratio monitor 77 is installed on the side of the main control device 101 facing the front of the gaming machine so that it can be visually recognized from the front of the gaming machine when the front door 12 is in the open state and cannot be visually recognized when the front door 12 is in the closed state. More specifically, it is housed in the substrate box such that the display surface of the ratio monitor 77 can be visually recognized through the substrate box in which the main control device 101 is housed. Incidentally, when the front door 12 is in the closed state, the ratio monitor 77 cannot be visually recognized even through gaps such as the display windows 26L to 26R, and it is impossible to check the ratio monitor 77 unless the locked state is released by a predetermined key operation on the key cylinder 21 and the front door 12 is opened. The ratio monitor 77 will be described in detail later.
[0080] Next, the electrical configuration of this slot machine 10 will be described based on the block diagrams of FIGS. 15 and 16.
[0081] The main control device 101 is equipped with a microcomputer centered around a CPU 102 which is an arithmetic processing means. In addition to the power supply device 91, a clock circuit 103 that outputs a rectangular wave of a predetermined frequency, an input / output port 104, etc. are connected to the CPU 102 via an internal bus. Such a main control device 101 serves as a main board built into the slot machine 10.
[0082] On the input side of the main control device 101, there are connected various sensors such as a reel unit 31 (more specifically, a reel index sensor that individually detects that each of the reels 32L, 32M, 32R has rotated once), a start detection sensor 41a that detects the operation of the start lever 41, stop detection sensors 42a - 44a that individually detect the operations of the respective stop switches 42 - 44, a inserted medal detection sensor 45a that detects medals inserted from the medal insertion slot 45, a payout detection sensor 51a that detects medals paid out from the hopper device 51, a first credit insertion detection sensor 56a that individually detects the operation of the first credit insertion switch 56, a second credit insertion detection sensor 57a that individually detects the operation of the second credit insertion switch 57, a settlement detection sensor 59a that detects the operation of the settlement switch 59, a reset detection sensor 72a that detects the operation of the reset switch 72, a setting key detection sensor 73a that detects that a setting key has been inserted into the setting key insertion hole 73 and turned on. Signals from these various sensors are output to the CPU 102 via the input / output port 104.
[0083] Also, on the input side of the main control device 101, a power supply device 91 is connected via the input / output port 104. The power supply device 91 is equipped with a power supply unit 91a that supplies driving power to each electronic device of the slot machine 10 including the main control device 101, a power failure monitoring circuit 91b, etc.
[0084] The power failure monitoring circuit 91b monitors the power-off state and generates a power failure signal not only during a power failure but also when the power is cut off by the power switch 71. Therefore, the power failure monitoring circuit 91b monitors the stabilized drive voltage of 12 VDC in this example output from the power supply unit 91a, and when this drive voltage drops to less than 10 V, for example, it is determined that the power supply has been cut off and a power failure signal is output. The power failure signal is supplied to each of the CPU 102 and the input / output port 104, and the CPU 102 executes the power failure process described later by recognizing this power failure signal. Also, this power failure signal is configured to be supplied to the display control device 81 as well.
[0085] The power supply unit 91a is configured to output a stabilized voltage of 5 V that is used as a drive voltage in the control system such as the main control device 101 even when the output voltage drops to less than 10 V. As the time for which this stabilized voltage is output, sufficient time is ensured to execute the power failure process by the main control device 101.
[0086] On the output side of the main control device 101, there are an external centralized terminal board 121 etc. that can transmit information to the reel unit 31 (more specifically, the stepping motors for rotating the respective reels 32L, 32M, 32R), the medal passage switching solenoid 46a provided in the selector 46, the hopper device 51, the credit display unit 60, the remaining payout number display unit 61, the payout number display unit 62, the instruction monitor 68, the winning ratio monitor 77, the display control device 81, a hall management device (not shown), etc., which are connected via the input / output port 104.
[0087] The above-mentioned CPU 102 has built-in ROM 105 which stores various control programs and fixed value data executed by the CPU 102, and RAM 106 which secures a working area for temporarily storing various data when executing the control programs stored in ROM 105, as well as various processing circuits required for the slot machine 10, such as an interrupt circuit, a timer circuit, a data transmission / reception circuit, and various counters, such as a credit counter which counts the number of credits, although not shown. The ROM 105 and RAM 106 form a main memory as storage means, and programs for executing various processes are stored in the above-mentioned ROM 105 as part of the control programs.
[0088] The RAM 106 is configured to be able to retain (back up) data by receiving a backup voltage from the power supply device 91 even after the power to the slot machine 10 is cut off. The RAM 106 is provided with a backup area in addition to memory for temporarily storing various data, a win flag storage area 106a for storing the lottery results of winning combinations, a stop information storage area 106b for storing stop information used when controlling the stop of each of the reels 32L, 32M, and 32R, and a setting value information storage area 106c for storing setting values.
[0089] The backup area is an area for storing the value of the stack pointer at the time of power cutoff (including power cutoff by operating the power switch 71; the same applies below) when the power is cut off due to a power outage or the like, and when the power outage is resolved (including power on by operating the power switch 71; the same applies below), the state of the slot machine 10 can be restored to the state before power cutoff based on the information in the backup area. Writing to the backup area is performed by the power outage processing (see Figure 17) when power is cut off, and the restoration of each value written to the backup area is performed in the main processing when power is turned on.
[0090] Also, the NMI terminal (non-maskable interrupt terminal) of the CPU 102 is configured such that a power failure signal from the power failure monitoring circuit 91b is input when the power supply is cut off due to the occurrence of a power failure or the like. And when the power supply is cut off, NMI interrupt processing as power failure flag generation processing is immediately executed.
[0091] As shown in FIG. 16, the display control device 81 is equipped with a microcomputer centered on the CPU 181 which is an arithmetic processing means. The CPU 181 has a ROM 182 that stores various control programs and fixed value data executed by this CPU 181, and a RAM 183 for securing a work area for temporarily storing various data when executing the control programs stored in the ROM 182, etc. built therein.
[0092] The display control device 81 is provided with an input / output port (not shown). The main control device 101 is connected to the input side, and the stop lamps 42b to 44b, the upper lamp 63, the speaker 64, and the auxiliary display unit 65 are connected to the output side. And based on various commands input from the main control device 101, the stop lamps 42b to 44b, the upper lamp 63, the speaker 64, and the auxiliary display unit 65 are driven and controlled. That is, the display control device 81 serves as a sub-base that executes auxiliary control in relation to the main control device 101 which is the main base for overall management of the game. That is, by providing a sub-base for the voice, lamps, and displays related to the indirect game, the burden on the main base is reduced.
[0093] On the input side of the display control device 81, an effect switch 66 (more specifically, an effect switch detection sensor that detects the operation of the effect switch 66) etc. are connected. In addition, the various display units 60 to 62, 68 may also be configured to be driven and controlled by the display control device 81.
[0094] In addition, after configuring all or part of each of the components 42b to 44b and 63 to 65 connected to the display control device 81 to be directly connected to the main control device 101, the main control device 101 may be configured to directly control all or part of these components 42b to 44b and 63 to 65.
[0095] Next, each control process executed by the CPU 102 of the main control device 101 will be described. The processes of such CPU 102 are roughly classified into a main process that is started when the power is turned on, a timer interrupt process that is periodically started (at a cycle of 1.49 msec in this embodiment), and an NMI interrupt process that is started when a power failure signal is input to the NMI terminal. Below, among these processes, the processes related to the progress of the game, that is, the timer interrupt process and the normal process performed in the main process, will be described.
[0096] FIG. 17 is a flowchart of the timer interrupt process periodically executed by the main control device 101, and a timer interrupt occurs, for example, every 1.49 msec by the CPU 102 of the main control device 101.
[0097] First, in the register save process shown in step S101, the values of all the registers in the CPU 102 used in the normal process described later are saved in the backup area of the RAM 106. In step S102, it is confirmed whether the power failure flag is set. When the power failure flag is set, the process proceeds to step S103 and the power failure process is executed.
[0098] Here, an outline of the power failure process will be described.
[0099] When the power is cut off due to the occurrence of a power failure or the like, a power failure signal is output from the power failure monitoring circuit 91b of the power supply device 91, and the power failure signal is input to the main control device 101 via the NMI terminal. When the power failure signal is input, the main control device 101 immediately executes the NMI interrupt process and sets the power failure flag in the power failure flag storage area provided in the RAM 106.
[0100] In the power failure process, first, it is determined whether the transmission of the command has been completed. If the transmission has not been completed, this process is terminated and the timer interrupt process is resumed to terminate the transmission of the command. If the transmission of the command has been completed, the value of the stack pointer of the CPU 102 is stored in the backup area of the RAM 106. Then, the output state of the output port in the input / output port 104 is cleared, and all actuators (not shown) are turned off. And, a RAM determination value for determining whether the data in the RAM 106 is normal when the power failure is eliminated is calculated and stored in the backup area, thereby prohibiting subsequent RAM access. After performing the above processes, in preparation for the power supply being completely cut off and the process becoming inexecutable, an infinite loop is entered. Note that, considering the case where the power failure flag is erroneously set due to, for example, noise, it is confirmed whether the power failure signal is being output until entering the infinite loop. If the power failure signal is not being output, it means that the power failure state has been recovered, so writing to the RAM 106 is permitted and the power failure flag is reset, and the timer interrupt process is resumed. If the output of the power failure signal continues, an infinite loop is entered as it is. Incidentally, even under the infinite loop, it is confirmed whether the power failure signal is being output, and if the power failure signal stops being output, the main process is entered.
[0101] Returning to the description of the timer interrupt process, if the power failure flag is not set in step S102, various processes after step S104 are performed.
[0102] That is, in step S104, a watchdog timer clear process is performed to initialize the value of the watchdog timer for monitoring the occurrence of malfunction. In step S105, an interrupt end declaration process is performed to enable the CPU 102 itself to set the next timer interrupt. In step S106, a stepping motor control process is performed to drive the stepping motors, which are the respective reel driving motors, to rotate each of the reels 32L, 32M, and 32R. In step S107, the states of various sensors (see FIG. 15) such as stop detection sensors 42a to 44a, inserted medal detection sensor 45a, and payout detection sensor 51a connected to the input / output port 104 are read, and a sensor monitoring process is performed to monitor whether the read result is normal. In step S108, a timer update process is performed to subtract and add the values of the respective counters and timers. In step S109, a counter process is performed to output the results of counting the number of bet medals and the number of payout medals to the external centralized terminal board 121.
[0103] In step S110, a command output process is performed to transmit various commands such as a lottery result command described later to the display control device 81. In step S111, a segment data setting process is performed to set the segment data respectively displayed on the credit display unit 60, remaining payout number display unit 61, payout number display unit 62, and instruction monitor 68. In step S112, a segment data display process is performed to supply the segment data set in the segment data setting process to each of the display units 60 to 62, 68 and display the corresponding numbers, symbols, etc. In step S113, a port output process is performed to output data corresponding to the I / O device from the input / output port 104. In step S114, the values of the respective registers saved in the backup area in the previous step S101 are restored to the corresponding registers in the CPU 102. Then, in step S115, an interrupt permission process is performed to permit the next timer interrupt, and this series of timer interrupt processes is terminated.
[0104] Next, the normal process for performing the main control related to the game will be described based on the flowchart of FIG. 18.
[0105] First, in step S201, an interrupt permission process for permitting the next timer interrupt is performed. In step S202, a pre-start process for enabling the game is performed. In the pre-start process, the display control device 81 and the like wait until the initialization is completed. When the initialization of the display control device 81 and the like is completed, the game management process shown in steps S203 to S212 is performed.
[0106] As the game management process, in step S203, data such as various game information stored in the RAM 106 (for example, the random number value used in the previous game) is cleared. Then, in step S204, a start waiting process is performed.
[0107] In the start waiting process, it is determined whether any replay winning has been established in the previous game. If any replay winning has been established, an automatic input process for automatically inputting the same number of virtual medals as the previous bet number is performed, and the start waiting process is terminated. Specifically, for example, when a replay winning is established in a 3-bet game, a process of automatically inputting 3 virtual medals is performed, and when a replay winning is established in a 2-bet game, a process of automatically inputting 2 virtual medals is performed.
[0108] Note that in the automatic input process, the virtual medals are input without reducing the number of virtual medals displayed on the credit display unit 60. That is, if any replay winning has been established in the previous game, the player can play the current game without reducing the medals owned and without inputting medals. If no replay winning has been established, a sensor abnormality confirmation process is performed to check whether an abnormality has occurred in the sensor reading result obtained in the sensor monitoring process (step S107) of the timer interrupt process. If an abnormality has occurred, an abnormality occurrence process is performed to set the slot machine 10 to an error state and notify the occurrence of the error. Such an error state is maintained until the reset switch 72 is operated. If the sensor reading result is normal, it is determined whether the settlement switch 59 has been operated. If the settlement switch 59 has been operated, a medal return process for paying out the same number of medals as the credited virtual medals is performed.
[0109] After the medal return process is completed or when the settlement switch 59 is not operated, it is determined whether the medal insertion or credit insertion switches 56 and 57 have been operated between the previous start waiting process and the current start waiting process. If either is performed, a medal insertion process for changing the number of bets or the like is performed, and the start waiting process is terminated. Also, if neither medal insertion nor operation of the credit insertion switches 56 and 57 has been performed between the previous start waiting process and the current start waiting process, the start waiting process is terminated as it is.
[0110] After the start waiting process is completed, in step S205, it is determined whether the number of bet medals has reached the specified number. In this slot machine 10, "3" is set as the specified number in the bonus state (BB state), and "2" and "3" are set as the specified numbers in game states other than the bonus state. That is, in the bonus state, an affirmative determination is made in step S205 on the condition that the number of bets is "3", and in states other than the bonus state, an affirmative determination is made in step S205 on the condition that the number of bets is "2" or "3". In other words, in game states other than the bonus state, if no medals are bet, or if medals are bet but the number of bets is "1", a negative determination is made in step S205. If the number of bets has not reached the specified number, the process returns to the start waiting process in step S204, and the processes after the sensor abnormality confirmation process in that process are performed.
[0111] When the number of bets reaches the specified number, a bet command including the information on the number of bets, which was determined to be affirmative in step S205, is set as an output target to the display control device 81 as the control device on the sub side in step S206. The command set here is output to the display control device 81 in step S110 in the timer interrupt process. The display control device 81 that has received the bet command executes processing for notification based on the bet operation (for example, notification that the game start condition has been satisfied or notification of the lottery result in the previous game), and controls the speaker 64 and the auxiliary display unit 65.
[0112] After executing the process of step S206, it is determined in step S207 whether or not the start lever 41 has been operated. If the start lever 41 has not been operated, the process returns to the start waiting process of step S204, and the processes after the sensor abnormality confirmation process in the said process are performed.
[0113] On the other hand, when the start lever 41 is operated, since the game can be started when the start lever 41 is operated in a situation where the specified number of medals has been bet, it means that a start command has been generated to start the game. In such a case, an effective line setting process is performed in step S208 to set the combination line corresponding to the number of bets as an effective line. That is, only the bent line L6 is set as the effective line. In step S209, the medal passage switching solenoid 46a is switched to the non-excited state to prohibit bet reception. Thereafter, the lottery process of step S210, the reel control process of step S211, and the medal payout process of step S212 are executed in order, and the process returns to step S203.
[0114] Next, the lottery process of step S210 will be described based on the flowchart of FIG.
[0115] In step S301, a random number used for determining the validity of a role is acquired. In this slot machine 10, when the start lever 41 is operated, the hard circuit is configured to latch the value of the free-run counter at that time. The free-run counter generates random numbers from 0 to 65535, and after the CPU 102 confirms the operation of the start lever 41, it stores the value latched by the hard circuit in the RAM 106. With such a configuration, it becomes possible to quickly acquire a random number at the timing when the start lever 41 is operated, and it becomes possible to avoid problems such as synchronization. The hard circuit of this slot machine 10 is configured to latch the value of the free-run counter each time the start lever 41 is operated.
[0116] After acquiring the random number, in step S302, a lottery table for determining the validity of a role is selected. In this slot machine 10, as game states, there are generally a normal game state and a bonus state, and the lottery tables are set for each game state respectively. And in the normal game state, since the specified number of bet coins is set to "3" and "2" as described above, the lottery tables for the normal game state are the lottery table for the 3-coin game and the lottery table for the 2-coin game.
[0117] That is, in step S302, a lottery table corresponding to the number of bets and the game state is selected. For example, when the number of bets is "3" and none of the bonus state flags are set, it is determined that the current game state is the normal game state, and the lottery table for the normal game state is selected. Then, if the current game is a 3-bet game, the lottery table for the normal game state for the 3-bet game (Figure 20) is selected, and if the current game is a 2-bet game, the lottery table for the normal game state for the 2-bet game (Figure 21) is selected. In addition, in this slot machine 10, six levels of winning probabilities from "Setting 1" to "Setting 6" are prepared in advance. By inserting the setting key into the setting key insertion hole and performing an ON operation and a predetermined operation, it is possible to set based on which winning probability the internal processing is to be executed. In step S302, when the setting state is "Setting 1", the lottery table with the lowest expected value of medal payout is selected, and when the setting state is "Setting 6", the lottery table with the highest expected value of medal payout is selected.
[0118] Here, a supplementary explanation will be given regarding the process related to the setting of the winning probability.
[0119] The winning probability setting process is executed in the main process started by the main control device 101 when the power is turned on. More specifically, the winning probability setting process is started after the initialization process of the RAM 106 when the power is turned on while the setting key detection sensor 73a detects that the setting key is inserted into the setting key insertion hole and is in the ON operation state. In the winning probability setting process, as a predetermined operation, the set value is updated by 1 for each operation of the start lever 41. For example, each time the start lever 41 is operated, the set value is updated so that it becomes "Setting 1" → "Setting 2" → "Setting 3" → "Setting 4" → "Setting 5" → "Setting 6" → "Setting 1". Each set value is displayed on the credit display unit 60, for example, and the display is updated each time the above set value is updated. Then, the operation of the start lever 41 with the setting key detection sensor 73a in the OFF operation state is regarded as the confirmation operation of the set value, and the set value at that time is used as the current set value, and the winning probability setting process is terminated. Based on the end of the winning probability setting process, the display on the credit display unit 60 also ends. The set value set in the winning probability setting process is stored and held in the RAM 106 until the next winning probability setting process is started. In step S302, based on this stored set value, a process of selecting a lottery table is to be performed.
[0120] The lottery table will be briefly described. FIG. 20 is a normal game state lottery table selected in the normal game state in a 3 - bet game. Also, FIG. 21 is a normal game state lottery table selected in the normal game state in a 2 - bet game. An index value IV is set in the lottery table, and for each index value IV, a winning combination is uniquely associated and a point value PV is set.
[0121] After selecting the lottery table, in step S303, the index value IV is set to 1, and in the subsequent step S304, a determination value DV used for determining the success or failure of a role is set. In such a determination value setting process, the current point value PV corresponding to the current index value IV is added to the current determination value DV to set a new determination value DV. In the first determination value setting process, the random number value obtained in step S301 is used as the current determination value DV, and the point value PV corresponding to 1, which is the current index value IV, is added to this random number value to obtain a new determination value DV.
[0122] Thereafter, in step S305, a determination of the success or failure of the role corresponding to the index value IV is made. In the determination of the success or failure of the role, it is determined whether the determination value DV exceeds 65535. If it exceeds 65535, in step S306, a process of setting the winning flag of the game result corresponding to the index value IV that was positively determined in step S305 in the winning flag storage area 106a is executed. For example, when the determination value DV exceeds 65535 when IV = 23, in step S306, the seventh minor winning flag and the eighth minor winning flag are set. Also, when the determination value DV exceeds 65535 when IV = 25, in step S306, the first BB winning flag is set, and when the determination value DV exceeds 65535 when IV = 26, in step S306, the second BB winning flag is set.
[0123] Incidentally, if the set winning flag is not the winning flag indicating winning the first BB (the first BB winning flag) or the winning flag indicating winning the second BB (the second BB winning flag), the winning flag set in the winning flag storage area 106a is reset after the end of the game in which the corresponding winning flag was set (see S203 of the normal process). On the other hand, if the winning flag is the first BB winning flag or the second BB winning flag, these winning flags are reset on the condition that the corresponding winning has been established. That is, the first BB winning flag and the second BB winning flag may be valid over a plurality of games.
[0124] In step S306 in the state where the first BB winning flag or the second BB winning flag is carried over, if a winning is obtained for a role other than the first BB and the second BB, the corresponding winning flag is set; if no winning is obtained for a role other than the first BB and the second BB, the corresponding winning flag is not set.
[0125] That is, for example, in the state where the first BB winning flag is carried over, when the determination value DV exceeds 65535 at, for example, index value IV = 25, the first BB winning flag is not set. Also, in the state where the first BB winning flag is carried over, when the determination value DV exceeds 65535 at, for example, index value IV = 11, the first minor role winning flag, the ninth minor role winning flag, the tenth minor role winning flag, and the thirteenth minor role winning flag are set.
[0126] Separate lottery tables may be prepared in the state where the first BB winning flag or the second BB winning flag is carried over, and in the state where the first BB winning flag or the second BB winning flag is carried over, the lottery process may be performed using the separately prepared lottery table. In this case, in the separately prepared lottery table, it is preferable to set each index value IV and point value PV so as not to win the first BB and the second BB.
[0127] If the determination value DV does not exceed 65535 in step S305, it means that the player has lost the role corresponding to the index value IV. In such a case, the index value IV is incremented by 1 in step S307, and in the subsequent step S308, it is determined whether there is a role corresponding to the index value IV, that is, whether there is a determination target to be judged as valid or invalid. Specifically, it is determined whether the incremented index value IV exceeds the maximum value of the index value IV set in the lottery table. If there is a determination target to be judged as valid or invalid, the process returns to step S304 to continue the determination of the validity of the role. At this time, in step S304, the point value PV corresponding to the current index value IV is added to the determination value DV (that is, the current determination value DV) used for the previous determination of the validity of the role to obtain a new determination value DV, and in step S305, the determination of the validity of the role is performed based on the determination value DV.
[0128] Incidentally, when determining the success or failure of a role using the lottery table shown in Fig. 20, that is, when playing a game with 3 bets in the normal game state, the probability of winning the normal replay A (the probability of winning when IV = 1) is about 1 / 27.3 in setting 1, about 1 / 27.5 in setting 3, and about 1 / 28.3 in setting 6. It is set so that the higher the setting value, the less likely it is to win. The probability of winning the normal replay B (the probability of winning when IV = 2) and the probability of winning the normal replay C (the probability of winning when IV = 3) are both about 1 / 26.2 regardless of the setting value. The probability of winning the chance target A (the probability of winning when IV = 4) is about 1 / 164 regardless of the setting value, the probability of winning the chance target B (the probability of winning when IV = 5) is about 1 / 262 regardless of the setting value, and the probability of winning the chance target C (the probability of winning when IV = 6) is about 1 / 16400 regardless of the setting value. It is set so that chance target B is more likely to win than chance target C, and chance target A is more likely to win than chance target B. The probability of winning the cherry A (the probability of winning when IV = 7) is about 1 / 107 in setting 1, about 1 / 104 in setting 3, and about 1 / 93.6 in setting 6. It is set so that the higher the setting value, the more likely it is to win. The probability of winning the cherry B (the probability of winning when IV = 8) is about 1 / 215 regardless of the setting value, and the probability of winning the cherry C (the probability of winning when IV = 9) is about 1 / 13100 regardless of the setting value. It is set so that cherry B is more likely to win than cherry C, and cherry A is more likely to win than cherry B. The probability of winning the common bell (the probability of winning when IV = 10) is about 1 / 504 regardless of the setting value. The probability of winning the sequential push bell 1, sequential push bell 2, side push bell 1, side push bell 2, middle sequential push bell 1, middle sequential push bell 2, middle reverse push bell 1, middle reverse push bell 2, reverse side push bell 1, reverse side push bell 2, reverse push bell 1, reverse push bell 2 (hereinafter, these are collectively referred to as the push order bells) (the probability of winning when IV = 11 to 22) is about 1 / 18.4 respectively regardless of the setting value. When summarizing the probability of winning the push order bells, it is about 1 / 1.56.The probability of winning the watermelon (the probability of winning when IV = 23) is approximately 1 / 107 regardless of the setting value. The probability of winning the first BB (the probability of winning when IV = 25) is approximately 1 / 6.22 regardless of the setting value, and it is set higher than the winning probabilities of other roles (re - play games, small roles, IV = 1 - 24). In the 3 - bet game, it is set not to win the duplicate single - card role (IV = 24) or the second BB (IV = 26) (0 is set for the corresponding point value PV).
[0129] In addition, when playing a game in the 3 - bet game in the normal game state, a special role (IV = 27) is set where winning any of the first small role to the sixth small role and the 33rd small role is possible. The probability of winning the special role (the probability of winning when IV = 27) is approximately 1 / 20 regardless of the setting value. The special role will be explained in detail later.
[0130] In the 3 - bet game, the probability of not winning any role including the first BB is 0. And in the situation where the first BB is won, the probability of not winning any role in the 3 - bet game is approximately 1 / 6.22 (the part of the first BB) regardless of the setting value.
[0131] On the other hand, when determining the success or failure of a role using the lottery table shown in Fig. 21, that is, when playing a game with a 2-bet game in the normal game state, the probabilities of winning for normal replay A, normal replay B, normal replay C, chance eye A, chance eye B, chance eye C, cherry A, cherry B, and cherry C (the probabilities of winning when IV = 1 to 9) are the same as the probabilities when playing a game with the above 3-bet game. The probability of winning the common bell (the probability of winning when IV = 10) is approximately 1 / 9.64 regardless of the set value, and it is set to be easier to win than when playing a game with a 3-bet game. The push order bell (IV = 11 to 22) is set not to win in a 2-bet game. The probability of winning the watermelon (the probability of winning when IV = 23) is approximately 1 / 257 regardless of the set value, and it is set to be more difficult to win than when playing a game with a 3-bet game. In a 2-bet game, it is set so that a duplicate single-role (IV = 24) can be won, and the probability is approximately 1 / 1.81 regardless of the set value. Also, in a 2-bet game, it is set not to win the first BB (IV = 25), while it is set so that the second BB (IV = 26) can be won, and the probability is approximately 1 / 4.95 regardless of the set value. In a 2-bet game as well, the probability of not winning any role including the second BB is 0. And in the situation where the second BB is won, the probability of not winning any role in a 2-bet game is approximately 1 / 4.95 (for the second BB) regardless of the set value.
[0132] After setting the winning flag in step S306, or when it is determined in step S308 that there is no determination target to be determined for success or failure, it means that the determination of the success or failure of the role has ended. In such a case, proceed to step S309 and perform a freeze lottery process to determine whether to execute a freeze effect that invalidates the operations of the stop switches 42 to 44 for a predetermined period.
[0133] In the subsequent step S310, lottery result corresponding processing is performed. In the lottery result corresponding processing, processing such as whether to shift the game state according to the lottery results of steps S301 to S308 and processing for notifying the winning order are performed. The lottery result corresponding processing will be described in detail later.
[0134] After executing the processing of step S310, lottery result command setting processing for setting a lottery result command is executed in step S311. Although the details of the lottery result command setting processing will be described in detail later, the lottery result command is a command transmitted to the display control device 81 to let it grasp the result of the winning or losing determination of the combination. However, in normal processing, only various commands such as the above lottery result command are set in the ring buffer, and no command is transmitted to the display control device 81. The command transmission to the display control device 81 is performed in the command output processing (step S110) of the timer interrupt processing described above.
[0135] Then, in step S312, a stop information setting process is executed to set the symbols that can stop on each of the reels 32L, 32M, and 32R based on the lottery result of the current game. In the stop information setting process, stop symbol information corresponding to the winning combination is set based on the winning flag set in step S306. For example, when winning on the push order bell 1 (winning when IV = 11), and the first minor winning flag, the ninth minor winning flag, the tenth minor winning flag, and the thirteenth minor winning flag are set, the stop symbol information is set so that the symbols corresponding to winning on the first minor combination, the ninth minor combination, the tenth minor combination, and the thirteenth minor combination can stop on each of the reels 32L, 32M, and 32R. Also, when winning on the watermelon (winning when IV = 23), and the seventh minor winning flag and the eighth minor winning flag are set, the stop symbol information is set so that the symbols corresponding to winning on the seventh minor combination and the eighth minor combination can stop on each of the reels 32L, 32M, and 32R. Further, in the stop information setting process, when winning on the special combination (winning when IV = 27), and the first minor winning flag to the sixth minor winning flag and the thirty-third minor winning flag are set, the stop symbol information is set so that the symbols corresponding to winning on the first minor combination to the sixth minor combination and the thirty-third minor combination can stop on each of the reels 32L, 32M, and 32R.
[0136] In this slot machine 10, the first BB is set so that winning can be achieved only in a 3 - bet game, and the second BB is set so that winning can be achieved only in a 2 - bet game. Therefore, even when the first BB winning flag is set, if the game is started in a 2 - bet game, in the stop information setting process of step S312, the setting of the stop symbol information for achieving the first BB win is not performed (the setting of the stop symbol information for avoiding the first BB win is performed). Also, even when the second BB winning flag is set, if the game is started in a 3 - bet game, in the stop information setting process of step S312, the setting of the stop symbol information for achieving the second BB win is not performed (the setting of the stop symbol information for avoiding the second BB win is performed).
[0137] In the subsequent step S313, when a plurality of stoppable symbol information is set in step S312, a priority setting process for setting the priority thereof is executed. For example, when winning multiple winning types among the winning types of small winning combinations, replay, and bonus, the following priorities are set. When winning both a small winning combination and a bonus, the small winning combination win is prioritized. If the small winning combination win cannot be established, the bonus win is established, and the priority is set. When winning both a replay and a bonus, the replay win is prioritized and the priority is set.
[0138] For example, in a situation where the first BB is won (the first BB winning flag is set and the first BB win is carried over), if the watermelon is also won and the stop symbol information corresponding to the first BB win, the seventh small winning combination win, and the eighth small winning combination win is set, the priorities are set so that the seventh small winning combination win and the eighth small winning combination win are prioritized over the first BB win. Also, in a situation where the second BB is won (the second BB winning flag is set and the second BB win is carried over), if the normal replay A is also won and the stop symbol information corresponding to the second BB win, the first replay, the second replay, the third replay, and the fourth replay wins is set, the priorities are set so that each replay win is prioritized over the second BB win.
[0139] Here, when a replay is won, a combination of symbols for winning is set so that any one of the won replays will surely win. That is, when a replay is won, the replay win is surely established and no omission occurs. Therefore, when the stop symbol information for a replay and a bonus is set, any one of the set replays will surely win, and the bonus win will not be established.
[0140] Furthermore, in the priority setting process of step S313, when a special role has been elected and stop symbol information corresponding to winning the first to sixth minor roles and the 33rd minor role has been set, if the stop switches 42 to 44 are operated in the first operation mode, the 33rd minor role winning takes precedence and is established, and if they are operated in the second operation mode, the priorities are set so that winning the first to sixth minor roles takes precedence and is established.
[0141] After the process of step S313 is executed, the first interval display process is executed in step S314, and then the lottery process is terminated. The first interval display process is a process related to the display control of the instruction monitor 68 and the role ratio monitor 77, and such a process will be described in detail later.
[0142] Next, the reel control process of step S211 will be described based on the flowchart of FIG. 22.
[0143] In the reel control process, first, in step S401, a rotation effect process is performed. The rotation effect process is a process for performing an effect using reel control during the invalid period based on the result of the freeze lottery process performed in step S309, the result of the lottery result corresponding process performed in step S310, and the like. In the subsequent step S402, a rotation start process for starting the rotation of each of the reels 32L, 32M, and 32R is performed.
[0144] In the rotation start process, it is checked whether a predetermined wait time (for example, 4.1 seconds) has elapsed since the reels started rotating in the previous game. If it has not elapsed, the system waits until the wait time elapses. When the wait time has elapsed, the wait time for the next game is reset, and a motor control initialization process is performed to set rotation start information in the motor control storage area provided in the RAM 106. By performing such a process, the acceleration process of the stepping motor is started in the stepping motor control process (step S106) of the timer interrupt process, and each of the reels 32L, 32M, and 32R starts rotating. For this reason, even if the player bets a specified number of medals and operates the start lever 41, the reels 32L, 32M, and 32R may not start rotating immediately. Thereafter, the system waits until each of the reels 32L, 32M, and 32R rotates at a predetermined rotation speed at a constant speed, and the rotation start process ends. Further, when the rotation speed of each of the reels 32L, 32M, and 32R becomes a constant speed, the CPU 102 outputs a progress (command) to that effect to the display control device 81, and the CPU 181 on the display control device 81 side lights up the stop lamps 42b to 44b built in each of the stop switches 42 to 44 to notify the player and others that it has become possible to generate a stop command.
[0145] Following the rotation start process, in step S403, it is determined whether any of the stop switches 42 to 44 has been operated. If none of the stop switches 42 to 44 has been operated, wait until any of the stop switches 42 to 44 is operated. If it is determined that any of the stop switches 42 to 44 has been operated, proceed to step S404 and determine whether the stop switch corresponding to the reel in rotation has been operated, that is, whether a stop command has been generated. If no stop command has been generated, return to step S403 and wait until any of the stop switches 42 to 44 is operated. If a stop command has been generated, set a stop command in step S405. Here, the stop command is a command transmitted to the display control device 81 to identify which stop switch has been operated to generate the stop command. When the stop command is set, stop control processing shown in steps S406 to S412 is performed to stop the reel in rotation. The display control device 81 that has received the stop command controls the auxiliary display unit 65 and the speaker 64 to perform an effect of stopping the corresponding reel, and also controls to turn off the stop lamps 42b to 44b corresponding to the stop switches 42 to 44 that have been operated this time.
[0146] In step S406, the symbol number of the reaching symbol that has reached the base position (the lower stage in this embodiment) at the timing when the stop switch is operated is confirmed. Specifically, the symbol number of the reaching symbol that has reached the base position is confirmed based on the number of excitation pulses output from the time when the detection signal of the reel index sensor is input. In the subsequent step S407, based on the stop information stored in the stop information storage area 106b, the slip number of the reel to be stopped this time is calculated. In this slot machine 10, as stop modes for stopping each of the reels 32L, 32M, and 32R, when the stop switches 42 to 44 are operated, there are five stop modes: a stop mode in which the reaching symbol that has reached the base position is stopped as it is, a stop mode in which the corresponding reel is stopped after slipping by one symbol, a stop mode in which the corresponding reel is stopped after slipping by two symbols, a stop mode in which the corresponding reel is stopped after slipping by three symbols, and a stop mode in which the corresponding reel is stopped after slipping by four symbols. Therefore, in step S407, a value of any one of 0 to 4 is calculated as the slip number based on the stop information stored in the stop information storage area 106b. Then, in step S408, the calculated slip number is added to the symbol number of the reaching symbol to determine the symbol number of the stop symbol that is actually stopped at the base position. In step S409, it is determined whether or not the symbol number of the reaching symbol of the reel to be stopped this time is equal to the symbol number of the stop symbol. If they are equal, a reel stop process for stopping the rotation of the reel is performed in step S410. Then, in step S411, it is determined whether or not all of the reels 32L, 32M, and 32R have stopped. If not all of the reels 32L, 32M, and 32R have stopped, a stop information second setting process is performed in step S412, and the process returns to step S403.
[0147] Here, the stop information second setting process is a process of changing the stop information stored in the stop information storage area 106b of the RAM 106 after the reels stop. In the stop information second setting process, the stop information is changed based on the set winning flag and the stop outcome of the stopped reel. In this slot machine 10, for example, when winning occurs when IV = 11 to 22, that is, when winning occurs for the push order bell (see FIGS. 20 and 21), the stop information second setting process is performed to change the winning mode established by the operation order of the stop switches 42 to 44 that generated the stop command.
[0148] FIG. 23 is an explanatory diagram showing the correspondence between the winning combination, the operation order of the stop switches 42 to 44, and the established winning mode. For example, when winning for the middle order push bell 1, when each stop switch 42 to 44 is operated in the order of left → middle → right, left → right → middle, middle → right → left, right → left → middle, or right → middle → left, the stop information is set so that the 17th minor winning combination, the 18th minor winning combination, or the 21st minor winning combination is established. When operated in the order of middle → left → right, the stop information is set so that the 3rd minor winning combination is established. However, even when the stop information is set in this way, depending on the operation timing of the stop switches 42 to 44, the corresponding winning combination may not be established.
[0149] A brief explanation will be given about the symbol arrangements of the respective reels 32L, 32M, and 32R. In this slot machine 10, the reels 32L, 32M, and 32R can be stopped after being slid by up to four symbols from the timing when the stop switches 42 to 44 are operated. For this reason, when the intervals between the same type of symbols on each of the reels 32L, 32M, and 32R are arranged to be four symbols or less, the winning symbol can be stopped on the effective line regardless of the operation timing of the stop switches 42 to 44 when the winning symbol is obtained. On the other hand, for symbols arranged so that an interval of five or more symbols is formed, when stopping on the effective line, the player needs to operate the stop switches 42 to 44 aiming at the symbol.
[0150] Taking the case where the middle push bell 1 is won and each stop switch 42 to 44 is operated in the order of left → middle → right as an example for explanation. In such a case, as described above, stop control of each reel 32L, 32M, 32R is performed to establish the 17th minor winning, the 18th minor winning, or the 21st minor winning.
[0151] The 17th minor symbols on the left reel 32L are the "red 7" symbol and the "BAR" symbol. Also, the 18th minor symbols on the left reel 32L are the "red shell" symbol and the "white shell" symbol. And the 21st minor symbols on the left reel 32L are the "replay" symbol and the "youth" symbol. On the left reel 32L, these 17th minor symbols, 18th minor symbols, and 21st minor symbols are arranged so that the interval between the symbols is 4 symbols or less. Therefore, when the left stop switch 42 is operated first, regardless of the operation timing, any one of the 17th minor symbols, 18th minor symbols, and 21st minor symbols stops on the effective line (middle row). In this slot machine 10, when operated at a timing where a plurality of target symbols can be stopped, stop control is performed so that the symbol with the fewest wobbling reels stops on the effective line. That is, for example, when the left stop switch 42 is operated at the timing when the first "bell" symbol on the left reel 32L reaches the lower row, the 4th "red shell" symbol (2-reel wobble), which is the 18th minor symbol, and the 5th "replay" symbol (3-reel wobble), which is the 21st minor symbol, can be stopped in the middle row. However, the stop control of the left reel 32L is performed so that the 4th "red shell" symbol, which has the fewest wobbling reels, stops in the middle row. In this case, although there remains a possibility of establishing the 18th minor winning, the 17th minor winning and the 21st minor winning will not be established.
[0152] When the 18th minor symbol on the left reel 32L stops in the middle row, in the stop information second setting process, the stop information is changed so that the 18th minor winning can be established.
[0153] The 18th minor winning symbol on the middle reel 32M is the "Replay" symbol. On the left reel 32L, the "Replay" symbols are arranged such that the interval between the "Replay" symbols is 4 symbols or less. Therefore, in this case, regardless of the operation timing of the middle stop switch 43, stop control is performed so that the "Replay" symbol stops at the upper stage of the middle reel 32M.
[0154] The 18th minor winning symbols on the right reel 32R are the "White Shell" symbol and the "Young Man" symbol. On the right reel 32R, these symbols are arranged such that the interval between the "White Shell" symbol and the "Young Man" symbol is 5 symbols or more. That is, depending on the operation timing of the right stop switch 44, there are cases where the "White Shell" symbol or the "Young Man" symbol, which is the 18th minor winning symbol, can be stopped at the upper stage, and cases where it cannot be stopped at the upper stage. When the right stop switch 44 is operated at a timing when it is possible to stop at the upper stage, the 18th minor winning is established, and when the right stop switch 44 is operated at a timing when it cannot be stopped at the upper stage, it is a so-called miss.
[0155] Here, when the "Red Shell" symbol stops in the middle row of the left reel 32L and the "Replay" symbol stops in the upper row of the middle reel 32M, in addition to the possibility of winning the 18th minor prize by winning the medium-sequence bell 1 as described above, there may also be a case of winning the 20th minor prize by winning the medium-sequence bell 2. That is, the 20th minor prize symbol in the medium-sequence bell 2 has the same commonality between the left reel 32L and the middle reel 32M as the 18th minor prize symbol. And on the right reel 32R, while the 18th minor prize symbols are the "White Shell" symbol and the "Young Man" symbol, the 20th minor prize symbols are the "Red 7" symbol and the "White 7" symbol, which are different. In particular, on the right reel 32R, the 18th minor prize symbol and the 20th minor prize symbol are arranged such that when the right stop switch 44 is operated at a timing when the 18th minor prize symbol can be stopped on the valid line, the 20th minor prize symbol cannot be stopped on the valid line, and when the right stop switch 44 is operated at a timing when the 20th minor prize symbol can be stopped on the valid line, the 18th minor prize symbol cannot be stopped on the valid line. Therefore, on the premise that it is not known whether one has won the medium-sequence bell 1 or the medium-sequence bell 2, even if the left reel 32L and the middle reel 32M are stopped to be in a stop state where there is a possibility of winning the 18th minor prize and the 20th minor prize, it is impossible to aim for and win such a prize.
[0156] Next, taking the case where the medium-sequence bell 1 is won and each stop switch 42 to 44 is operated in the order of middle → left → right as an example, the stop control of each reel 32L, 32M, 32R is performed to establish the 3rd minor prize.
[0157] On the middle reel 32M, the "Replay" symbol, which is the 3rd minor prize symbol, is arranged such that the interval between the "Replay" symbols is 4 symbols or less. Therefore, when the middle stop switch 43 is operated first, the "Replay" symbol stops in the upper row regardless of the operation timing.
[0158] On the left reel 32L, the "bell" symbol, which is the third minor winning symbol, is arranged such that the interval between the "bell" symbols is 4 symbols or less. Therefore, when the left stop switch 42 is operated second, the "bell" symbol stops in the middle regardless of the operation timing.
[0159] On the right reel 32R, the "watermelon" symbol and the "red shell" symbol, which are the third minor winning symbols, are arranged such that the interval between these symbols is 4 symbols or less. Therefore, when the right stop switch 44 is operated third, the "watermelon" symbol or the "red shell" symbol stops in the upper row regardless of the operation timing. As described above, when winning the medium sequence bell 1, if the middle stop switch 43 → the left stop switch 42 → the right stop switch 44 are operated in this order, the third minor winning is established regardless of the operation timing.
[0160] As described above, when winning the push order bell, if the stop switches 42 to 44 are operated in a predetermined operation order, the first minor winning, the second minor winning, the third minor winning, the fourth minor winning, the fifth minor winning, or the sixth minor winning is established regardless of the operation timing. If the stop switches 42 to 44 are operated in other operation orders, depending on the operation timing, other minor winnings are established or all minor winnings are missed. Incidentally, when winning the common bell, the first minor winning, the second minor winning, the third minor winning, the fourth minor winning, the fifth minor winning, or the sixth minor winning is established regardless of the operation order and the operation timing.
[0161] Next, taking the case where a special winning is obtained and the left stop switch 42 among the stop switches 42 to 44 is operated first as an example, it will be described. In such a case, as shown in FIG. 24, stop control of each of the reels 32L, 32M, and 32R is performed to establish the first minor winning, the second minor winning, or the 33rd minor winning.
[0162] The first minor winning symbols and the second minor winning symbols on the left reel 32L are "REPLAY" symbols. Also, the 33rd minor winning symbol on the left reel 32L is a "BAR" symbol. In this case, when the left stop switch 42 is operated at the timing when the 5th "REPLAY" symbol to the 9th "BAR" symbol reach the middle stage, drive control is performed so that the "BAR" symbol, which is the 33rd minor winning symbol, stops in the middle stage instead of the "REPLAY" symbols that are the first minor winning symbols and the second minor winning symbols. And the "BELL" symbols, which are the 33rd minor winning symbols on the middle reel 32M and the right reel 32R, stop at the position of the active line ML regardless of the operation timing of the stop switches 43 to 44, and the 33rd minor winning prize is established.
[0163] On the other hand, when winning a special prize and even if the left stop switch 42 among the stop switches 42 to 44 is operated first, if the left stop switch 42 is operated at the timing when the 0th "REPLAY" symbol to the 4th "RED SHELL" symbols or the 10th "REPLAY" symbol to the 19th "WHITE SHELL" symbols reach the middle stage, drive control is performed so that the "REPLAY" symbols, which are the first minor winning symbols and the second minor winning symbols, stop in the middle stage. And the "REPLAY" symbols, which are the first minor winning symbols on the middle reel 32M and the right reel 32R, stop at the position of the active line ML regardless of the operation timing of the stop switches 43 to 44, and the "BELL" symbols, which are the second minor winning symbols on the middle reel 32M and the right reel 32R, stop at the position of the active line ML regardless of the operation timing of the stop switches 43 to 44. Therefore, the first minor winning prize or the second minor winning prize is established.
[0164] Also, when winning a special prize and if a stop switch other than the left stop switch 42 among the stop switches 42 to 44 is operated first, regardless of the operation timing of the stop switches 42 to 44, the third minor winning prize to the sixth minor winning prize are established.
[0165] That is, when winning a special combination, as a first operation mode, if the left stop switch 42 is operated at the timing when the "REPLAY" symbol from the 5th to the "BAR" symbol from the 9th on the left reel 32L reaches the middle stage, a winning of the 33rd minor combination is established and one medal is paid out. When the stop switches 42 to 44 are operated in a second operation mode different from the first operation mode, winnings of the 1st to 6th minor combinations are established and eight medals are paid out.
[0166] As described above, for the 1st to 6th minor combinations, a winning is also established when winning any of the push-order bells and the operation order of the stop switches 42 to 44 is the corresponding operation order. Then, when winning a special combination, when operating the stop switches 42 to 44 in the first operation mode, it is possible to clearly recognize that it was the game in which the special combination was won. On the other hand, when winning a special combination, when operating the stop switches 42 to 44 in the second operation mode, whether the winnings of the 1st to 6th minor combinations were established triggered by the special combination or because the operation order at the time of winning the push-order bell corresponded to the 1st to 6th minor combinations, the player cannot determine from the stopped outcome or the number of medals paid out.
[0167] Returning to the description of the reel control process, if it is determined in step S411 that all the reels 32L, 32M, and 32R have stopped, then in step S413, a payout determination process is performed. The payout determination process is a process of setting the number of medals to be paid out on the condition that the combination of winning symbols is arranged on the valid line. In the payout determination process, the combination of symbols formed on the valid line is derived from the symbol numbers of the stop symbols stopped at the lower stage of each of the reels 32L, 32M, and 32R, and it is determined whether a winning has been established on the valid line. If a winning has been established, it is further determined whether the winning combination corresponding to the winning flag set in the winning flag storage area 106a. If the winning combination corresponds to the winning flag, the winning combination and the payout number corresponding to the winning combination are set in the payout information storage area provided in the RAM106. On the other hand, if the winning combination does not correspond to the winning flag, the slot machine 10 is set to an error state and an abnormal occurrence process for notifying the occurrence of an error is performed. Such an error state is maintained until the reset switch 72 is operated.
[0168] After performing the payout determination process, in step S414, a bonus state process is executed. The bonus state process will be described in detail later. After executing the bonus state process, in step S415, a winning result corresponding process is performed. In the winning result corresponding process, processes such as shifting the game state based on the winning result are performed. The winning result corresponding process will be described in detail later.
[0169] After performing the winning result corresponding process, in step S416, a section display second process is executed. The section display second process is a process related to the display control of the instruction monitor 68, and this process will be described in detail later. Thereafter, in step S417, a winning result command is set so that the display control device 81 can grasp the winning combination in the current game, and the reel control process is terminated.
[0170] Next, an outline of the medal payout process in step S212 will be described.
[0171] In the medal payout process, it is determined whether the payout number set in the payout information storage area is 0. If the payout number is 0, it means that it was determined in the previous payout determination process that a small winning did not occur. In such a case, based on the winning combination set in the payout determination process, it is determined whether any of the first to twelfth replay game winnings has occurred. If none of the replay game winnings has occurred, the medal payout process is terminated as it is. If any of the replay game winnings has occurred, a replay setting process is performed to set the game mode to the replay game mode, and the medal payout process is terminated. Note that in the start waiting process (step S204) described above, when it is determined that the current game mode is the replay game mode, the automatic insertion process is performed.
[0172] On the other hand, if the payout number set in the payout information storage area is not 0, the same number of medals as the payout number is paid out, and the medal payout process is terminated. Specifically regarding the payout of medals, when the count value of the credit counter has not reached the upper limit (the number of stored medals is 50), the payout number is added to the count value of the credit counter, and the added value is displayed on the credit display unit 60. Also, when the count value of the credit counter has reached the upper limit, or when the count value reaches the upper limit during the addition of the payout number, the medal payout rotating plate is driven, and the medals are paid out from the hopper device 51 to the medal tray 50 via the medal discharge port 49. Note that in the medal payout process, a process of changing the payout number displayed on the payout number display unit 62 in accordance with the payout of medals is also performed. Also, when the current game state is the BB state, a process of subtracting the payout number from the value of the remaining payout number counter, which will be described later, and subtracting the remaining payout number displayed on the remaining payout number display unit 61 is performed.
[0173] Next, the bonus state process in step S414 will be described based on the flowchart of FIG. 25.
[0174] First, in step S501, it is determined whether the current gaming state is a bonus state, that is, whether the current gaming state is the first BB state or the second BB state. Whether it is these first BB state or second BB state can be determined by the presence or absence of the first BB state flag and the second BB state flag set in various flag storage areas 106d of the RAM 106 when transitioning to the first BB state or the second BB state. That is, in step S501, if neither the first BB state flag nor the second BB state flag is set, it is determined that it is not in the first BB state and the second BB state, and the process proceeds to step S502.
[0175] In step S502, it is determined whether the first BB winning flag or the second BB winning flag is set, that is, whether it is in a state of winning any of the BBs. If neither of the BB winning flags is set, the bonus state process is terminated as it is. If any of the BB winning flags is set, the process proceeds to step S503.
[0176] In step S503, a process is performed to input 3 into the MAX bet counter provided in the various counter areas 106e of the RAM 106. The MAX bet counter is for setting the specific number of virtual medals to be inserted when the first credit input switch 56 is operated. That is, when the first credit input switch 56 is operated in a situation where 3 is input into the MAX bet counter, 3 virtual medals are inserted. In this case, since the MAX bet counter does not set the specified number of games, in a situation where the specified number of games is set to 2 or 3, it is allowed to conduct a 2 - bet game by operating the second credit input switch 57. If 3 has already been input into the MAX bet counter in step S503, that state is maintained.
[0177] Note that the initial value of the MAX bet counter is 2. When the reset switch 72 is operated and the RAM is cleared, 2 is input into the MAX bet counter and the slot machine 10 starts up.
[0178] In the subsequent step S504, it is determined whether the first BB win or the second BB win is established. If neither of the BB wins is established, the bonus state process is terminated as it is. If any of the BB wins is established, the process proceeds to step S505 to determine whether the first BB win is established.
[0179] If the first BB win is established, in step S506, a process of inputting "15" to the BB counter provided in the various counter areas 106e is executed. The BB counter is a counter for defining the upper limit payout number in each BB state. That is, when "15" is input to the BB counter in step S506, it is set so that the first BB state ends when 15 or more medals are paid out. In step S507, the first BB winning flag is cleared. Then, in step S508, the first BB state flag is set in the various flag storage areas 106d. As a result, a positive determination will be made in step S501 from the next game. In the subsequent step S509, a process of setting the first BB start command as an output target to the display control device 81 is executed. The first BB start command is a command for making the display control device 81 recognize that the first BB state is started, and in the display control device 81 that has received such a first BB start command, the speaker 64, the auxiliary display unit 65, etc. are controlled so that a first BB start effect corresponding to the start of the first BB state is performed. Also, in the display control device 81, by receiving the first BB start command, it becomes possible to recognize that the next game is the first BB state, and the speaker 64, the auxiliary display unit 65, etc. are controlled so that an effect for the first BB state is performed from the next game.
[0180] After performing the output setting of the first BB start command in step S509, in step S510, a process of setting the specified bet number to 3 is executed, and then this bonus state process is terminated. The specified bet number corresponds to the specified number of sheets in the above game. That is, by shifting to the first BB state, the specified number of sheets in the game is set to 3, and the first BB state is performed in a 3-bet game.
[0181] Incidentally, the initial values of the specified number of bets are 2 and 3. When the reset switch 72 is operated to clear the RAM, the specified number of bets is set to 2 and 3, and the slot machine 10 starts up.
[0182] When it is determined in step S505 that the first BB winning has not been established, it means that the second BB winning has been established. In this case, the process proceeds to step S511, and the process of inputting "15" to the above BB counter is executed. That is, it is set so that the second BB state ends when 15 or more medals are paid out. Then, in step S512, the process of clearing the second BB winning flag is executed, and in step S513, the process of setting the second BB state flag is executed. After that, in step S514, the process of setting the second BB start command as an output target to the display control device 81 is executed. The second BB start command corresponds to the first BB start command, and is a command for allowing the display control device 81 to recognize that the second BB state is started. In the display control device 81 that has received the second BB start command, the speaker 64, the auxiliary display unit 65, etc. are controlled so that a second BB start effect corresponding to the start of the second BB state is performed, and the speaker 64, the auxiliary display unit 65, etc. are controlled so that an effect for the second BB state is performed from the next game. Incidentally, the first BB start effect and the second BB start effect are different in appearance and content to such an extent that the player can distinguish them. Also, the effects for the first BB state and the effects for the second BB state are different in appearance and content to such an extent that the player can distinguish them.
[0183] After the output setting of the second BB start command is performed in step S514, the process of setting the specified number of bets to 3 is executed in step S510, and then this bonus state process ends. That is, not only in the first BB state but also in the second BB state, the specified number of game pieces is set to 3, and the second BB state is performed in a 3-bet game.
[0184] If an affirmative determination is made in step S501 and the state is the first BB state or the second BB state, the process proceeds to step S515 to perform the process in the first BB state or the second BB state. FIG. 25 shows an example of a lottery table for the BB state. In the present embodiment, a common lottery table is used for both the first BB state and the second BB state. However, separate lottery tables may be provided for each state, and the types of winning roles and the winning probabilities of each role may be made different. In the present embodiment, as shown in FIG. 26, in the first BB state and the second BB state, it is set so that a normal replay A, a common bell, and a duplicate single-piece role can be won. The probability of winning the normal replay A (the probability of winning when IV = 1) is about 1 / 61.2, the probability of winning the common bell (the probability of winning when IV = 10) is about 1 / 5.96, and the probability of winning the duplicate single-piece role (the probability of winning when IV = 24) is about 1 / 1.31. Also, in the first BB state and the second BB state, the probability of getting a non-winning result where no role is won is about 1 / 10.14. In this case, an increase of about 0.00 medals per game can be expected (net increase or decrease of medals is approximately plus or minus 0.00 medals), and there is no increase or decrease of medals in the first BB state or the second BB state. In other words, although no medal increase can be expected in the first BB state or the second BB state, it is possible to proceed with the game without reducing the medals.
[0185] Here, in the normal game state of the 3-bet game and the first BB state that can be transitioned to in the 3-bet game, the main source of medal increase is both caused by the winning of the first minor winning combination to the sixth minor winning combination where 13 medals are paid out. As for the combination, it is the push-order bell in the normal game state and the common bell in the first BB state. Comparing the winning rates of these main minor combinations, in the normal game state, assuming that the stop switches 42 to 44 are operated in a certain operation order, the winning probability is about 1 / 9.36, while in the first BB state, the winning probability is about 1 / 5.96. In the 3-bet game, it is set such that the first BB state is more likely to result in a win than the normal game state. Also, in the normal game state of the 2-bet game and the second BB state that can be transitioned to in the 2-bet game, the main source of medal increase is both the common bell. In the normal game state, the winning probability is about 1 / 9.64, while in the second BB state, the winning probability is about 1 / 5.96. In the 2-bet game as well, it is set such that the second BB state is more likely to result in a win than the normal game state.
[0186] However, as described above, even if the first BB state or the second BB state is completed, an increase in the number of medals in hand cannot be expected.
[0187] In the bonus state process, in step S515, based on the lottery process using the above lottery table for the BB state and the results of each reel control, it is determined whether or not any minor winning combination has been established in this game. If no winning combination has been established, the bonus state process ends as it is. If a winning combination has been established, in step S516, a process of subtracting the payout number corresponding to the winning combination from the BB counter in the various counter areas 106e is executed. Then, in step S517, it is determined whether or not the BB counter has become 0 or less as a result of the subtraction process in step S516. For example, since when the common bell is selected and the first minor winning combination to the sixth minor winning combination is established, 13 medals are paid out, 13 is subtracted from the BB counter in step S516.
[0188] If it is determined in step S517 that the value is not less than 0, the bonus state process is terminated as it is. On the other hand, if it is determined that the value is less than or equal to 0, in step S518, a process of clearing the BB state flag corresponding to the current BB state is performed. That is, if it is the first BB state, the first BB state flag is cleared, and if it is the second BB state, the second BB state flag is cleared. Then, in step S519, a process of inputting 2 to the MAX bet counter is executed, and in step S520, the BB end command corresponding to the BB state to be terminated this time is set as the output target to the display control device 81. More specifically, when ending the first BB state, the first BB end command is set for output, and when ending the second BB state, the second BB end command is set for output. The display control device 81 that has received the first BB end command or the second BB end command controls the speaker 64 and the auxiliary display unit 65 so that the effect for ending the first BB and the effect for ending the second BB are performed.
[0189] Thereafter, in step S521, after setting the specified bet numbers to 2 and 3, this bonus state process is terminated. In this case, in the normal game state after the end of the first BB state or the second BB state, 2-bet games and 3-bet games become possible. On the other hand, since 2 is input to the MAX bet counter in step S519 as described above, when the first credit input switch 56 is operated, two virtual medals are input, and a game is performed in a 2-bet game. That is, in a situation where neither the first BB winning flag nor the second BB winning flag is set, it is set so that a game is likely to be performed in a 2-bet game. Incidentally, after the end of the first BB state or the second BB state, since 2 is input to the MAX bet counter, 3 bets cannot be made by operating the first credit input switch 56 or the second credit input switch 57, and it is necessary to input 3 medals from the medal insertion slot 45 to perform a 3-bet game.
[0190] Here, regarding the playability using 2-bet games and 3-bet games in this slot machine 10, it will be briefly described with reference to FIG. 27.
[0191] When the first BB winning flag and the second BB winning flag are not set and the normal game state in which the player has not won in any BB is a state called the so-called non-internal state. In this case, as described above, the specified bet numbers (the specified number of game pieces) are set to 2 and 3, and a 2-bet game and a 3-bet game are possible. However, as described above, 2 is input to the MAX bet counter, and when the game is started by operating the first credit input switch 56, it becomes a 2-bet game.
[0192] In the non-internal state, in a 3-bet game, the player can win in the first BB but not in the second BB, and in a 2-bet game, the player can win in the second BB but not in the first BB. In the game where the first credit input switch 56 is operated as described above, basically, a win in the second BB can occur in a 2-bet game.
[0193] If the player wins in the first BB or the second BB and no winning is achieved in the winning game, it becomes an internal state (carry-over state) with the first BB win or the second BB win carried over. Even in the internal state, as described above, the specified bet numbers (the specified number of game pieces) are set to 2 and 3, and a 2-bet game and a 3-bet game are possible. However, as described above, 3 is input to the MAX bet counter, and when the game is started by operating the first credit input switch 56, it becomes a 3-bet game.
[0194] As described above, in the present slot machine 10, in the internal state where the first BB is won, in the 3 - bet game, the first BB winning can be established, while in the 2 - bet game, the stop control of each reel 32L, 32M, 32R is performed so that the first BB winning does not occur. Also, in the internal state where the second BB is won, in the 3 - bet game, the second BB winning does not occur, while in the 2 - bet game, the stop control of each reel 32L, 32M, 32R is performed so that the second BB winning can occur. That is, when the first BB is won in the 3 - bet game, if the 3 - bet game is continued as it is, the first BB winning can be established. However, if the game is switched to the 2 - bet game after the first BB is won, the first BB winning cannot be established. Also, when the second BB is won in the 2 - bet game, if the 2 - bet game is continued as it is, the second BB winning can be established. However, if the game is switched to the 3 - bet game after the second BB is won, the second BB winning cannot be established. And the first BB and the second BB do not win repeatedly. There is no situation where the first BB winning is carried over and the first BB is won again, nor is there a situation where the second BB is won repeatedly. Also, there is no situation where the second BB winning is carried over and the second BB is won again, nor is there a situation where the first BB is won repeatedly. That is, when the game is played in the 2 - bet game after the first BB is won, the game in the internal state with the first BB winning carried over continues indefinitely. When the game is played in the 3 - bet game after the second BB is won, the game in the internal state with the second BB winning carried over continues indefinitely.
[0195] Here, since the first BB winning is made to occur only in the 3-bet game and the second BB winning is made to occur only in the 2-bet game as described above, even if an off result occurs where no winning occurs in any combination in the 3-bet game with the second BB winning carried over, the second BB winning does not occur, and even if an off result occurs in the 2-bet game with the first BB winning carried over, the first BB winning does not occur. By doing so, it becomes possible to dramatically simplify the combination configuration and the control of each reel 32L, 32M, 32R in the internal state with the first BB winning or the second BB winning carried over. If, for example, the second BB winning could occur in the 3-bet game or the first BB winning could occur in the 2-bet game, when attempting to continue the internal state with the first BB winning or the second BB winning carried over, it becomes necessary to create a lottery table that does not result in an off result, and in a combination where a miss could occur, for example, it becomes necessary to award a winning in another combination when such a miss occurs.
[0196] Also, in the first BB state and the second BB state, the common bell is the main role for medal increase. In the non-internal state and the internal state, the common bell is the main role for medal increase in the 2-bit game, while the push-order bell is the main role for medal increase in the 3-bit game. For the common bell, a winning of any of the first minor role to the sixth minor role is established regardless of the operation order and operation timing of each stop switch 42 to 44. On the other hand, for the push-order bell, the minor role that wins depends on the operation order and operation timing of each stop switch 42 to 44. That is, in the non-internal state and the internal state in the 3-bit game, the range of medal increase and decrease due to the operation order and operation timing (mainly the operation order) at the time of winning the push-order bell is larger than that in the first BB state and the second BB state. And, for example, by performing notification (such as the operation order shown in FIG. 23) of winning the first minor role to the sixth minor role at the time of winning the push-order bell, it is possible to create a state where medals increase and a state where medals decrease by switching between the AT mode (assist time mode, navigation mode) that assists winning and the non-AT mode (non-navigation mode) that does not perform such notification (assist).
[0197] As a basic flow of the game for operating the first credit input switch 56, first, in the non-internal state, the game is played in a 2-bit game, and the second BB is won in that 2-bit game. When the second BB is won, it enters the internal state, switches to a 3-bit game, and the game proceeds while the won second BB winning cannot be established. In this case, as described above, in the 3-bit game with the carry-over of the second BB win, the first BB cannot be won and the second BB winning cannot occur either, and the game in the internal state with the carry-over of the second BB win continues.
[0198] Hereinafter, assuming a game in a state where the second BB win is carried over, the game characteristics using notification (push-order notification) etc. at the time of winning the push-order bell in that game (hereinafter also referred to as the normal game) will be described.
[0199] <Lottery result corresponding process> First, with reference to the flowchart of FIG. 28, the lottery result corresponding process performed in step S310 will be described. The lottery result corresponding process is a process performed after the lottery process for each game, and is a process for performing a transition lottery to the AT mode in which a push order notification occurs based on the lottery result of the game.
[0200] First, in steps S601 to S603, a process of grasping the bet number of the game to be started this time is executed. That is, in step S601, it is determined whether or not any one of the first BB state flag and the second BB state flag is set, and it is determined whether or not the game to be started this time is in any BB state. If it is not in the BB state, it is determined in step S602 whether or not the bet number is 3. If it is in the BB state, it is determined in step S603 whether or not the bet number is 2. As already described, 2 and 3 are set as the specified bet numbers in the non-internal state before winning of the first BB or the second BB and the internal state after winning of the first BB or the second BB, and 3 is set as the specified bet number in the first BB state and the second BB state. The processes in steps S602 and S603 are processes for determining whether or not the bet number of the current game is a single specific specified number (specific set number) specified (set) in association with the game state. If there is no such specific specified number, the lottery result corresponding process is terminated without performing the process for the display mode (process for the indicator) after step S604.
[0201] That is, in the non-internal state and the internal state, the process for the display mode is executed in the 3-bet game, while the process for the display mode is not executed in the 2-bet game. Also, in the first BB state and the second BB state, since 3 is set as the specified bet number, the 2-bet game is not executed, and the process for the display mode is not executed in the first BB state and the second BB state.
[0202] That is, in the present embodiment, if the internal state is played in a 2-bet game, a transition lottery to the AT mode after step S604 or the like is not performed, which is disadvantageous to the player. By doing so, it is possible to easily cause the internal state to be played in a 3-bet game and perform a normal game with the carry-over of the second BB.
[0203] If an affirmative determination is made in step S602 or step S603, in step S604, it is determined whether or not an advantageous section flag is set in the various flag storage areas 106d. In this slot machine 10, regarding the presence or absence of the occurrence of the order-of-push notification or the like, an advantageous section where the order-of-push notification or the like can occur and a normal section where it cannot occur are set. The advantageous section flag is a flag for the CPU 102 to recognize that the current game is in the advantageous section. It is set based on the transition to the advantageous section and cleared based on the transition to the normal section.
[0204] If the advantageous section flag is not set, it means that the current game is in the normal section. In this case, in step S605, an advantageous section transition lottery process is executed, and then the lottery result corresponding process is terminated.
[0205] In the advantageous section transition lottery process, as shown in the flowchart of FIG. 29, in step S701, the lottery result of the current game is grasped. Then, in step S702, an advantageous section transition lottery table is acquired from the various table storage areas 105a of the ROM 105. As shown in FIG. 30, in the advantageous section transition lottery table, a transition rate to the advantageous section (winning probability of the advantageous section transition lottery) is set according to the lottery result of each game. As the trigger roles for the advantageous section transition lottery, as also shown in FIG. 30, normal replay A, normal replay B, normal replay C, chance symbol A, chance symbol B, chance symbol C, cherry A, cherry B, cherry C, common bell, order-of-push bell, watermelon, special role are set. That is, in the normal game as a 3-bet game with the carry-over of the second BB, all the results that can be won are set as the trigger roles for the advantageous section transition lottery.
[0206] After obtaining the lottery table in step S702, the process of obtaining a random number for the advantageous interval transition lottery is executed in step S703. For the random number for the advantageous interval transition lottery, a dedicated counter in each counter area 106e is used, and the dedicated counter is updated at a predetermined cycle. In step S703, the latest updated value of the counter is obtained. Then, the advantageous interval transition lottery is executed in step S704, and in step S705, it is determined whether or not the player has won the transition lottery. Incidentally, in this embodiment, the lottery table is set so that any trigger player wins the advantageous interval transition lottery with a 100% probability. In this case, if it is determined in step S701 that the result of the game grasped is the trigger player for the transition lottery (not an outlier result), the processes of steps S702 to S705 can be omitted.
[0207] If it is determined in step S705 that the player has won the transition lottery, the process of setting the advantageous interval winning game flag in the various flag storage areas 106d is executed in step S706. The advantageous interval winning game flag is a flag for the CPU 102 to recognize that this game is a game in which the player has won the transition lottery to the advantageous interval. If a negative determination is made in step S705, or after the process of step S706 is executed, the advantageous interval transition lottery process ends.
[0208] Returning to the explanation of the lottery result corresponding process, if it is determined in step S604 that the advantageous section flag is set, the process proceeds to step S606. In step S606, it is determined whether either the AT mode winning flag or the AT mode flag is set in the various flag storage areas 106d. The AT mode flag is a flag for the CPU 102 to recognize that it is in the AT mode, and is a flag that is set when it becomes possible to shift to the AT mode. The AT mode winning flag is a flag for the CPU 102 to recognize that it has won in the AT mode transition lottery, the transition to the AT mode is determined, and it is in the situation before the AT mode transition. If neither flag is set in step S606, the start-time AT lottery process is executed in step S607. On the other hand, if either flag is set in step S606, the continuation determination process is executed in step S608, and the AT topping-up process is executed in step S609.
[0209] <Start-time AT lottery process> First, the start-time AT lottery process in step S607 will be described with reference to the flowchart of FIG. 31.
[0210] In step S801, it is determined whether the ceiling counter provided in the various counter areas 106e is 0. The ceiling counter is a counter for causing a transition to the AT mode regardless of the result of the AT mode transition lottery (without winning) when the number of games after the advantageous section transition reaches the ceiling number of games, and is a counter for the CPU 102 to grasp the remaining number of games up to the ceiling number of games. The ceiling number of games is set at the time of the advantageous section transition. Incidentally, the subtraction of the ceiling counter is executed at the end of the game. That is, determining that the ceiling counter is 0 in step S801 means that the ceiling number of games became 0 in the game before this time.
[0211] If the ceiling counter is not 0, the processes for the AT mode transition lottery are executed in steps S802 to S807.
[0212] That is, in step S802, a process of obtaining a random number for AT mode transition lottery is executed. For the random number for AT mode transition lottery, a dedicated counter in each counter area 106e is used, and the dedicated counter is updated at a predetermined cycle. In step S802, the latest update value of the counter is obtained. In the subsequent step S803, a process of grasping the lottery result of the current game is executed. Then, in step S804, it is determined whether or not the CZ mode flag is set in the various flag storage areas 106d. In the present embodiment, as display modes with different winning probabilities for AT mode transition lottery, a normal mode and a CZ mode in which it is easier to win the AT mode transition lottery than the normal mode are set. The CZ mode flag is a flag for the CPU to recognize that it is in the CZ mode.
[0213] When the CZ mode flag is not set in step S804, in step S805, a process of obtaining the normal start-time AT mode transition lottery table from the various table storage areas 105a is executed. On the other hand, when the CZ mode flag is set in step S804, in step S806, a process of obtaining the start-time CZ AT mode transition lottery table is executed.
[0214] As shown in FIG. 30, for these normal start-time AT mode transition lottery tables and start-time CZ AT mode transition lottery tables, the winning probabilities of the AT mode transition lottery are set according to the lottery results of the game. For example, in the case of the AT mode transition lottery triggered by chance eye A, the probability of winning the AT mode transition is 1% for normal use and 3% for CZ use. That is, the start-time CZ AT mode transition lottery table is set to be more likely to win the AT mode transition lottery than the normal start-time AT mode transition lottery table. Also, for normal replays A, B, and C, it is set so that the AT mode transition cannot be won for normal use, but the AT mode transition can be won for CZ use.
[0215] Incidentally, in the start-time normal AT mode transition lottery table and the start-time CZ AT mode transition lottery table used in the start-time AT lottery process, when the lottery result of the game is a special role, it is set so that the AT mode transition is not a winning selection. Note that in the start-time AT lottery process, the AT mode transition lottery may not be performed when triggered by a special role.
[0216] After obtaining the AT mode transition lottery table in step S805 or step S806, an AT mode transition lottery process is executed in step S807 using the obtained transition lottery table, the lottery result of the game grasped in step S803, and the random number for AT lottery obtained in step S802. Specifically, it is determined whether the random number for AT lottery obtained in step S802 is within the winning numerical range set according to the lottery result of each game in the table obtained in step S805 or step S806. If the random number for AT lottery is within the winning numerical range, it is determined that the AT mode transition is a winning selection. If the random number for AT lottery is outside the winning numerical range, it is determined that the AT mode transition is a non-winning selection. Then, it is determined in step S808 whether the AT mode transition is a winning selection.
[0217] When it is determined in step S808 that the AT mode transition is a winning selection and when it is determined in step S802 that the ceiling counter is 0, the processes for winning the AT mode in steps S809 to S812 are executed. Also, when it is determined in step S8(08) that the AT mode transition is not a winning selection, the processes for non-winning the AT mode in steps S813 to S816 are executed.
[0218] In the process of selecting the AT mode, in step S809, it is determined whether the CZ mode flag is set, and it is confirmed whether it is a winning selection for switching to the AT mode during the CZ mode. If it is a winning selection during the CZ mode, the processes for ending the CZ mode are performed in steps S810 and S811. That is, in step S810, the process of clearing the CZ mode flag is executed. Then, in step S811, the process of clearing the CZ game counter provided in the various counter areas 106e to 0 is executed. The CZ game counter is a counter for the CPU 102 to grasp the remaining number of games in the CZ mode. When shifting to the CZ mode, a value (10) corresponding to the number of continuous games (10 games) in the CZ mode is input, and it is a counter that is decremented by 1 each time a game is completed.
[0219] If the CZ mode flag is not set in step S809, or after the process of step S811 is executed, the process of setting the AT mode winning selection flag in the various flag storage areas 106d is executed in step S812. By such a process, a positive determination will be made in step S606 from the next game.
[0220] In the process where the AT mode is not selected, it is determined at step S813 whether the CZ mode flag is set. If the CZ mode flag is set, the AT lottery process is terminated as it is. If the CZ mode flag is not set, at step S814, the CZ mode transition lottery process is executed. In the CZ mode transition lottery process, the CZ mode transition lottery table is obtained from the various table storage areas 105a, and it is determined by lottery whether to transition to the CZ mode using the lottery result of the game grasped at step S803. As shown in FIG. 30, the CZ mode transition lottery table is set such that the winning probability of the CZ mode transition lottery differs according to the lottery result of the game. More specifically, the more likely the lottery result of the game is to win the AT mode transition lottery, the more likely it is to win the CZ mode transition lottery. That is, even if the lottery result was one that was likely to win the AT mode transition lottery but did not win the AT mode transition lottery, it is set to be more likely to transition to the CZ mode.
[0221] After executing the CZ mode transition lottery process at step S814, it is determined at step S815 whether it is a win in the CZ mode transition. If it is not a win in the transition, the AT lottery process is terminated as it is. If it is a win in the CZ mode transition, at step S816, a process of setting the CZ mode winning flag in the various flag storage areas 106d is executed.
[0222] After setting any winning flag at step S812 or step S816, the premonition mode setting process is performed at steps S817 to S820. The premonition mode is a mode in which a premonition effect indicating winning the AT mode transition lottery or the CZ mode transition lottery is performed. In this embodiment, when winning these transition lotteries, after going through the premonition mode from 0 games to 40 games, the notification of the transition lottery that has won is performed.
[0223] In step S817, a lottery process for the preliminary game is executed. In the lottery process for the number of preliminary games, the number of preliminary games is lottery-determined based on the type of the winning transition lottery, the lottery result of the game that triggered the win, and so on. For example, when winning the AT mode transition lottery, a longer number of preliminary games is more likely to be selected than when winning the CZ mode transition lottery, or when winning the transition lottery with Cherry A, a longer number of preliminary games is more likely to be selected than when winning the transition lottery with Cherry C.
[0224] In this embodiment, when winning the AT mode transition lottery during the CZ mode, in step S817, the number of preliminary games is set to 0. As described above, when winning the AT mode transition lottery during the CZ mode, the CZ mode ends regardless of the remaining number of games in the CZ mode, so the player can recognize that they have won the AT mode transition lottery through the end of the CZ mode. Therefore, when winning the AT mode transition lottery during the CZ mode, by setting the preliminary mode to 0 games, it is possible to reduce the sense of discomfort caused by the suggestive notification of winning the transition lottery being performed as the preliminary mode despite the player being aware of winning the transition lottery.
[0225] In the subsequent step S818, a process of inputting the lottery result of step S817 into a preliminary counter provided in various counter areas 106e is executed. The preliminary counter is a counter for the CPU 102 to grasp the remaining number of games in the preliminary game, and it is a counter that is decremented by 1 each time a game in the preliminary mode is completed.
[0226] Then, the process of setting the precursor flag in the various flag storage areas 106d is executed in step S819, and after the process of setting the precursor command as the output target to the display control device 81 is executed in step S820, this AT lottery selection process ends. The precursor flag is a flag for the CPU 102 to recognize that it is in the precursor mode, and the precursor command is a command for making the display control device 81 recognize that the precursor mode has been set, the number of games in the precursor mode, and which transition lottery the device has won. The display control device 81 that has received the precursor command grasps the number of games in the precursor mode and the type of the winning transition lottery, and performs processes for executing the effects during the precursor mode on the auxiliary display unit 65 and the speaker 64.
[0227] <Continuous determination process> Next, the continuous determination process executed in step S608 will be described with reference to the flowchart of FIG. 32. As described above, the continuous determination process is a process executed in a situation where the AT mode winning flag and the AT mode flag are set.
[0228] Here, in this embodiment, the AT mode sets a predetermined number (for example, 18) of games as one set (unit continuous number, unit state). For example, when updating one set of the AT mode (starting a set or ending a set), a continuous lottery for the next set is performed. If the device wins the continuous lottery, after the end of the set, it will transition to the next set. If the device does not win the continuous lottery, the AT mode ends without transitioning to the next set. And the continuous determination process in step S608 is a process for performing the above-mentioned continuous lottery when updating the set.
[0229] In step S901, it is determined whether the AT game counter provided in the various counter areas 106e is 18. The AT game counter is a counter for the CPU 102 to grasp the remaining number of games in one set, and it is the counter into which 18 is input when the set is updated. That is, in step S901, it is determined whether the game to start this time is the starting game of one set in the AT mode. If it is not the starting game, the continuous determination process is terminated as it is. If it is the starting game, the process proceeds to step S902.
[0230] In step S902, it is determined whether the AT set counter provided in the various counter areas 106e is 0. The AT set counter is a counter for the CPU 102 to grasp the number of sets that enables continuation to the next set even if not selected in the above-mentioned continuous lottery or without performing the continuous lottery. When an additional win occurs in a situation where the continuous condition is satisfied, 1 is added, and when not selected in the continuous lottery or when continuing to the next set without performing the continuous lottery, 1 is subtracted. When the AT set counter is 0, in step S903, the winning probability of the continuous lottery selected in the current AT mode is grasped.
[0231] Here, in the present embodiment, as the winning probability of the above-mentioned continuous lottery (hereinafter, also referred to as "continuation rate"), a plurality of continuation rates are set. Specifically, as shown in FIG. 42, 90% with the highest continuation rate, 60% with a lower continuation rate, and 10% are set. The continuation rate is set when shifting to the AT mode (continuation rate setting process in step S1211 described later). In step S903, the information set in the continuation rate setting process is read out, and the continuation rate of the current AT mode is grasped.
[0232] After grasping the continuation rate in step S903, the continuous lottery process is executed in step S904. That is, when the 90% continuation rate is selected, in the process of step S904, the continuation is won with a 90% probability, and when the 10% continuation rate is selected, in the process of step S904, the continuation is won with a 10% probability.
[0233] In step S905, it is determined whether the processing result of step S904 is a continuous winning. If it is a continuous winning, in step S906, a process of setting a continuous flag in the various flag storage areas 106d is executed. The continuous flag is a flag for the CPU 102 to recognize that the continuous condition (condition for shifting to the next set) of the current set is satisfied. Then, after executing the process of setting the continuous command as an output target to the display control device 81 in step S907, the continuous determination process ends.
[0234] Also, when it is determined in step S902 that the AT set counter is not 0, the process of subtracting 1 from the AT set counter is executed in step S908, then the process proceeds to step S906, the continuous flag is set, and the continuous command is set, and then the continuous determination process ends. That is, in the present embodiment, when the AT set counter is not 0, the configuration is such that the continuous condition of the set is satisfied without going through the continuous lottery. Note that it is also possible to execute the continuous lottery regardless of the value of the AT set counter, and if the continuous lottery is a non-winning and the AT set counter is 1 or more, the continuous condition is satisfied.
[0235] As described above, in the present embodiment, at the start of one set in the AT mode (when the start lever 41 is operated), it is determined whether the continuous condition for whether the AT mode continues until the next set of the set started this time is satisfied. If it is determined that the continuous condition is satisfied, the continuous flag is set, and the information is output to the display control device 81. In this case, the display control device 81 performs a process to perform an effect assuming that the continuous condition is satisfied as the effect of the current set.
[0236] On the other hand, if it is determined in step S905 that it is not a continuous win, the continuous determination process is terminated as it is. In this case, the continuous condition is not satisfied at the start of one set in the AT mode, and no continuous command is output at the start of the set. The display control device 81 grasps that the continuous condition is not satisfied through not receiving a continuous command at the start of the set, and performs a process to perform an effect assuming that the continuous condition is not satisfied as the effect of the current set.
[0237] <AT Boosting Process> Next, the AT boosting process executed in step S609 will be described with reference to the flowchart of FIG. 33. In the AT boosting process, separately from the above-described continuous lottery, a boosting lottery for boosting the number of sets in the AT mode is performed. If the player wins in the boosting lottery, the game continues until the next set regardless of the result of the continuous lottery for the next set.
[0238] First, in step S1001, a process of obtaining a random number for the boosting lottery is executed. The random number for the boosting lottery uses a dedicated counter in each counter area 106e. The dedicated counter is updated at a predetermined period, and in step S1001, the latest updated value of the counter is obtained. In the subsequent step S1002, the lottery result of the current game is grasped. Then, in step S1003, a process of obtaining a boosting lottery table from the various table storage areas 105a is executed.
[0239] As shown in Fig. 30, the superimposed lottery table has a superimposed winning rate set according to the lottery result of the game. In normal reps A to C, which are easy to win in the lottery process of each game, and normal roles such as the push order bell, they do not win the superimposed lottery. On the other hand, in specific roles such as chance eyes A to C, cherry A to C, common bell, and watermelon, which are difficult to win in the lottery process of each game, they are set to be able to win the superimposed lottery. Among the specific roles, for example, chance eye C is more likely to win the superimposed lottery than chance eye A, and cherry C is more likely to win the superimposed lottery than cherry A. That is, the more difficult the lottery result is to win in the lottery process of each game, the easier it is to win the superimposed lottery. Note that when the lottery result of each game is a normal role, it may be configured not to win the superimposed lottery, or when the lottery result of each game is a normal role, the superimposed lottery may not be performed. Also, when the lottery result of each game is a normal role, it may be configured to be able to win the superimposed lottery, and the probability of winning the superimposed lottery in the case of the normal role may be set lower than the probability of winning the superimposed lottery in the case of the specific role.
[0240] Also, in this embodiment, when the lottery result of the game is a special role, although it was set not to win the AT mode transition lottery in the AT lottery process for starting as described above, in the superimposed lottery in this AT superimposed process, even if it is a special role, it is set to be able to win the superimposed lottery.
[0241] After obtaining the additional draw table in step S1003, an additional draw is executed in step S1004. Specifically, it is determined whether the random number for the additional draw obtained in step S1001 is within the winning numerical range set according to the draw result of each game in the table obtained in step S1003. If the random number for the additional draw is within the winning numerical range, it is determined as a winning in the additional draw. If the random number for the additional draw is outside the winning numerical range, it is determined as a non-winning in the additional draw. After performing the additional draw in step S1004, it is determined in step S1005 whether a winning in the additional draw has occurred. If it is a non-winning in the additional draw, the process for AT additional mounting is terminated as it is. If it is a winning in the additional draw, it is determined in step S1006 whether a continuation flag is set.
[0242] If the continuation flag is not set in step S1006, a process of setting the continuation flag is executed in step S1007. Then, after executing a process of setting the continuation command as an output target to the display control device 81 in step S1008, this process for AT additional mounting is terminated. The display control device 81 that has received the continuation command executes a process for performing an effect corresponding to the establishment of the continuation condition on the auxiliary display unit 65 and the speaker 64.
[0243] On the other hand, if the continuation flag is set in step S1006, a process of adding 1 to the AT set counter is executed in step S1009. By adding 1 to the AT set counter in step S1009, it is determined that the AT mode will continue until at least the next next set of this set. In the present embodiment, when winning in the additional draw, the configuration is such that 1 is uniformly added to the AT set counter. However, a configuration in which 2 or more numbers are added may be used. For example, a configuration in which the number added to the AT set counter is determined by a draw according to the draw result of the game that triggered the winning in the additional draw may also be used.
[0244] In the subsequent step S1010, after executing the process of setting the set-up command as the output target to the display control device 81, the process for this additional installation ends. The set-up command is a command for making the display control device 81 aware of winning the additional installation lottery or the value of the AT set counter. In a configuration where multiple sets may be added in one additional installation win, it is advisable to configure the set-up command to include information on the number of sets to be added. The display control device 81 that receives the set-up command executes a process for performing an effect corresponding to the addition of the set on the auxiliary display unit 65 and the speaker 64.
[0245] In the lottery result corresponding process (Figure 28), after executing the process of step S607 or step S609, in steps S610 to S619, a process for notifying the pressing order of the stop switches 42 to 44 is executed.
[0246] <Overview of Pressing Order Notification> Prior to the explanation of the process for notifying the pressing order executed in steps S610 to S619, an overview of the pressing order notification executed on the instruction monitor 68 and the pressing order notification effect executed on the auxiliary display unit 65 will be explained. Note that the pressing order notification and the pressing order notification effect can also be referred to as, for example, pressing order navigation, order notification, or mode notification. The instruction monitor 68 is connected to the main control device 101, and the main control device 101 performs the pressing order notification. In contrast, the auxiliary display unit 65 is connected to the display control device 81, and the display control device 81 performs the pressing order notification effect.
[0247] First, the configuration of this instruction monitor 68 will be explained with reference to Figure 34. Figure 34(a) is a front view of the instruction monitor 68, and Figure 34(b) is a diagram for explaining the relationship between the display mode and the display content of the instruction monitor 68.
[0248] As shown in FIG. 34(a), the indication monitor 68 is provided with eight display segments N1 to N8. Each of the display segments N1 to N8 has an individual light source composed of an LED, and by controlling the on / off of these individual light sources, only any one of the display segments can be lit, and any combination of the display segments can be lit. As a result, on the indication monitor 68, predetermined symbols (including alphabets and numbers) are individually displayed. Since all of the above individual light sources irradiate light of the same color, the same color is displayed in each of the display segments N1 to N8.
[0249] Regarding each of the display segments N1 to N8 in detail, the first display segment N1 to the seventh display segment N7 are all linear display segments, and these first display segment N1 to the seventh display segment N7 are arranged so as to be able to display at least the numbers "0" to "6" and "9". Further, the eighth display segment N8 is a circular display segment and is arranged horizontally in the lower right part of the area where the first display segment N1 to the seventh display segment N7 are provided. Therefore, on the indication monitor 68, at least "0" to "6" and "9", "0." to "6." and "9.", and "." can be displayed.
[0250] In addition, in the instruction monitor 68, if it is possible to individually display a plurality of patterns of symbols, the shapes and arrangement modes of the respective display segments N1 to N8 are arbitrary. Furthermore, a configuration using not eight but seven segments, nine segments, or the like may be adopted. Also, it is not essential that the colors displayed in the respective display segments N1 to N8 are the same, and a configuration may be adopted in which the colors displayed in the respective display segments N1 to N8 can be appropriately changed. Further, a configuration for controlling the lighting or extinguishing of the respective display segments N1 to N8 by turning the light source on and off is not essential. If individual display control can be performed in the respective display segments N1 to N8, a segment display may be configured by a single backlight and a liquid crystal display. Furthermore, instead of applying segment display to each display area, a configuration may be adopted in which symbols are displayed by other types of display devices such as a liquid crystal display device, an organic EL display device, a CRT, or a dot matrix.
[0251] The first display segment N1 to the seventh display segment N7 are display segments used when notifying the operation order of the pressing order combination, in which the winning results differ depending on the operation order of the stop switches 42 to 44, among the operation mode combinations in which the winning results differ depending on the operation modes of the stop switches 42 to 44, and when notifying the type of the operation mode combination.
[0252] In this case, as shown in FIG. 34(b), the displays of "1" to "6" correspond to the notification of the operation order of the push order role. For example, when the stop operations are performed in the order of "left" → "middle" → "right" as the operation order of each of the stop switches 42 to 44, which results in a winning mode advantageous to the player, the sixth display segment N6 and the seventh display segment N7 are lit and "1" is displayed. Also, when the stop operations are performed in the order of "right" → "left" → "middle" as the operation order of each of the stop switches 42 to 44, which results in a winning mode advantageous to the player, the first display segment N1, the second display segment N2, the third display segment N3, the fifth display segment N5, and the sixth display segment N6 are lit and "5" is displayed. That is, the numbers (symbols) displayed on each of the display segments N1 to N7 are associated one-to-one with the operation order of the stop switches 42 to 44. Based on the numbers (symbols) displayed on the display segments N1 to N7, by performing the stop operation on the stop switches 42 to 44, it becomes possible to win in a mode advantageous to the player.
[0253] Also, as shown in FIG. 34(c), "0" and "9" correspond to the notification of the type of the operation mode role. When it is the push order bell among the push order roles in the operation mode role, the first display segment N1, the second display segment N2, and the fourth display segment N4 to the seventh display segment N7 are lit and "0" is displayed. In this case, although the player can grasp from the display mode of the instruction monitor 68 that the push order bell has been won, even for the push order bell, since an advantageous operation mode is not clearly shown as in the case of FIG. 34(b) above, an advantageous operation mode cannot be grasped from the display mode of the instruction monitor 68.
[0254] Also, when it is a special role in the operation mode role, the first display segment N1 to the third display segment N3 and the fifth display segment N5 to the seventh display segment N7 are lit and "9" is displayed. As already explained, when it is a special role, if the stop switches 42 to 44 are operated in the first operation mode, the 33rd minor winning is established. If the stop switches 42 to 44 are operated in the second operation mode, the first minor winning to the sixth minor winning are established. These first operation mode and second operation mode are predetermined operation modes. That is, when the instruction monitor 68 notifies that it is a special role as described above, by operating in the second operation mode, it is possible to establish the first minor winning to the sixth minor winning with a large number of paid-out coins.
[0255] The eighth display segment N8 is lit in the game in which a predetermined start condition including a notification condition for shifting to the advantageous section and a situation where the order-of-pressing notification can occur is satisfied. Also, it is turned off when the AT mode ends and the shift is made from the advantageous section to the normal section.
[0256] That is, the advantageous section (specific game state, specific mode) is defined as the section where it becomes easier for the player to win in an advantageous manner by making it easier to notify the operation order such as the order-of-pressing bell. The eighth display segment N8 is a section indicator (specific notification means) that is lit during the specific section where the benefit of the order-of-pressing notification can actually be obtained in the advantageous section, and is turned off during the normal section that is not the advantageous section or during the non-specific section that is the advantageous section but not the specific section.
[0257] As described above, the instruction monitor 68 having the first display segments N1 to seventh display segments N7 as the push order display and the eighth display segment N8 as the section display is disposed near the side of the payout number display section 62 on the game panel 25. That is, the instruction monitor 68 is disposed above the stop switches 42 to 44 and the like operated by the player. In other words, it is not disposed on the decorative panel which is the front part of the gaming machine below the position where the stop switches 42 to 44 and the like are provided. Therefore, it can be said that the eighth display segment N8 is prevented from being hidden by a hand or the like operating the stop switches 42 to 44 and the like, and is disposed at a position where it is easily visible to the player. Also, since it is disposed near the payout number display section 62 which is easily watched by the player who advances the game aiming at winning medals, it can be said that overlooking by the player is suppressed.
[0258] Furthermore, in the instruction monitor 68, particularly for the eighth display segment N8, the brightness of the corresponding LED is determined so as to be higher than the brightness of the surrounding display sections (for example, the payout number display section 62 and the backlight of the game panel 25) (more specifically, so as to be twice the brightness of the surrounding display sections). Therefore, even when both the eighth display segment N8 and the surrounding display sections are under emission control (when in the lit state), the eighth display segment N8 stands out prominently. Also, regarding the illuminance directed toward the front of the gaming machine, the illuminance of the corresponding LED is determined so that the eighth display segment N8 has a higher illuminance directed toward the front of the gaming machine than the surrounding display sections (more specifically, so as to be twice the illuminance of the surrounding display sections). From such a configuration as well, the visibility of the eighth display segment N8 is improved, and overlooking when the eighth display segment N8 is in the lit state is suppressed.
[0259] Next, the push order notification effect performed by the auxiliary display section 65 will be described with reference to FIG. 35. Here, as an example, the push order notification effect on the auxiliary display section 65 will be described in the case where the operation order to be notified this time has won the push order role when it is middle → right → left.
[0260] As shown in FIG. 35(a), in the auxiliary display unit 65, among the three button displays arranged in parallel corresponding to the stop switches 42 to 44, the button display corresponding to the stop switch to be operated first (the middle button display corresponding to the middle stop switch 43 in the figure) is marked with the number 1 and is displayed larger than the other button displays. Also, each button display is displayed in the color corresponding to the winning combination (yellow for bell, blue for replay, etc.). Thereby, the player can recognize the winning combination in the current game and that the stop switch to be operated first is the middle stop switch 43. Further, in the auxiliary display unit 65, the number 2 is attached to and displayed on the right button display to indicate that the next stop switch to be operated is the right stop switch 44, and the number 3 is attached to and displayed on the left button display to indicate that the last stop switch to be operated is the left stop switch 42.
[0261] When the player operates the middle stop switch 43, as shown in FIG. 35(b), in the auxiliary display unit 65, the middle button display corresponding to the middle stop switch 43 disappears, and the right button display corresponding to the right stop switch 44 is displayed larger. Thereby, the player can confirm that the operation of the middle stop switch 43 is completed and that the next stop switch to be operated is the right stop switch 44.
[0262] When the player operates the right stop switch 44, as shown in FIG. 35(c), in the auxiliary display unit 65, the right button display corresponding to the right stop switch 44 disappears, and the left button display corresponding to the left stop switch 42 is displayed larger. Thereby, the player can confirm that the operation of the right stop switch 44 is completed and that the next stop switch to be operated is the left stop switch 42.
[0263] Regarding the execution timing of the push order notification, it is set to execute the push order notification during the invalid period of the stop switches 42 to 44 from the start of the rotation of each reel 32L, 32M, and 32R until it reaches a constant speed rotation after passing through the acceleration period. By adopting such a configuration that executes the push order notification at a timing earlier than when the operations of the stop switches 42 to 44 become effective, it becomes possible to make the operations of the stop switches 42 to 44 after recognizing the operation order of the stop switches 42 to 44, and the game can proceed smoothly.
[0264] The processing for the push order notification in steps S610 to S619 will be described.
[0265] That is, in step S610, it is determined whether or not the lottery result of the current game is a winning of the push order bell. If it is a winning of the push order bell, in step S611, it is determined whether or not the AT mode flag is set. If the AT mode flag is set, in step S612, the instruction monitor 68 is controlled so that the push order notification corresponding to the first minor winning to the sixth minor winning is performed according to the type of the current push order bell. Then, in step S613, after executing the process of setting the push order notification command set so as to include the information on the operation order corresponding to the first minor winning to the sixth minor winning as the output target to the display control device 81, this push order notification processing is terminated. That is, in step S613, the process of setting any one of the push order notification commands for the first minor winning to the push order notification commands for the sixth minor winning is executed. In the display control device 81 that has received these push order notification commands, the auxiliary display unit 65 and the speaker 64 are controlled so that the push order notification effects corresponding to the first minor winning to the sixth minor winning are performed.
[0266] When the AT mode flag is not set in step S611, in step S614, the instruction monitor 68 is controlled so that the group notification of the push order bell (FIG. 34(c)) is performed. That is, in step S614, the instruction monitor 68 is controlled so that the notification indicating that it is a push order bell among the operation mode roles is performed. Then, the lottery result corresponding processing is terminated.
[0267] When it is determined in step S610 that it is not a winning combination for the push order bell, it is determined in step S615 whether it is a winning combination for a special role. If it is not a winning combination for a special role, the current lottery result corresponding process is terminated as it is. If it is a winning combination for a special role, it is determined in step S616 whether the AT mode flag is set.
[0268] If the AT mode flag is not set in step S616, in step S617, the instruction monitor 68 is controlled so that a special role notification (Fig. 34(c)) is performed. That is, in step S617, the instruction monitor 68 is controlled so that a notification indicating that it is a special role among the operation mode roles is performed. Then, the lottery result corresponding process is terminated.
[0269] If the AT mode flag is set in step S616, the process proceeds to step S618. In step S618, among the operation sequences corresponding to the winning of the first minor role to the sixth minor role, as a predetermined operation sequence, the instruction monitor 68 is controlled so that a push order notification corresponding to the winning of the sixth minor role is performed. Then, in step S619, after executing a process of setting a push order notification command for the sixth minor role, which is set to include information on the operation sequence corresponding to the winning of the sixth minor role, as an output target to the display control device 81, the current push order notification process is terminated. In the display control device 81 that has received this push order notification command, the auxiliary display unit 65 and the speaker 64 are controlled so that a push order notification effect corresponding to the winning of the first minor role to the sixth minor role is performed.
[0270] As described above, in this embodiment, if the game selected as the push order bell among the operation mode roles is in the AT mode, the instruction monitor 68 notifies the operation order of the stop switches 42 to 44 that enables the establishment of the first minor winning to the sixth minor winning, and a push order notification command including the information of the operation order is output to the display control device 81, and a push order notification effect by the auxiliary display unit 65 is performed. On the other hand, if the game selected as the push order bell is not in the AT mode, although the instruction monitor 68 notifies that it is the push order bell, the operation order of the stop switches 42 to 44 that enables the establishment of the first minor winning to the sixth minor winning is not notified, and the push order notification command including the information of the operation order is not output to the display control device 81 either. Therefore, the push order notification effect by the auxiliary display unit 65 is not performed.
[0271] Furthermore, in this embodiment, in the lottery result command setting process of step S311 in the lottery process (FIG. 19), information on which result (IV11 to 22) of the push order bell the game selected as the push order bell has won is not output to the display control device 81.
[0272] Specifically, as shown in the flowchart of FIG. 36(a), in step S1101, it is determined whether the current game has won with an index value IV = 11 to 22 and whether it has won any of the push order bells. If it is not a winning of the push order bell, in step S1102, after executing the process of setting the lottery result command corresponding to each winning result as the output target to the display control device 81, this lottery result command setting process is terminated. That is, in step S1102, for example, when winning with an index value IV = 1, a lottery result command indicating normal replay A is set, when winning with an index value I = 8, a lottery result command indicating cherry A is set, and when winning with an index value IV = 27, a lottery result command indicating a special role is set.
[0273] On the other hand, if it is determined in step S1101 that any push order bell has been selected, after executing the process of setting, as an output target to the display control device 81, a lottery result command indicating the push order bell group in step S1103, this lottery result command setting process is terminated. The lottery result command indicating the push order bell group includes information that any push order bell has been selected, but is set not to include information on which push order bell has been selected, that is, for example, information that the forward push bell 1 has been selected (information that it has been selected at IV = 11) or information that the middle reverse push bell 2 has been selected (information that it has been selected at IV = 18).
[0274] That is, as shown in FIG. 36(b), in this embodiment, the information that a push order bell has been selected is output to the display control device 81 as a lottery result command indicating the push order bell group regardless of whether it is in the AT mode. And during the AT mode, by outputting the push order notification commands for the first minor winning to the sixth minor winning together, the display control device 81 can execute the push order notification effect. On the other hand, when it is not in the AT mode, the push order notification commands for the first minor winning to the sixth minor winning are not output to the display control device 81, and as described above, only the lottery result command indicating the push order bell group is output. Therefore, on the display control device 81 side, it is not possible to grasp the operation order of the stop switches 42 to 44 that can establish the first minor winning to the sixth minor winning when a push order bell is selected even though it is not in the AT mode. By doing so, it is possible to prevent illegal acts such as illegally analyzing the commands output from the main control device 101 to the display control device 81 or the display control device 81 and trying to enjoy the benefits of the AT mode (the benefit that it is possible to establish the first minor winning to the sixth minor winning when a push order bell is selected) even though it is not in the AT mode.
[0275] Moreover, in this embodiment, when a special role is selected during the AT mode, among the first minor role winning to the sixth minor role winning and the 33rd minor role winning, the push order notification for the sixth minor role winning is executed by the instruction monitor 68, and a push order notification command for the sixth minor role winning is output. By doing so, during the AT mode, instead of the 33rd minor role winning with fewer paid-out numbers, it is possible to establish the sixth minor role winning among the first minor role winning to the sixth minor role winning with more paid-out numbers, and the advantage degree of the AT mode can be improved.
[0276] Not only that, among the first minor role winning to the sixth minor role winning with more paid-out numbers, the push order notification for the sixth minor role winning, which is a predetermined one minor role (push order), is executed by the instruction monitor 68, and a push order notification command for the sixth minor role winning is output. By doing so, it becomes unnecessary to perform processes such as selecting which minor role winning among the first minor role winning to the sixth minor role winning is to be established at the time of special role selection, and it is possible to significantly simplify the process.
[0277] Furthermore, as described above, if the special role selection is during the AT mode, in the AT topping-up process in the lottery result corresponding process, the target of the topping-up lottery, the winning probability of the topping-up lottery at the time of this special role selection is higher than the winning probability of the topping-up lottery at the time of push order bell winning. At the time of special role selection, it is set to win the topping-up with a 10% probability, while at the time of push order bell winning, it is set not to win the topping-up. In this case, at the time of special role selection during the AT mode, the push order notification for the sixth minor role winning among the push order notifications for the first minor role winning to the sixth minor role winning notified at the time of push order bell winning is performed, and among the push order notification commands for the first minor role winning to the sixth minor role winning output at the time of push order bell winning, the push order notification command for the sixth minor role winning is output. Therefore, it is possible to skillfully blend the special role selection during the AT mode with the push order bell winning, and it is possible to give the impression that the topping-up lottery is being performed based on the push order bell winning. As a result, it is possible to increase the attention level at the time of push order bell winning while not increasing the benefits (such as the winning probability of the topping-up lottery) at the time of push order bell winning too much.
[0278] <Award result corresponding process> Next, the award result corresponding process implemented in step S415 in the reel control process will be described with reference to the flowchart of FIG. 37. In the award result corresponding process, processes for starting or ending the AT mode are performed according to the game result of the game.
[0279] First, in step S1201, it is determined whether either the first BB state flag or the second BB state flag is set, and it is determined whether the game to be started this time is in any BB state. If it is not in the BB state, it is determined in step S1202 whether the bet number is 3. If it is in the BB state, it is determined in step S1203 whether the bet number is 2. That is, the processes of steps S1201 to S1203 are processes corresponding to the processes of steps S601 to S603 above, and are processes for determining whether it is a specific specified number defined in association with the game state. If it is not the specific specified number, the award result corresponding process is terminated without performing the process for the display mode (process for the indicator) after step S1204.
[0280] If an affirmative determination is made in step S1202 or step S1203 and the bet number is the specific specified number, the process proceeds to step S1204. In step S1204, it is determined whether the AT mode flag is set. If the AT mode flag is not set, it is determined in step S1205 whether the AT mode winning flag is set. If neither the AT mode flag nor the AT mode winning flag is set and the situation is that the player has not won the AT mode transition lottery, the process proceeds to step S1206 and the process for the AT lottery at stop is executed.
[0281] <Process for AT lottery at stop> The process for the AT lottery at stop in step S1206 will be described with reference to the flowchart of FIG. 38.
[0282] In step S1301, a process of grasping the lottery result of the current game is executed. In the subsequent step S1302, it is determined whether the lottery result of the current game is a special role. If it is a special role, in step S1303, it is determined whether the operation modes of the stop switches 42 to 44 of the current game are in the first operation mode.
[0283] As already described, in a game in which a special role is won, when the stop switches 42 to 44 are operated in the first operation mode, the 33rd minor role winning is established, and when operated in the second operation mode, the 1st to 6th minor role winnings are established. In this case, the operation timing and operation order of each of the stop switches 42 to 44 may be temporarily stored in a register or the like, and a configuration may be adopted in which it is determined in step S1303 whether it is the first operation mode. Alternatively, by grasping the winning result, it may be determined that the operation was performed in the first operation mode because the 33rd minor role winning is established (none of the 1st to 6th minor role winnings are established).
[0284] In particular, in the case of a special role, in a configuration in which the 33rd minor role winning cannot be established even in the first operation mode and a miss occurs, or in a configuration in which the 1st to 6th minor role winnings cannot be established even in the second operation mode and a miss occurs, it is advisable to adopt a configuration in which the operation timing and operation order of each of the stop switches 42 to 44 are memorized and the operation mode is determined from that information. Conversely, if the configuration is such that at least in the first operation mode, no miss of the 33rd minor role winning occurs, as in the present embodiment, it is advisable to determine that the operation was performed in the first operation mode because the 33rd minor role winning is established. Also, when the 1st to 6th minor role winnings are established and the special role is won, a configuration may be adopted in which it is determined that it is not the first operation mode but the second operation mode.
[0285] In step S1303, when it is determined that the operation was performed in the first operation mode during the selection of a special role, and when it is determined in step S1302 that the result is a lottery result other than a special role, the process of subtracting the ceiling counter is executed in steps S1304 to S1306, and then, the processes such as the AT mode transition lottery are executed in steps S1307 to S1323. On the other hand, in step S1303, when it is determined that the operation was performed in the second operation mode instead of the first operation mode during the selection of a special role, the process for the AT lottery at stop is terminated as it is without performing the subtraction process of the ceiling counter or the AT mode transition lottery, etc.
[0286] That is, as described above, when a special role is selected, by operating the stop switches 42 to 44 in the first operation mode, a winning of the 33rd minor role is established, and by operating the stop switches 42 to 44 in the second operation mode, a winning of the 1st to 6th minor roles, in which the number of medals paid out is larger than when winning the 33rd minor role, is established. In the case of the first operation mode, the subtraction process of the ceiling counter and the AT mode transition lottery, etc. are executed, whereas in the case of the second operation mode, the subtraction process of the ceiling counter and the AT mode transition lottery, etc. are not executed. Also, in the process for the AT lottery at start, the AT mode transition lottery and the CZ mode transition lottery, etc. based on the selection of a special role are not performed. Therefore, although the number of medals paid out is larger when operating in the second operation mode than in the first operation mode when a special role is selected, when operating in the second operation mode, the process related to the instruction function is executed in a more restricted manner than in the case of the first operation mode. In this way, the diversification of the game is achieved as a game property in which the player can select which benefit to enjoy.
[0287] In the process of subtracting the ceiling counter, the subtraction value lottery process is executed in step S1304. In the subtraction value lottery process, the ceiling subtraction value table is acquired from the various table storage areas 105a, and based on the lottery result grasped in step S1301, the value to be subtracted from the ceiling counter in the current game is determined by lottery. As shown in FIG. 39, in the present embodiment, values from 1 to 100 are set as the subtraction values. In lottery results other than special roles, basically 1 is likely to be selected including the non-winning results, and when a specific role as a so-called rare role is selected, a subtraction value larger than 1 may be subtracted from the ceiling counter. On the other hand, when a special role is selected, the probability of selecting a subtraction value larger than 1 is set to be higher than when a specific role is selected.
[0288] After executing the subtraction value lottery process in step S1304, the process of setting the subtraction value command as an output target to the display control device 81 is executed in step S1305. The subtraction value command includes information on the subtraction value of the current game. Thereafter, in step S1306, the process of subtracting the subtraction value selected in step S1304 from the ceiling counter is executed. Incidentally, when the ceiling counter becomes 0, as described above, the AT mode winning flag is set in the process for AT lottery at the start of the next game. In step S1306, when the current subtraction value is larger than the remaining number of the ceiling counter, the ceiling counter is set to 0 so as not to become a negative value. By doing so, it is possible to suppress the occurrence of errors caused by negative values. However, when the current subtraction value is larger than the remaining number of the ceiling counter, it may be configured to cause an advantageous event for the player, and an advantageous event may be caused according to the difference between the remaining number and the subtraction value, or the type of the advantageous event may be made different. Advantageous events include, for example, adding on to the setting of the AT mode, making it easier to select the second AT mode, which is advantageous as the type of the AT mode, generating a suggestive effect of the set value, or displaying a rare image.
[0289] After subtracting the ceiling counter in step S1306, the processes for AT mode lottery selection are executed in steps S1307 to S1311. That is, in step S1307, it is determined whether the CZ mode flag or the CZ mode winning flag is set. If neither flag is set, the process of obtaining the normal stop-time AT mode transition lottery table from the various table storage areas 105a is executed in step S1308. On the other hand, if the CZ mode flag or the CZ mode winning flag is set and the situation is that it is in the CZ mode or the transition to the CZ mode is determined, the process of obtaining the CZ stop-time AT mode transition lottery table from the various table storage areas 105a is executed in step S1309.
[0290] As shown in FIG. 39, these normal stop-time AT mode transition lottery tables and CZ stop-time AT mode transition lottery tables are set so that an AT mode win can occur when it is a special combination, while other lottery results are set so as not to result in an AT mode win. This is because in lottery results other than special combinations, an AT mode transition lottery is performed in the start-time AT lottery selection process. By doing so, the payout rate is prevented from soaring due to duplicate transition lotteries being performed at the start and stop times. Also, when comparing the normal stop-time AT mode transition lottery table and the CZ stop-time AT mode transition lottery table, similar to the start-time ones, the CZ one is set to be more likely to result in an AT mode win than the normal one.
[0291] The relationship between the appearance rate (winning probability) of each lottery result in the 3-bet game and the winning probability of the AT mode transition lottery based on the lottery result will be described with reference to FIG. 40.
[0292] As described above, in the start-time AT lottery process, the lower the probability of the lottery result in each game, the higher the probability of winning the AT mode transition. For example, for chance A that appears with a probability of about 1 / 164, the probability of winning the AT mode transition is 3% in the CZ mode. For chance B that appears with a probability of about 1 / 262, the probability of winning the AT mode transition is 5% in the CZ mode. In this case, in the CZ mode, the probability of winning the AT mode transition triggered by chance A is about 1 / 5460, and the probability of winning the AT mode transition triggered by chance B is about 1 / 5240. On the other hand, in the stop-time AT lottery process, when a special role is won with a probability of about 1 / 20, by operating in the first operation mode, the probability of winning the AT mode transition is about 1 / 40. In the CZ mode, the probability of winning the AT mode transition triggered by a special role is about 1 / 200.
[0293] That is, the proportion of the opportunity to win the AT mode transition being a special role is set to be overwhelmingly higher than other results. Specifically, in the CZ mode, the probability of winning the AT mode transition triggered by a special role is about 1 / 200, and the probability of winning the AT mode transition triggered by other than a special role is about 1 / 178. In the CZ mode, about half of them will win the AT mode transition triggered by a special role.
[0294] However, as described above, if the stop switches 42 to 44 are operated in the second operation mode instead of the first operation mode in the game where a special role is won, the AT mode transition lottery itself is not performed. Therefore, in terms of the game play aiming to win the AT mode transition, it is more advantageous for the player to operate the stop switches 42 to 44 in the first operation mode even if the number of medal payouts is small when a special role is won.
[0295] After obtaining each transition lottery table, the AT mode transition lottery is executed in step S1310. Then, it is determined in step S1311 whether the AT mode transition is won.
[0296] When the AT mode transition is selected, the processes for the AT mode selection are executed in steps S1312 to S1315. If the AT mode transition is not selected, the processes for the CZ mode are executed in steps S1316 to S1319. Then, after the processes for the precursor mode are executed in steps S1320 to S1323, the process for the AT lottery at stop is terminated. The processes in steps S1312 to S1323 are the same as the processes in steps S809 to S820 in the process for the AT lottery at start.
[0297] Note that even in the process for the AT lottery at stop, when the AT mode transition is selected or the CZ mode transition is selected, the number of precursor games is set and the precursor command is output. And when the AT mode transition is selected during the CZ mode, the number of precursor games is set to 0. In this case, in the process for the number of precursor games (step S1208) that is continuously executed following this process for the AT lottery at stop, the process for starting the AT mode from the next game is performed. That is, whether the AT mode transition is selected in the process for the AT lottery at start during the CZ mode or the AT mode transition is selected in the process for the AT lottery at stop, in the same way, the notification that the AT mode transition is selected in this game is performed, and the AT mode will be started from the next game.
[0298] Return to the description of the winning result corresponding process (Figure 37).
[0299] If it is determined in step S1205 that the AT mode transition lottery has already been won, and after the process for the AT lottery at stop is executed in step S1206, proceed to step S1207. In step S1207, it is determined whether the precursor flag is set. If the precursor flag is set, in step S1208, the process for the number of precursor games is executed, and then the winning result corresponding process is terminated.
[0300] On the other hand, if the precursor flag is not set in step S1207, it is determined whether the CZ mode flag is set in step S1209. If the CZ mode flag is set and it is in the CZ mode, then after executing the CZ game number-related process in step S1210, the winning result corresponding process ends. If a negative determination is made in step S1209, the winning result corresponding process ends as it is.
[0301] If the AT mode flag is set in step S1204 and it is in the AT mode, then after executing the AT game number-related process in step S1211, the winning result corresponding process ends.
[0302] Hereinafter, the precursor game number-related process, the CZ game number-related process, and the AT game number-related process will be described respectively.
[0303] <Precursor game number-related process> In the precursor game number-related process, as shown in FIG. 41, a process of subtracting 1 from the precursor counter is executed in step S1401. In the process of setting the precursor game number in the start-time AT lottery-related process or the stop-time AT lottery-related process, if the precursor game number is set to 0 (if 0 is input to the precursor counter), the precursor counter is not subtracted in step S1401. Then, it is determined whether the precursor counter is 0 in step S1402. If it is not 0, the precursor mode-related process ends as it is. If the precursor counter is 0, a process of clearing the precursor flag is executed in step S1403.
[0304] In the subsequent step S1404, it is determined whether the AT mode winning flag is set, so as to ascertain whether the current precursor mode has shifted based on winning the AT mode transition lottery. If the AT mode winning flag is not set and the current precursor mode is based on winning the CZ mode transition lottery, the process proceeds to step S1405. In step S1405, a process of clearing the CZ mode winning flag is executed. Then, in step S1406, the CZ mode flag is set, and in step S1407, a process of inputting 10 as a predetermined number into the CZ game counter provided in the various counter areas 106e is executed. The CZ game counter is a counter for the CPU 102 to grasp the remaining number of games in the CZ mode, and it is a counter that is decremented by 1 each time one game is completed in the CZ mode. After that, in step S1408, a process of setting the CZ start command as an output target to the display control device 81 is executed, and then the process for this precursor mode is terminated. The display control device 81 that receives the CZ start command controls so that the auxiliary display unit 65 and the speaker 64 notify of winning the CZ mode transition lottery and the start of the CZ mode.
[0305] If the AT mode winning flag is set in step S1404 and the current precursor mode is a precursor mode based on winning the AT mode transition lottery, in step S1409, a process of clearing the AT mode winning flag is executed. Then, in step S1410, a process of setting the AT mode flag in the various flag storage areas 106d is executed. In the subsequent step S1411, a continuation rate setting process is executed. As described above, the AT mode in this embodiment is a set management type AT mode with a predetermined number of games as one set, and the AT mode continues until it loses in the continuation lottery in a situation where there is no remaining set number (the situation where the AT set counter is 0). The continuation rate setting process in step S1411 is a process of setting the winning probability (continuation rate) of the continuation lottery.
[0306] In this embodiment, as shown in FIG. 42, the selection rates of a plurality of provided continuation rates (90%, 60%, 10%) are set to be different according to the set value set in the winning probability setting process. In step S1411, based on the set value, it is determined by lottery which continuation rate to select. Specifically, basically, the higher the set value (the set value with a higher payout rate), the higher the continuation rate is likely to be selected. For example, the 60% continuation rate is selected with a 30% probability in setting 1, while it is selected with a 70% probability in setting 6. However, the 90% continuation rate is more likely to be selected in odd settings than in even settings, and the most likely set value to be selected is setting 5. When the 90% continuation rate is selected, a 90% flag is set in the various flag storage areas 106d. When the 60% continuation rate is selected, a 60% flag is set in the various flag storage areas 106d. When the 10% continuation rate is selected, a 10% flag is set in the various flag storage areas 106d. The information indicating these continuation rates (90% flag, 60% flag, 10% flag) is a flag that is cleared when the AT mode to be migrated this time ends. That is, once the continuation rate of the AT mode is set, until the AT mode ends, the continuation lottery for each set is performed at that continuation rate.
[0307] After executing the continuation rate setting process in step S1411, in step S1412, a process of inputting 18 to the AT game counter is executed. As described above, the AT game counter is a counter for the CPU 102 to grasp the number of games until one set of the AT mode ends, and it is a counter that is decremented by 1 each time one game is consumed. When the AT game counter becomes 0 and the continuation condition is satisfied, 18, which is a predetermined number, is input to the AT game counter again. When the AT game counter becomes 0 and the continuation condition is not satisfied, the AT mode ends.
[0308] After that, in step S1412, a process of setting the AT start command as an output target to the display control device 81 is executed, and the process for the precursor mode is terminated. The display control device 81 that has received the AT start command controls the auxiliary display unit 65 and the speaker 64 to perform an effect corresponding to the start of the AT mode. In this case, the AT mode will be started from the next game after the game that ends this time.
[0309] <CZ game count process> In the CZ game count process, as shown in the flowchart of FIG. 43, in step S1501, a process of decrementing the CZ game counter by 1 is executed. In the subsequent step S1502, based on the processing result of step S1501, it is determined whether the CZ game counter has become 0. If the CZ game counter has not become 0, the CZ mode process is terminated as it is.
[0310] If the CZ game counter has become 0, in step S1503, a process of clearing the CZ mode flag is executed. After that, in step S1504, a process of setting the CZ end command as an output target to the display control device 81 is executed, and then this CZ mode process is terminated. The display control device 81 that has received the CZ end command controls the auxiliary display unit 65 and the speaker 64 to notify that the CZ mode has ended.
[0311] As already described, when winning the AT mode transition lottery during the CZ mode, the CZ mode ends at that time and transitions to the precursor mode. Therefore, when the CZ mode ends due to the CZ mode flag being cleared in step S1503, it means that the AT mode transition lottery was not won during the CZ mode.
[0312] <AT game count process> In the process for the number of AT games, as shown in the flowchart of FIG. 44, the process of decrementing the AT game counter by 1 is executed in step S1601. In the subsequent step S1602, based on the processing result of step S1601, it is determined whether the AT game counter has become 0. If the AT game counter has not become 0, the process for the AT mode is terminated as it is.
[0313] If the AT game counter has become 0, it is determined in step S1603 whether the continuation flag is set. If the continuation flag is set and the continuation condition is satisfied, the processes for shifting to the next set (steps S1604 to S1606) are executed. On the other hand, if the continuation flag is not set in step S1603, the processes for terminating the AT mode (steps S1607 to S1610) are executed.
[0314] If the continuation condition is satisfied in step S1603, the process of clearing the continuation flag is executed in step S1604. Then, the process of inputting 18 to the AT game counter is executed in step S1604, and after the process of setting the set update command as the output target to the display control device 81 is executed in step S1606, this process for the AT mode is terminated. The display control device 81 that has received the set update command executes the process for updating the effects of the auxiliary display unit 65 and the speaker 64 in response to the shift of the set in the AT mode.
[0315] On the other hand, when the continuation condition does not hold in step S1603, the AT mode flag is cleared in step S1607, and the process of clearing the information on the continuation rate (90% flag, 60% flag, 10% flag) is executed in step S1608. Then, the process of setting the AT mode end flag in the various flag storage areas 106d is executed in step S1609. After that, after executing the process of setting the AT end command as the output target to the display control device 81 in step S1610, this AT mode process ends. The AT mode end flag is a flag for ending the advantageous section when the AT mode ends. The display control device 81 that has received the AT mode end command controls the auxiliary display unit 65 and the speaker 64 so as to perform an effect corresponding to the end of the AT mode.
[0316] <Management of Advantageous Section> Next, the section display first process and the section display second process for controlling the eighth display segment N8 as a section display device, shifting to the advantageous section, or ending the advantageous section will be described.
[0317] <Section Display First Process> First, the section display first process will be described with reference to FIG. 45. The section display first process is a process performed in step S314 in the lottery process (FIG. 19). Based on the operation of the start lever 41, the lottery result of the game is determined, and it is performed after the lottery for shifting the display mode (lottery result corresponding process) and the like based on the lottery result.
[0318] In step S1701, it is determined whether the eighth display segment N8 as the section display device is being displayed, more specifically, whether the eighth display segment N8 is lit. As already described, when the eighth display segment N8 is lit, it indicates a specific section in the advantageous section where at least the notification condition for the push order notification can occur. If a negative determination is made in step S1701 and it is determined that the eighth display segment N8 is off, the process proceeds to step S1702.
[0319] In step S1702, it is determined whether or not a favorable section winning game flag is set in the various flag storage areas 106d. The favorable section winning game flag is a flag that is set when winning the favorable section transition lottery in the favorable section transition lottery process, and is a flag for the CPU 102 to identify that it is the winning game. When the favorable section winning game flag is set, the process of clearing the favorable section winning game flag is executed in step S1703. Then, the process of setting the favorable section flag is executed in step S1704.
[0320] In step S1705, the number of games in the favorable section is counted. More specifically, the process of starting the measurement of the favorable section game number AG in the various counter areas 106e is performed. The favorable section game number AG corresponds to a grasping means for grasping the number of executed games in the favorable section. Then, in step S1706, the process at the time of favorable section transition is executed. The process at the time of favorable section transition is a process of setting the state and favorability of the favorable section to be transitioned this time. Specifically, in the process at the time of favorable section transition, the above ceiling counter is set by lottery or the like, and after the favorable section transition, the setting of the ceiling game number that allows the transition to the AT mode without winning the AT mode transition lottery is performed. The lottery of the ceiling counter may be performed, for example, using the set value, the lottery result of the game, etc. It is preferable that a shorter ceiling game number is more likely to be selected for a higher setting, or that an even setting is more likely to select a shorter ceiling game number than an odd setting, or that a result that is less likely to win as the lottery result of the current game is more likely to select a shorter ceiling game number. Then, it is preferable to input a value corresponding to the ceiling game number determined by the lottery into the ceiling counter. For example, an effect suggesting the ceiling game number may be performed on the auxiliary display unit 65 and the speaker 64 by outputting a ceiling command including information corresponding to the ceiling counter to the display control device 81.
[0321] Incidentally, in the present embodiment, the maximum number of ceiling games is set to 700. That is, after shifting to the advantageous section, normally, by playing at least 700 games, the ceiling counter becomes 0, and the AT mode winning flag is set.
[0322] However, as described above, when each game is not played with a specific prescribed number of bets, the ceiling counter is not subtracted. Also, when the stop switches 42 to 44 are operated in the second operation mode instead of the first operation mode during the winning of a special combination, the ceiling counter is not subtracted. Therefore, even when the actual number of games played exceeds 700 games, there may be a case where the ceiling counter does not become 0 and the AT mode winning flag is not set. In addition, the subtraction value of the ceiling counter may be a value greater than 1 in each game, and the ceiling counter may become 0 before digesting the number of games corresponding to the value of the ceiling counter set at the time of shifting to the advantageous section.
[0323] In the section display first process, after executing the process at the time of shifting to the advantageous section in step S1706, in step S1707, the display of the section display is started by lighting the eighth display segment N8.
[0324] When it is determined in step S1701 that the eighth display segment N8 as the section display is being displayed, in step S1708, a process of continuing the display during the advantageous section is executed. Specifically, for step S1708, a process for continuing the state where the eighth display segment N8 is in the lit state is performed. That is, the process for ending the display of the section display is not performed in this section display first process.
[0325] If it is determined in step S1702 that the advantageous section winning game flag is not set, after executing the display start process in step S1707 or after executing the display continuation process in step S1708, it is determined in step S1709 whether the AT mode flag is set. If it is determined in step S1709 that none of the AT mode flags are set, in step S1710, a process of adding 1 to the ratio first counter provided in the various counter area 106e is executed. The ratio first counter is a counter for counting the number of games in which the push order notification does not occur, that is, the number of games in the normal section and the non-specific section.
[0326] On the other hand, if it is determined in step S1709 that any of the AT mode flags are set, in step S1711, a process of adding 1 to the ratio second counter provided in the various counter area 106e is executed. The ratio second counter is a counter for counting the number of games in which the push order notification can occur, that is, the number of games in the specific section.
[0327] After executing the process of step S1710 or step S1711, the ratio calculation process is executed in step S1712. In such a process, a process of dividing the value of the ratio second counter by the added value (total number of games) of the ratio first counter and the ratio second counter is performed. That is, the ratio calculation process is a process of calculating the ratio of the number of games in which the push order notification can occur out of the total number of games. Then, in step S1713, a process for displaying the calculation result of the arithmetic process in step S1712 on the ratio monitor 77 is executed.
[0328] As shown in FIG. 5, the ratio monitor 77 has a plurality of 7-segment display units each composed of seven display segments. Specifically, the ratio monitor 77 has a first display unit 77a, a second display unit 77b, a third display unit 77c, a fourth display unit 77d, and a fifth display unit 77e as the 7-segment display units. The display segments in the first display unit 77a to the fifth display unit 77e have individual light sources made of LEDs, similar to the display segments N1 to N7 of the instruction monitor 68. By controlling the on / off of these individual light sources, only any one display segment can be lit, and any combination of display segments can be lit. As a result, the ratio monitor 77 can display a predetermined symbol (including alphabets and numbers) individually, and in particular, the ratio monitor 77 can display five-digit numbers.
[0329] In step S1713, the result of the arithmetic processing in step S1712 is output to the ratio monitor 77, and the display control of each display unit 77a to 77e in the ratio monitor 77 is performed so that a four-digit number is displayed on the ratio monitor 77. Specifically, as the ratio of the number of games in which the order-of-push notification can occur out of the total number of games, for example, a number smaller than 1 such as "0.5012" is displayed on the ratio monitor 77 with four digits after the decimal point. After the process of step S1713 is executed, the first interval display process ends.
[0330] Note that, after performing the process of rounding the fifth digit after the decimal point in the arithmetic processing of step S1712, the display control of the ratio monitor 77 may be configured. Also, in the ratio monitor 77, since "0" is basically displayed on the first display unit 77a, the first display unit 77a may not be provided, or the first display unit 77a may be configured such that "0" is always displayed by printing or the like. Further, a decimal point may be displayed by printing or the like between the first display unit 77a and the second display unit 77b.
[0331] <Second Interval Display Process> Next, the second interval display process will be described with reference to the flowchart of FIG. 46. As already described, the second interval display process is a process executed in step S416 of the reel control process. When a game ends, it is executed after medal payout (payout determination process) and transition of the game state based on the winning result (winning result corresponding process) are performed.
[0332] In step S1801, it is determined whether the advantageous interval flag is set. If it is not set, the second interval display process is terminated as it is. If the advantageous interval flag is set, in step S1802, a process of counting the number of games in the advantageous interval is executed. Specifically, a process of adding 1 to the above-mentioned advantageous interval game number AG is performed. In the subsequent step S1803, an update process of the advantageous interval increase / decrease number MY (MY counter) provided in various counter areas 106e is executed.
[0333] In the MY update process of step S1803, on the condition that the game result of the current game is not any replay winning, the number of inserted coins (bet number) is subtracted from the payout number, and the subtraction result is added to the advantageous interval increase / decrease number MY, thereby updating the advantageous interval increase / decrease number MY.
[0334] After executing the MY update process in step S1803, in step S1804, the remaining game count management process is executed, and in the subsequent step S1805, the remaining number management process is executed. The remaining game count management process is a process for managing whether or not the advantageous section has reached the upper limit game count (1500 games) with the current remaining game count based on the remaining game count in the AT mode or the like. In the remaining game count management process, for example, it is determined whether or not the total of the advantageous section game count AG (the consumed game count in the advantageous section) and the AT game counter (the remaining game count in the AT mode) is more than the upper limit game count of the advantageous section. And if such a situation exists, as a flag for specifying the situation, a first excess flag is set in the various flag storage areas 106d, and a first excess command including information that the first excess flag has been set is set as an output target to the display control device 81. Further, the remaining number management process is a process for managing whether or not the advantageous section has reached the upper limit increase number (2400 sheets) with the current remaining game count based on the remaining game count in the AT mode or the like. In the remaining payout number management process, for example, it is determined whether or not the total of the expected increase number calculated from the AT game counter and the average increase number per game during the AT mode and the current advantageous section increase / decrease number MY is more than the increase / decrease number of the advantageous section. And if such a situation exists, as a flag for specifying the situation, a second excess flag is set in the various flag storage areas 106d, and a second excess command including information that the second excess flag has been set is set as an output target to the display control device 81.
[0335] After executing the remaining game count management process and the remaining number management process, at step S1806, it is determined whether the advantageous interval game count AG has reached the upper limit game count of 1500, or whether the advantageous interval increase / decrease count MY has become 2400 or more, which is the upper limit increase count. If either of these forced end conditions is satisfied, at step S1807, the advantageous interval game count AG and the advantageous interval increase / decrease count MY are cleared to 0. In the subsequent step S1808, a process is performed to end the display of the eighth display segment N8 as the interval display. Then, at step S1809, after executing a process to initialize parameters and information such as various flags and counters during the advantageous interval, this second interval display process ends.
[0336] Regarding the initialization process of the advantageous interval information in step S1809, specifically, a process is executed to reset the flags and counters set when transitioning to the current advantageous interval and the flags and counters set during the current advantageous interval to their initial values. For example, if the advantageous interval flag and various AT mode flags are not cleared and are set, these flags are cleared. Further, if the advantageous interval game count AG, the advantageous interval increase / decrease count MY, the counter for the continuous game count in the AT mode, the AT preparation counter, etc. are greater than 0, all these counters are reset to 0. That is, in this initialization process of the advantageous interval information, regarding the advantageous interval as an advantageous state using the push order notification, all variables or parameters that affect the performance related to the push order notification are initialized, and it is a process to perform RAM clearing for such variables or parameters.
[0337] If it is determined at step S1806 that the advantageous interval game count AG has not reached the upper limit value and the advantageous interval increase / decrease count MY has not reached the upper limit increase count, the process proceeds to step S181, and it is determined whether the AT mode end flag is set. If the AT mode end flag is set, the process proceeds to step S1807, and a process for ending the advantageous interval is executed. If the AT mode end flag is not set, the process for ending the advantageous interval is executed as it is.
[0338] <Presentation setting process> The production setting process executed by the CPU 181 of the control device 81 will be described based on the flowchart of FIG. 47. The production setting process is a process started by the CPU 181 at a predetermined cycle (for example, a 2 msec cycle).
[0339] In the production setting process, first, in step S1901, it is determined whether a new command has been received from the main control device 101. If a new command has been received, then in step S1902, a process of storing the received command in the RAM 183 is executed. The RAM 183 is provided with a command storage area, and the command storage area is configured as a ring buffer capable of storing a plurality of commands individually and readable from the previously stored commands.
[0340] If a negative determination is made in step S1901, or after the process of step S1902 is executed, then in step S1903, it is determined whether the newly received command is a bet-time command. The bet-time command is a command output from the main control device 101 based on the performance of a bet operation, and is a bet command set in step S206 of the normal process, etc. If it is a bet-time command, then in step S1904, a bet-time production setting process for performing production setting based on the current bet operation is executed.
[0341] If a negative determination is made in step S1903, or after the process of step S1904 is executed, then in step S1905, it is determined whether the newly received command is a start-time command. The start-time command is a command output from the main control device 101 based on the operation of the start lever 41, and in addition to the lottery result command set in step S311 of the lottery process, there are also precursor commands, continuation commands, set topping-up commands, and push order notification commands set in the lottery result corresponding process (FIG. 27), etc. If it is one of these start-time commands, then in step S1906, a start-time production setting process is executed.
[0342] If a negative determination is made in step S1905, or after the process of step S1906 is executed, in step S1907, it is determined whether the newly received command is a command at each stop operation. The command at each stop operation is a command output from the main control device 101 based on the fact that each stop operation of each of the reels 32L, 32M, and 32R has been performed, and is a stop command set in step S406 of the reel control process (Figure 22). If it is a stop command as such a command at each stop operation, in step S1908, each stop operation effect setting process for performing an effect setting based on the current stop operation is executed.
[0343] If a negative determination is made in step S1907, or after the process of step S1908 is executed, in step S1909, it is determined whether the newly received command is a command at full stop. The command at full stop is a command output from the main control device 101 based on the fact that all the reels 32L, 32M, and 32R have stopped. In addition to the winning result command set in step S419 of the reel control process (Figure 22), there are a first BB start command, a second BB start command, a first BB end command, a second BB end command, a precursor command, a CZ start command, an AT start command, a CZ end command, a set update command, an AT end command, etc. set in the bonus state process (Figure 24), the winning result corresponding process (Figure 36), etc. If it is one of these commands at full stop, in step S1910, the full stop effect setting process is executed.
[0344] If a negative determination is made in step S1909, or after the process of step S1910 is executed, in step S1911, other processes are executed and then the production setting process ends. In step S1911, the auxiliary display unit 65, the speaker 64, etc. are controlled so that various productions set in the above production setting processes are executed at corresponding timings. Also, in step S1911, settings for productions based on commands from the main control device 101 other than at the time of betting, start, and stop (for example, productions based on the operation of the settlement switch 59, etc.), settings for productions based on signals from sensors (production switch detection sensors, etc.) connected without going through the main control device 101, settings for error notifications, etc. are performed.
[0345] Hereinafter, the start-time production setting process and the full-stop production setting process will be described.
[0346] <Start-time production setting process> The start-time production setting process of step S1906 will be described based on the flowchart of FIG. 48.
[0347] In step S2001, it is determined whether the received lottery result command is a lottery result command indicating a push-order bell group. As already described, in the lottery result command setting process (FIG. 36(a)) in the present embodiment, when it is any of the push-order bells, the lottery result command output is not a lottery result command indicating an individual result but a lottery result command indicating a push-order bell group. If a lottery result command indicating a push-order bell group is received in step S2001 and it is a game in which any of the push-order bells has won, the process proceeds to step S2002.
[0348] In step S2002, it is determined whether any push order notification command has been received. As already described, when any push order bell is won during the AT mode, according to the type of the won push order bell, a push order notification command corresponding to the operation sequence for establishing the first minor winning to the sixth minor winning is output (see Fig. 36(b)). If any push order notification command has been received, in step S2003, settings are executed so that the corresponding push order notification effect is performed on the auxiliary display unit 65 and the speaker 64.
[0349] If it is determined in step S2001 that the lottery result command indicating the push order bell group has not been received, in step S2004, it is determined whether a lottery result command indicating a special winning has been received. If an affirmative determination is made in step S2004 and the lottery result of the current game is a special winning, in step S2005, it is determined whether a push order notification command has been received. As already described, in a game in which a special winning is obtained during the AT mode, a push order notification command corresponding to the operation sequence for establishing the sixth minor winning among the first minor winning to the sixth minor winning is output (see Fig. 36(b)). If a push order notification command has been received, the process proceeds to step S2003, and settings are executed so that the push order notification effect for the sixth minor winning is performed on the auxiliary display unit 65 and the speaker 64.
[0350] If it is determined in step S2004 that the lottery result command indicating a special role has not been received, it is determined in step S2006 whether any lottery result command indicating a specific role has been received. As already explained, the specific role is a lottery result that is difficult to appear (difficult to win) as the lottery result of each game, and is a so-called rare role. In this embodiment, chance eyes A to C, cherries A to C, and watermelon are set as specific roles. As shown in FIG. 30, in the AT mode transition lottery in the start-up AT lottery process triggered by these lottery results, the probability of winning the AT mode transition is set to be higher than that of other lottery results. Also, in the bonus lottery in the AT mode, if these specific roles are won, the player can win the bonus lottery, while if a normal role such as normal replay A is won, the player cannot win the bonus lottery. If the lottery result of this game is a win for a specific role, in step S2007, a process of setting a specific role notification effect is executed. In the process of setting the specific role notification effect, settings are executed so that the specific role notification that the lottery result of this game is one of the above specific roles is performed on the auxiliary display unit 65 and the speaker 64. As the specific role notification, for example, an effect is set in which three characters of a surprised mark are displayed on the auxiliary display unit 65 corresponding to the three provided stop switches 42 to 44.
[0351] If a negative determination is made in step S2002, step S2005, or step S2006, or after the processes of step S2003 or step S2007 are executed, the process proceeds to step S2008. In step S2008, a start-up precursor effect setting process is executed. In the start-up precursor effect setting process, based on the precursor command output and set in the start-up AT lottery process in the main control device 101, a process of setting the precursor mode is executed, and a process of setting the precursor effect of each game during the precursor mode is executed. Such a start-up precursor effect setting process will be described in detail later.
[0352] In the subsequent step S2009, it is determined whether or not a sub-side CZ flag is set in the various flag storage areas 183a. The sub-side CZ flag is a flag for the CPU 181 to recognize that it is in the CZ mode. If the sub-side CZ flag is set, the start CZ production setting process is executed in step S2010. In the start CZ production setting process, a process of setting the production of the game to be started this time is executed according to the lottery result of each game during the CZ mode. Such a start CZ production setting process will also be described in detail later.
[0353] If a negative determination is made in step S2009, or after the process of step S2010 is executed, the AT production setting process is executed in step S2010. In the AT production setting process, in a set management type AT mode where 18 games are set as a set, for example, a battle production is set as the production during one set, in which the friendly character and the enemy character confront each other, and if the continuation condition of the set is satisfied, the friendly character wins, and if the continuation condition is not satisfied, the friendly character loses and the enemy character wins. In this case, for example, in each of the first 10 games of one set of games, a confrontation production in which the friendly character and the enemy character confront each other is set, and in each of the last 8 games of one set of games, a battle production in which the friendly character and the enemy character confront each other is set.
[0354] After the AT production setting process is executed in step S2011, other start production setting processes are executed in step S2012, and then this start production setting process ends. In step S2012, for example, a production suggesting the lottery result is set in response to the start of the game, or a process such as turning off the lamps around the start lever 41 to notify that the operation has been accepted is executed.
[0355] <All-stop production setting process> Next, the all-stop performance setting process in step S1910 of the performance setting process (Fig. 47) will be described with reference to the flowchart of Fig. 49. As already described, the all-stop performance setting process is a process for performing performance setting when the newly received command is an all-stop command such as a winning result command, a first BB start command, a second BB start command, a first BB end command, a second BB end command, a precursor command, a CZ start command, an AT start command, a CZ end command, a set update command, an AT end command, etc.
[0356] In step S2101, it is determined whether a CZ start command has been received. If a CZ start command has been received, in step S2102, a process of setting the sub-side CZ flag in the various flag storage areas 183a is executed, and in step S2103, a performance setting process for performing a CZ start performance as the performance at the time of betting in the next game is executed on the auxiliary display unit 65 and the speaker 64. The CZ start performance is, for example, as shown in Fig. 50(a), that the CZ mode is started from this game and the remaining number of games (10) in the CZ mode is displayed on the auxiliary display unit 65. That is, when a CZ start command is received as the stop command, after the game ends, a CZ start performance is executed based on the betting operation in the next game. By setting the sub-side CZ flag in step S2102, an affirmative determination is made in step S2009 in the start performance setting process for the next game, and the start-time CZ performance setting process is performed.
[0357] If a negative determination is made in step S2101, in step S2104, it is determined whether the above-mentioned sub-side CZ flag has already been set. If it has already been set and the game to end this time is a game in the CZ mode, in step S2105, a stop-time CZ performance setting process is executed. The stop-time CZ performance setting process is a process for correcting the performance in the CZ mode set in the above-mentioned start-time CZ performance setting process at the end of the game when the game starts. Such a stop-time CZ performance setting process will be described in detail later.
[0358] If a negative determination is made in step S2104, it is determined whether an AT start command is received in step S2106. If an AT start command is received, a process of setting a sub-side AT flag in the various flag storage areas 183a is executed in step S2107, and an AT start process is executed in the subsequent step S2108. In the AT start process, for example, a process of inputting the number of games in the set to start into a game number counter for grasping the number of completed games in each set of the AT mode, or a process of inputting 1 into a set counter for grasping the number of continuous sets, or a process of performing, as an effect at the time of betting on the next game, an AT start effect on the auxiliary display unit 65 or the speaker 64 is executed. The AT start effect is set such that, for example, as shown in Fig. 51(a), a display indicating that the AT mode is started (character display such as "AT START") is performed. That is, when an AT start command is received as a stop command, after the game ends, an AT start effect is executed based on the betting operation for the next game. In the AT start effect, for example, the background and sound effects may be set to vary according to the continuation rate so as to suggest the continuation rate of the AT mode to be started.
[0359] If a negative determination is made in step S2106, it is determined whether an AT end command is received in step S2109. If an AT end command is received, a process of clearing the sub-side AT flag is executed in step S2110, and an effect setting process for performing an AT end effect on the auxiliary display unit 65 or the speaker 64 is executed in step S2111. The AT end effect is set such that, for example, as shown in Fig. 51(b), a display indicating that the AT mode has ended (character display such as "See you later") is performed, along with an effect of notifying the number of continuous sets and the number of medals obtained in the current AT mode.
[0360] If a negative determination is made in step S2109, it is determined whether a set update command is received in step S2112. If a set update command has been received and one set in the AT mode has ended and the process is to shift to the next set, set update processing is executed in step S2113. In the set update processing, processing is executed to clear information regarding the presence or absence of the continuation condition of the previous set at the start of the current set, or processing is executed to input the number of games in the current set to the above-described game number counter.
[0361] If a negative determination is made in step S2112, stop precursor effect setting processing is executed in step S2114. As already described, in the present embodiment, the AT mode transition lottery and the CZ mode transition lottery are executed not only at the start of the game but also at the end, and a precursor command can be output based on the result. The stop precursor effect setting processing is processing for setting various effects in the precursor mode based on the precursor command output at the end of the game. Such stop precursor mode setting processing will be described in detail later.
[0362] After the processing of step S2103, step S2105, step S2108, step S2111, step S2113, or step S2114 is executed, game number management processing is executed in step S2115. The game number management processing is processing for managing the number of games from the shift to the advantageous section until the ceiling until winning the AT mode transition lottery, and for setting the effect when the ceiling is reached. Such game number related processing will be described in detail later.
[0363] After executing the process of step S2115, other all-stop performance setting processes are executed in step S2116, and then this all-stop performance setting process ends. In step S2116, processes for performing performances corresponding to various commands output at the start and end of BB are carried out, the upper lamp 63 is controlled to light in a color corresponding to the winning combination, the sound effect corresponding to the payout number of the winning combination is controlled to be emitted from the speaker 64, and the sound effect corresponding to the automatic bet during replay is controlled to be emitted from the speaker 64.
[0364] <Overview of CZ performance> Prior to the description of the start-time CZ performance setting process and the stop-time CZ performance setting process, the overview of the performance of each game during the CZ mode in this embodiment will be described with reference to FIG. 54 and the like.
[0365] As already described, in the CZ mode in this embodiment, it is set to be easier to win the AT mode transition lottery than in the normal mode. When winning the AT mode transition lottery during the CZ mode, the number of precursor games is set to 0 games, and the notification that the AT mode transition has been won in that game is made, and the AT mode is started from the next game. That is, in this embodiment, a full-disclosure type of notification mode is adopted in which the result of the AT mode transition lottery is notified within that game in each game during the CZ mode. By doing so, the flow of the game from the CZ mode to the AT mode can be made smoother, and the attention level of each game during the CZ mode can be suitably increased.
[0366] As specific effects of each game in the CZ mode, in the present embodiment, a plurality of variable regions for numerical characters are provided in the auxiliary display unit 65, and it is configured to notify that the numerical characters stopped in the plurality of variable regions have won the AT mode transition lottery by forming a predetermined combination. In the present embodiment, the case where the same numerical character stops to form a double is set as a predetermined combination. For example, as shown in FIGS. 54(a1) to 54(c1), as variable regions for numerical characters in the auxiliary display unit 65, a left variable region SP1, a middle variable region SP2, and a right variable region SP3 are set in order from the left, and numerical characters from 1 to 9 are set as the numerical characters to be displayed in these variable regions SP1 to SP3. Then, when each game starts, the numerical characters in these variable regions SP1 to SP3 are variably displayed in the vertical direction, for example, and each time the stop switches 42 to 44 are operated, the numerical characters are stopped in order from the left. FIG. 54(a1) shows a state where the left stop switch 42 is operated and the numerical character has stopped in the left variable region SP1, FIG. 54(b1) shows a state where the middle stop switch 43 is operated and the numerical character has stopped in the middle variable region SP2, and FIG. 54(c1) shows a state where the right stop switch 44 is operated and the numerical character has stopped in the right variable region SP3. In this case, in FIG. 54, although the characters of "1", which are the same number, have stopped in the left variable region SP1 and the middle variable region SP2, the character of "4", which is different from the numbers on the left and middle, has stopped in the right variable region SP3, indicating that a predetermined combination has not been formed. That is, it is notified that the AT mode transition lottery has not been won.
[0367] Here, the stop switches 42 to 44 are provided so as to be displaceable from an initial position arranged on the front side of the slot machine 10 to an operation position arranged on the back side. And the stop switches 42 to 44 are biased by a spring or the like as a biasing means toward the initial position from the operation position, and are arranged at the initial position before the operation. By pressing the stop switches 42 to 44 arranged at the initial position toward the operation position and applying a force exceeding the biasing force of the biasing means toward the back side, the stop switches 42 to 44 are displaced toward the operation position. Then, when the hand or the like is released from the stop switches 42 to 44, they return to the initial position by the biasing force of the above biasing means.
[0368] The detection signals from the stop detection sensors 42a to 44a to the main control device 101 change from the OFF state to the ON state when the stop switches 42 to 44 are displaced from the initial position to the operation position, and change from the ON state to the OFF state when the stop switches 42 to 44 are displaced from the operation position to the initial position. The main control device 101 can grasp that the stop switches 42 to 44 are displaced from the initial position toward the operation position by grasping that the detection signals from the stop switches 42 to 44 rise from the OFF state to the ON state, and can grasp that the stop switches 42 to 44 are displaced from the operation position toward the initial position by grasping that the detection signals from the stop switches 42 to 44 fall from the ON state to the OFF state.
[0369] In the following description, operating the stop switches 42 to 44 from the initial position toward the operation position is also referred to as a stop ON operation, and operating the stop switches 42 to 44 from the operation position toward the initial position (releasing the hand or the like) is also referred to as a stop OFF operation. Also, the first stop ON operation among the stop switches 42 to 44 is called the first stop ON operation, the first stop OFF operation is called the first stop OFF operation, the second stop ON operation is called the second stop ON operation, the second stop OFF operation is called the second stop OFF operation, the third stop ON operation is called the third stop ON operation, and the third stop OFF operation is called the third stop OFF operation, respectively.
[0370] In the effect during the CZ mode, the stop of the numeric characters in each of the above variable regions SP1 to SP3 is executed based on the stop ON operation among the operations of the stop switches 42 to 44. That is, as shown in Fig. 54(a2), by performing the stop ON operation on the left stop switch 42, the numeric character stops in the left variable region SP1. As shown in Fig. 54(b2), by performing the stop ON operation on the middle stop switch 43, the numeric character stops in the middle variable region SP2. As shown in Fig. 54(c2), by performing the stop ON operation on the right stop switch 44, the numeric character stops in the right variable region SP3.
[0371] Note that, it is configured such that the numeric character stops in the left variable region SP1 during the first stop ON operation, the numeric character stops in the middle variable region SP2 during the second stop ON operation, and the numeric character stops in the right variable region SP3 during the third stop ON operation, and each of the variable regions SP1 to SP3 where the numeric character stops is associated one-to-one with the stop order of the stop switches 42 to 44. However, it may also be configured such that each of the variable regions SP1 to SP3 where the numeric character stops is associated one-to-one with each of the stop switches 42 to 44. Specifically, for example, when the middle stop switch 43 is operated as the first stop ON operation, the numeric character stops in the middle variable region SP2. When the right stop switch 44 is operated as the second stop ON operation, the numeric character stops in the right variable region SP3. When the left stop switch 42 is operated as the third stop ON operation, it may be configured such that the numeric character stops in the left variable region SP1.
[0372] <Initial CZ effect setting process> Regarding the initial CZ effect setting process in step S2010 of the initial effect setting process (Fig. 48), it will be described with reference to the flowchart of Fig. 52.
[0373] In step S2201, it is determined whether or not the sub - side CZ flag is set. If the sub - side CZ flag is not set, the current start - time CZ effect setting process is terminated as it is. If the sub - side CZ flag is set, in step S2202, an update process for the CZ game number display is executed. Note that although the number of games in the CZ mode is managed in the stop - time CZ effect setting process, the display of the remaining number of games in the CZ mode on the auxiliary display unit 65 (refer to the remaining game number image GP in FIG. 54) is configured to be updated at the start of the game. In step S2202, according to the remaining number of games in the CZ mode, the corresponding remaining game number image GP is read from the storage area of the ROM182, and the auxiliary display unit 65 is controlled so that the updated remaining game number image GP is displayed.
[0374] After executing the update process for the CZ game number display, in step S2203, it is determined whether or not a lottery result command indicating a specific role is received as the start - time command for the current game. If a lottery result command indicating a specific role is received, in step S2204, as the CZ - mode effect during the current game, a tenpai effect (FIG. 55(a)) is set such that the character of the number to be stopped at the first stop ON operation and the character of the number to be stopped at the second stop ON operation are the same character. By performing the tenpai effect, it becomes possible to enhance the sense of anticipation for the formation of a predetermined combination corresponding to the winning of the AT - mode transfer as described above.
[0375] On the other hand, if it is determined in step S2203 that the lottery result command indicating a special role has not been received, the process proceeds to step S2205 to determine whether the lottery result command indicating a special role has been received. If the lottery result command indicating a special role has not been received and the lottery result of the current game is neither a special role nor a specific role, in step S2206, it is determined whether a precursor command has been received as the start command of the current game. As already explained, in the start-time AT lottery process, when winning the AT mode transition lottery or the CZ mode transition lottery, the precursor command is set to be output. When receiving the precursor command during the CZ mode, it means winning the AT mode transition lottery of the current game. Also, when winning the AT mode transition lottery during the CZ mode, since the number of precursor games is set to 0 games, the AT mode starts from the next game of the current game.
[0376] If the precursor command is received in step S2206, the process proceeds to step S2204 to set the effect so that the above-mentioned tempai effect is performed by the first stop ON operation and the second stop ON operation. On the other hand, if the precursor command has not been received, the process proceeds to step S2207 to execute the normal tempai effect lottery process. In the normal tempai effect lottery process, for example, regardless of the lottery result of the current game, a lottery is conducted so that the tempai effect occurs with a probability of about 5%. Then, in step S2208, it is determined whether the lottery in the above-mentioned tempai effect lottery process has been won. If it has been won, the process proceeds to step S2204 to perform the tempai effect.
[0377] On the other hand, if it is determined in step S2208 that the lottery in the tempai effect lottery process has not been won, in step S2209, a scattered effect (Fig. 55(b)) is set so that the character of the number to be stopped at the first stop ON operation is different from the character of the number to be stopped at the second stop ON operation. By performing the scattered effect, it is possible to reduce the expectation of forming a predetermined combination corresponding to winning the AT mode transition as described above.
[0378] In step S2204, after setting so that a tempai effect is performed in the first stop ON operation and the second stop ON operation, it is determined in step S2210 whether a precursor command has been received. If a precursor command has been received and the result of the AT mode transition lottery for the current game is a winning result, then in step S2211, it is determined by lottery whether to generate a bomb effect based on the third stop ON operation of the current game.
[0379] As shown in FIG. 57(a), the bomb effect is an effect in which a numerical character is stopped in the right fluctuation region SP3 as the third stop ON-time effect and a bomb character (bomb image BP) is displayed. In the bomb effect, thereafter, after the third stop OFF operation is performed, as shown in FIG. 57(b), an explosion effect in which an explosion image EP in which the bomb image BP explodes is displayed is executed, or as shown in FIG. 59(a), a non-explosion effect in which a non-explosion image NP in which the bomb image BP does not explode is displayed is executed. When the bomb effect switches to the explosion effect, as shown in FIG. 58(a), it switches from a state in which a predetermined combination is not formed in each of the fluctuation regions SP1 to SP3 to a state in which a predetermined combination is formed, and notification of winning the AT mode transition lottery is performed, and as shown in FIG. 58(b), an AT winning effect is performed. On the other hand, when the bomb effect executes the non-explosion effect, as shown in FIG. 59(b), the state in which a predetermined combination is not formed in each of the fluctuation regions SP1 to SP3 is maintained, and a miss redisplay effect is performed as notification of not winning the AT mode transition lottery.
[0380] Here, the bomb image BP is set to be displayed in an area that does not overlap with the characters of the numbers in the right variation area SP3. Specifically, it is displayed in front of the characters of the numbers in the middle variation area SP2 and overlaps with the characters of the numbers, while not overlapping with the characters of the numbers in the right variation area SP3 and also not overlapping with the characters of the numbers in the left variation area SP1. By doing so, when the bomb image BP is displayed, it is possible to preferably avoid the situation where it becomes difficult or impossible to recognize the characters of the numbers in the right variation area SP3 that are stopped during the third stop ON operation.
[0381] On the other hand, the explosion image EP (Fig. 57(b)) is displayed in front of the characters of the numbers stopped in each variation area SP1 to SP3 and overlaps with these characters of the numbers. More specifically, in this embodiment, the explosion image EP is set to be displayed to such an extent that the characters of the numbers cannot be visually recognized. By doing so, when the characters of the numbers are in a state where a predetermined combination is formed after the explosion, it is possible to make it less likely to give a sense of incongruity.
[0382] In the winning bomb effect lottery process of step S2211, it is determined whether to generate a bomb effect according to the lottery result of the game. In this embodiment, for example, the lottery triggered by chance A among specific roles is more likely to generate a bomb effect than the lottery triggered by chance C. That is, the more difficult it is to win the AT mode transition lottery, the more likely an explosion effect will occur. After executing the bomb effect lottery process, it is determined in step S2212 whether the bomb effect lottery has been won. If not, in step S2213, by the third stop ON operation, it is set so that a double vision effect (Fig. 56(a)) in which characters of the same number as the character of the number stopped by the above-mentioned tempai effect stop and a predetermined combination is formed is performed. Then, in step S2214, after setting so that an AT winning effect (Fig. 56(b)) is performed based on the third stop OFF operation of this game, this start-time CZ effect setting process is terminated. The AT winning effect is set so that, for example, a scene where a military character shouts triumphantly is displayed on the auxiliary display unit 65 to celebrate winning the AT mode transition.
[0383] If the explosion effect lottery for winning the AT mode transition is not won in step S2212, in step S2215, it is set so that a tempai deviation effect (Fig. 55(a)) that stops a character of a number different from the character of the number stopped by the above-mentioned tempai effect at the third stop ON operation is performed. Also, if it is determined in step S2210 that the precursor command has not been received, in step S2216, it is set so that a tempai deviation effect (Fig. 55(a)) that stops a character of a number different from the character of the number stopped by the above-mentioned tempai effect at the third stop ON operation is performed. Further, in the case where a scattered vision effect instead of a tempai effect is performed, after executing the process of step S2209, in step S2217, it is set so that a scattered vision effect (Fig. 55(b)) that stops a character of a random number at the third stop ON operation is performed.
[0384] After executing the process of step S2216 or step S2217, proceed to step S2218. In step S2218, it is determined whether a special role flag is set in the various flag storage areas 183a. The special role flag is a flag set in step S2222 when a special role is elected. Since a negative determination was made in step S2205 this time, it is the case where the special role flag is not set, and a negative determination is made in step S2218, and the process proceeds to step S2219.
[0385] In step S2219, based on the third stop ON operation of the current game, it is determined by lottery whether to generate a bomb effect.
[0386] In the bomb effect lottery process when not elected to shift to the AT mode in step S2219, it is determined whether to generate a bomb effect according to the lottery result of the game. For example, make it easier for a lottery triggered by a specific role to generate a bomb effect than a lottery triggered by other than a specific role. After executing the bomb effect lottery process, it is determined in step S2220 whether elected in the bomb effect lottery. If not elected, the start-time CZ effect setting process ends as it is. If elected in the bomb effect lottery, after setting so that the bomb image BP is displayed based on the third stop ON operation in step S2221, this start-time CZ effect setting process ends.
[0387] In this way, according to the lottery result of each game and the result of the AT mode shift lottery executed at the start, a winning notification of the AT mode shift lottery is given by performing an identical-digit effect in the variable areas SP1 to SP3, or a losing notification of the AT mode shift lottery is given by performing a non-tenpai off-digit effect or a scattered-digit effect.
[0388] On the other hand, when the lottery result of the game is a special role, if the operation mode of the stop switches 42 to 44 in the game is the first operation mode, the AT mode transition lottery is performed. However, if it is the second operation mode, the AT mode transition lottery is not performed. Then, as described above, at the time of winning a special role, the AT mode transition lottery is not performed in the start-time AT lottery process, but is performed in the stop-time AT lottery process. Therefore, although it is possible to determine whether a special role has been won at the start of the CZ mode, it is impossible to grasp whether the AT mode transition lottery is successful or not. Therefore, in the present embodiment, while starting in advance, as variable displays in each of the variable areas SP1 to SO3, the effect corresponding to the result of the AT mode transition lottery executed at the stop based on the special role, after the stop-time AT mode transition lottery is executed, the effect started in advance is set to be corrected according to the result of the AT mode transition lottery.
[0389] Specifically, when it is determined in step S2205 that a lottery result command indicating a special role has been received, a process of setting a special role flag in the various flag storage areas 183a is executed in step S2222. Then, in step S2223, a temporary effect lottery process for special roles is executed. This temporary effect lottery process is set such that the winning probability is different from that of the temporary effect lottery process in step S2207 described above. Specifically, when a special role is won, it is set so that a temporary effect is more likely to occur than when it is neither a special role nor a specific role. More specifically, in step S2223, it is set that a temporary effect occurs with a probability of 30%.
[0390] After executing the temporary effect lottery process in step S2223, it is determined in step S2208 whether or not the temporary effect lottery has been won. If the lottery has been won, the process for setting the temporary effect is performed in step S2204. Incidentally, at the time of winning a special role, since a precursor command is not output in the start-time AT lottery process, even if a temporary effect is performed, a negative determination is made in step S2210, and it is set that a non-temporary effect is performed in step S2216.
[0391] On the other hand, when it is determined in step S2208 that the player has not won the jackpot performance lottery, the jackpot explosion performance is set to be performed in steps S2209 and S2217.
[0392] After executing the process of step S2216 or step S2217, as described above, the process proceeds to step S2218, and it is determined whether or not the above special role flag is set. Since the special role flag is set this time, an affirmative determination is made in step S2218, and the process proceeds to step S2221. In step S2221, as described above, it is set so that the bomb image BP is displayed based on the third stop ON operation.
[0393] That is, in the special role winning game, it is set so that the jackpot performance is more likely to occur than when the player does not win the special role, and a bomb explosion performance in which the bomb image BP is displayed at the time of the third stop ON operation always occurs.
[0394] <Stop-time CZ performance setting process> Next, the stop-time CZ performance setting process in step S2105 in the stop-time performance setting process (FIG. 49) will be described with reference to the flowchart of FIG. 53.
[0395] In step S2301, it is determined whether or not the above bomb explosion performance is being executed. If the bomb explosion performance is being executed, then in step S2302, it is determined whether or not a precursor command has been received as the current start command or stop command. As described above, the case of receiving a precursor command during the CZ mode is the case of winning the AT mode transition lottery, the case of receiving a precursor command as the start command is the case of winning the AT mode transition lottery in the start-time AT lottery process, and the case of receiving a precursor command as the stop command is the case of being operated in the first operation mode when winning the special role and having the AT mode transition lottery performed, and winning the AT mode transition lottery. And even in this case, since the number of precursor games is set to 0 games, the AT mode is started from the next game after the game that ends this time.
[0396] When a precursor command is received, in step S2303, it is set so that an explosion effect (Fig. 57(b)) in which the bomb image BP is switched to the explosion image EP in the current bomb effect is performed. Then, in step S2304, it is set so that a double-eye effect (Fig. 58(a)) is performed when the explosion effect ends, and then, in step S2305, after setting so that an AT winning effect (Fig. 58(b)) is performed after the double-eye effect, this stop-time CZ effect setting process is terminated.
[0397] On the other hand, when a precursor command is not received in step S2302, the process proceeds to step S2306, and it is set so that a non-explosion effect (Fig. 59(a)) in which the bomb image BP is switched to the non-explosion image NP in the current bomb effect is performed. Then, in step S2307, when the non-explosion effect ends, it is set so that a deviation redisplay effect (Fig. 59(b)) in which the originally displayed temporary deviation eyes or broken eyes are displayed is performed.
[0398] If it is determined in step S2308 that the bomb effect is not being executed, or after executing the process of step S2307, in step S2308, it is determined whether the CZ game number counter provided in each counter area 183b is 0. The CZ game number counter has the number of games (10) in the CZ mode input when the CZ mode starts. If the CZ game number counter is not 0, in step S2309, the process of subtracting 1 from the CZ game number counter is executed, and then this stop-time CZ effect setting process is terminated. In this case, in step S2202 in the above start-time CZ effect setting process, an update process of the CZ game number display is performed so that the remaining game number image GP corresponding to the value of the CZ game number counter subtracted in step S2309 is displayed.
[0399] When the CZ game number counter is 0 in step S2308, after executing the process of setting so that the CZ mode end effect is performed in step S2310, the stop-time CZ effect setting process ends. As shown in FIG. 50(b), the CZ mode end effect is set to an effect that notifies that the remaining number of games in the CZ mode has become 0 and the CZ mode has ended. When the non-winning effect in step S2306 or the off-re-display effect in step S2307 is set, it is set so that the CZ mode end effect is performed after these non-winning effects and off-re-display effects are performed.
[0400] <Effect of Special Role Selection Game> Next, the state of the effect of the special role selection game during the CZ mode will be described with reference to the timing chart of FIG. 60. FIG. 60(a1) shows the case where the stop switches 42 to 44 are operated in the first operation mode in the special role selection game and a winning lottery for AT mode transition is won, and FIG. 60(b1) shows the case where the stop switches 42 to 44 are operated in the second operation mode in the special role selection game and the lottery for AT mode transition is not won. As already described, when operating in the first operation mode in the special role selection game, the 33rd minor winning is established and one medal payout is made, while when operating in the second operation mode in the special role selection game, the 1st to 6th minor winnings are established and eight medal payouts are made.
[0401] Based on the operation of the start lever 41 at ta1, the rotation of each reel 32L, 32M, 32R is started. Then, based on the start operation at ta1, a lottery process is performed. When winning a special role, in the start-time AT lottery process executed at ta1, the lottery for AT mode transition is not won. Also, during the CZ mode, based on the start operation at ta1, the variable display of the numeric characters in each variable area SP1 to SP3 is started. '
[0402] When the first stop ON operation is performed at ta2, as shown in Fig. 60(a2), a numeric character stops in the left fluctuation area SP1. Also, when the second stop ON operation is performed at ta3, as shown in Fig. 60(a3), a numeric character stops in the middle fluctuation area SP2. The figure shows the case of winning in the special role tempai production lottery process (step S2220), and in Fig. 60(a3), the tempai production is being performed. Then, when the third stop ON operation is performed at ta4, as shown in Fig. 60(a4), a numeric character stops in the right fluctuation area SP3 so as to result in a tempai miss production, and the bomb production is started. These productions in Figs. 60(a2) to 60(a4) are set in the start-time CZ production setting process and correspond to the pre-production set before the stop-time AT mode transition lottery based on the special role is performed.
[0403] As described above, the winning result corresponding process on the main control device 101 side (Fig. 37) is executed in step S415 in the reel control process (Fig. 22) and is executed after the payout determination process (step S413). That is, the winning result corresponding process is executed after the medals have been paid out based on the stop of each of the reels 32L, 32M, and 32R.
[0404] In this case, after the bomb production is started based on the third stop ON operation of ta4, when the third stop OFF operation is performed at ta5, the medal payout based on the winning of the 33rd minor role is started. Then, after the medal payout is completed at ta6, the process for the stop-time AT lottery is executed, and as a result, a precursor command is received and the bomb production switches to an explosion production at ta6 (Fig. 60(a5)). After that, at ta7, it switches from the explosion production to a double character production (Fig. 60(a6)), and at ta8, the AT winning production is executed (Fig. 60(a7)). In this way, the notification (Fig. 60(a7)) of winning the AT mode transition lottery in the game started at ta1 is performed. In this case, the AT mode is started from the next game of the said game.
[0405] When operating in the second operation mode in the special role winning game, as shown in Fig. 60(b1), the rotation of each reel 32L, 32M, 32R is started based on the start operation performed at tb1. Then, based on the first stop ON operation of tb2, a numeric character stops in the left variable area SP1 (Fig. 60(b2)), based on the second stop ON operation of tb3, a numeric character stops in the middle variable area SP2 (Fig. 60(b3)), and based on the third stop ON operation of tb4, a numeric character stops in the right variable area SP3 and a bomb effect is started (Fig. 60(b4)). These effects in Figs. 60(b2) to 60(b4) are also set in the start CZ effect setting process and correspond to pre-effects set before the stop AT mode transition lottery based on the special role is performed.
[0406] As described above, when operating in the second operation mode in the special role winning game, winning of the first minor role to the sixth minor role with a larger number of medal payouts than when winning the 33rd minor role is established and 8 medals are paid out.
[0407] Then, after performing the third stop OFF operation at tb5, the 8 - medal payout based on winning of the first minor role to the sixth minor role is completed at tb7, which is after tb6 where the 1 - medal payout at the time of winning the 33rd minor role is completed. That is, the stop - time AT lottery - related process in the winning - result corresponding process is executed at tb7, which is after tb6, and the result of the stop - time AT mode transition lottery can also be grasped at tb7.
[0408] In this case, the bomb effect started from tb4 is switched to a non - activation effect at tb7, and then, at tb8, a losing redisplay effect is performed, notifying that the result of the AT mode transition lottery for this game is a losing result.
[0409] Although detailed description with figures is omitted, when operating in the first operation mode in the special role winning game, if the AT mode transition is not selected in the stop - time AT lottery - related process, it is determined that no precursor command has been received in the stop CZ effect setting process of ta6. In this case, the bomb effect is switched to a non - activation effect at ta6, and then, at ta7, a losing redisplay effect is displayed.
[0410] Thus, in this embodiment, when the lottery result of the game is a special combination, if the operation mode of the stop switches 42 to 44 in the game is the first operation mode, one medal payout can occur, and an AT mode transition lottery, which is one process of the processing related to the instruction function, is executed. On the other hand, if the operation mode of the stop switches 42 to 44 in the game is the second operation mode, eight medal payouts, which are more than in the case of the first operation mode, can occur, and the AT mode transition lottery, which is one process of the processing related to the instruction function, is not executed. Therefore, in terms of the gameplay of reducing the decrease in the number of medals in hand, it is more advantageous for the player to operate in the second operation mode, and in terms of the gameplay aiming for AT mode transition, it is more advantageous for the player to operate in the first operation mode. In this way, since the player can select which game to play, it is possible to provide a gaming machine that caters to various needs of the player.
[0411] Furthermore, in the special combination winning game, after setting to perform a bomb effect corresponding to the special combination from the start of the game, depending on the result of the AT mode transition lottery conducted at the end of the special combination winning game, the bomb effect is switched between an explosion effect and a non-explosion effect. Therefore, even for special combinations where the presence or absence and execution mode of the processing related to the instruction function differ depending on the operation mode, it is possible to notify the result of the processing related to the instruction function within the game in which the special combination is won. As a result, it is possible to prevent the result notification of the processing related to the instruction function from being carried over to the subsequent games, and as a so-called full disclosure type of notification mode, it is possible to dramatically increase the attention paid to the result notification in each game.
[0412] In particular, in the present embodiment, when winning the AT mode transition lottery during the CZ mode, since the AT mode is started from the next game of the game in which the transition lottery is won, even when winning the AT mode transition lottery triggered by a special combination, after notifying the winning of the AT mode transition, it is possible to start the AT mode from the next game. Therefore, there is no need to delay the start timing of the AT mode due to the game result or the convenience of the notification side, and smooth gameplay can be realized while simplifying the process.
[0413] Since the AT lottery process at stop is executed after the medal payout is completed, the period from when the third stop OFF operation is performed until the AT lottery process at stop is performed will be different depending on whether the operation is performed in the first operation mode or the second operation mode in the special combination winning game. That is, when the bomb effect is started by the third stop ON operation as shown in FIGS. 57(a1) and 57(a2), the period from when the third stop OFF operation is performed as shown in FIG. 57(b2) until the explosion effect occurs as shown in FIG. 57(b1) is the period A (from ta5 to ta6 in FIG. 60) until the payout of one medal based on the winning of the 33rd minor combination is completed. On the other hand, when the explosion effect is started by the third stop ON operation, the period from when the third stop OFF operation is performed as shown in FIG. 59(b2) until the non-explosion effect occurs as shown in FIG. 59(b1) is the period B (from tb5 to tb6 in FIG. 60) until the payout of eight medals based on the winning of the 1st to 6th minor combinations is completed, and the period B is set to be longer than the period A. In this case, the timing at which the bomb effect switches to the explosion effect on the winning side of the AT mode transition arrives earlier than the timing at which it switches to the non-explosion effect on the non-winning side of the AT mode transition. By doing so, when performing the effect on the winning side of the AT mode transition, it is possible to secure not only the straight flush effect using each variation area SP1 to SP3 but also the time for performing the AT winning effect.
[0414] As described above, in the present embodiment, the bomb effect can occur not only in the special role winning game but also when winning in the bomb effect lottery process (step S2211) at the time of winning the AT mode transfer or the bomb effect lottery process (step S2219) when not winning the AT mode transfer. In the situation where the bomb effect is being performed, the waiting period from when the third stop OFF operation is performed until the stop CZ effect setting process is performed varies in length according to the lottery result of the game.
[0415] Specifically, as shown in FIG. 61, the waiting period from when the third stop OFF operation is performed in the special role winning game until the stop CZ effect setting process is performed is the A period corresponding to the period during which one medal payout is made in the first operation mode, and more specifically, it is about 0.5 seconds. On the other hand, the above waiting period in the special role winning game is the B period corresponding to the period during which eight medal payouts are made in the second operation mode and is longer than the A period, and more specifically, it is about 4.0 seconds.
[0416] The waiting period in the watermelon winning game is the C period corresponding to the period during which three medal payouts are made, which is longer than the A period and shorter than the B period, and more specifically, it is about 1.5 seconds.
[0417] In addition, in the present embodiment, among the replay results, the period during which the same number of bets as the number of bets in the game that won the normal replays A to C is set in the replay process based on winning the normal replays A to C, and the period during which the same number of bets as the number of bets in the game that won the chance eyes A to C or cherries A to C is set in the replay process based on winning the chance eyes A to C or cherries A to C are set to be different, and the period of betting in the normal replays A to C is set to be longer than the period of betting in the chance eyes A to C or cherries A to C. Further, the period of betting by the chance eyes A to C or cherries A to C is set to be the same length as the period during which the same number of medals are paid out. In this way, specific winning combinations such as the chance eyes A to C and cherries A to C constituted by the replay results give the impression of being treated the same as small winning results where medals are paid out like a watermelon, and it is possible to give the impression of being a different result from replay results such as the normal replays A to C.
[0418] Then, the above standby period in the normal replay A to C winning games is a period corresponding to the period during which 3 bets are made, and is a D period that is longer than the above C period and shorter than the B period in the watermelon winning game, and more specifically is about 3.0 sec.
[0419] Also, the above standby period in the chance eyes A to C or cherries A to C winning games is a period during which 3 bets are made and is the same length as the period during which 3 medals are paid out, and is the same length as the above C period in the watermelon winning game, and specifically is about 1.5 sec.
[0420] All of these periods A to C are periods during which there is a possibility that the bomb effect transitions to the explosion effect. By taking advantage of the fact that the period required for paying out medals and the period required for setting bets in the replay process differ according to the game result, and diversifying the period until the explosion effect occurs, it is possible to suitably increase the sense of anticipation for the occurrence of the explosion effect.
[0421] In the special role winning game, the explosion effect is most likely to occur during the A period of the first operation mode. Next, the explosion effect is likely to occur during the C period of the watermelon winning game, the chance eyes A to C, and the cherry A to C winning games. After that, the explosion effect is likely to occur during the D period of the normal replay A to C winning games. In the B period of the second operation mode in the special role winning game, the explosion effect is set not to occur. Moreover, since the A period is the shortest and the C period, D period, and B period become longer in that order, while expecting the explosion effect to occur earlier, it is possible to expect the occurrence of the explosion effect until at least the D period, and it is possible to suitably increase the attention level of the explosion effect.
[0422] Furthermore, in relation to the push order bell winning game, when the stop switches 42 to 44 are operated in the operation order corresponding to the first minor winning to the sixth minor winning, 8 medals are paid out. Therefore, the above waiting period is the B period. In this case, since it is set not to win the AT mode transition lottery when the push order bell wins (Fig. 30), there is no need to switch to the production on the AT winning notification side after the B period has elapsed, and it is possible to prevent the discomfort and increase in processing load when trying to forcibly perform the production in a short period.
[0423] Also, when the stop switches 42 to 44 are operated in an incorrect operation order that does not correspond to the first minor winning to the sixth minor winning when the push order bell wins, 1 medal may or may not be paid out. Therefore, the above waiting period is 0 or the A period. That is, even during the A period when 1 medal is paid out, if no minor winning is established or if the ninth minor winning to the thirty-second minor winning is established instead of the thirty-third minor winning, the explosion effect will not occur. Therefore, the attention level to the stop outcome can be increased, and it is possible to prompt the operation of the stop switches 42 to 44 in the first operation mode so that the thirty-third minor winning is established.
[0424] <Regarding the number of precursor games> Next, the effects during the precursor mode set based on the precursor command will be described. The precursor mode is a mode in which, when winning the AT mode transition lottery or the CZ mode transition lottery, precursor effects suggesting winning the lottery can be executed in each game, and in the game where the set number of precursor games becomes 0, it is set to notify winning the AT mode transition or winning the CZ mode transition.
[0425] As already described, the number of precursor games is determined by the precursor game number lottery process (step S817, step S1320) when winning the AT mode transition lottery or the CZ mode transition lottery in the start-time AT lottery process or the stop-time AT lottery process on the main control device 101 side. And as described above, when winning the AT mode transition lottery during the CZ mode, the number of precursor games is set to 0 games.
[0426] Here, the number of precursor games during the normal mode will be described in detail with reference to FIG. 62.
[0427] As described above, the number of precursor games is set to be selectable from 0 games to 40 games. In this embodiment, the number of precursor games that are likely to be selected is set to be different when winning the AT mode transition lottery in the start-time AT lottery process and when winning the AT mode transition lottery in the stop-time AT lottery process. Also, the number of precursor games that are likely to be selected is set to be different when winning the CZ mode transition lottery in the start-time AT lottery process and when winning the CZ mode transition lottery in the stop-time AT lottery process. Furthermore, the number of precursor games that are likely to be selected is different when winning the AT mode transition lottery in the start-time AT lottery process and when winning the CZ mode transition lottery in the start-time AT lottery process, and the number of precursor games that are likely to be selected is different when winning the AT mode transition lottery in the stop-time AT lottery process and when winning the CZ mode transition lottery in the stop-time AT lottery process.
[0428] Specifically, when winning the AT mode transition lottery in the start-time AT lottery process, either 1 to 5 games or 15 to 40 games are set as the number of precursor games, while when winning the AT mode transition lottery in the stop-time AT lottery process, any number from 1 to 12 games is set as the number of precursor games. Also, when winning the CZ mode transition lottery in the start-time AT lottery process, any number from 1 to 32 games is set as the number of precursor games, while when winning the CZ mode transition lottery in the stop-time AT lottery process, any number from 1 to 7 games is set as the number of precursor games.
[0429] When winning the AT mode transition lottery or the CZ mode transition lottery in the stop-time AT lottery process, it is only when operating in the first operation mode during the winning of a special role. It is highly likely that the player clearly grasps the special role winning game that triggered the transition win. In contrast, when winning the AT mode transition lottery or the CZ mode transition lottery in the start-time AT lottery process, although it is often triggered by the winning of a specific role, since Chance Eyes A to C and Cherry A to C are composed of the replay results, there is no omission, and the pr...
Claims
【Claim 1】 A plurality of rotating bodies with a plurality of patterns attached in the circumferential direction, A display unit that makes some of the patterns visible for each of the rotating bodies, Starting operation means for starting the rotation of each of the rotating bodies when operated, Stopping operation means for performing a stop operation to stop the rotation of each of the rotating bodies, Drive control means for executing start drive control to start the rotation of each of the rotating bodies when the starting operation means is operated, and executing stop drive control to stop the rotation of the corresponding rotating body when the stopping operation means is operated, Lottery means for performing a lottery to grant a privilege to the player based on the operation of the starting operation means, Granting means capable of granting a number of game values corresponding to the lottery result in the lottery means, A gaming machine comprising: As a lottery result by the lottery means, When the stopping operation means is operated in a first operation mode, a first pattern combination can be stopped at a predetermined position visible through the display unit, and a first number of game values are granted by the granting means. On the other hand, When the stopping operation means is operated in a second operation mode different from the first operation mode, a second pattern combination different from the first pattern combination can be stopped at a predetermined position visible through the display unit, and a specific result is set such that a second number of game values greater than the first number are granted by the granting means. Mode notification means capable of executing mode notification of the operation mode of the stopping operation means by a predetermined notification means, Specific processing means capable of executing specific processing related to the function of mode notification by the mode notification means, When the stopping operation means is operated in the first operation mode in a specific game where the lottery result by the lottery means is the specific result, a process is performed to enable the execution of the specific processing, while when the stopping operation means is operated in the second operation mode in the specific game, a process is performed to disable the execution of the specific processing. In the specific game, means capable of executing a first notification corresponding to the specific processing at a specific timing after the operation of the stopping operation means is executed, Means capable of executing a second notification about the predetermined content of the specific processing at a timing earlier than the specific timing in the specific game and after a branch timing when the operation of the stopping operation means is performed in either the first operation mode or the second operation mode. Comprising The gaming machine is characterized in that the second notification can be executed by the predetermined notification means.
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