gaming machines

The gaming machine enhances player engagement by incorporating a dual-state system with specific events and notifications, addressing the lack of interest in existing gaming machines.

JP7715237B2Active Publication Date: 2025-07-30SANYO BUSSAN KK
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Patent Information

Application Number
JP2024071274
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-04-25
Publication Date
2025-07-30
Estimated Expiration
2039-06-03

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to enhance player interest and engagement.

Method used

Implementing a gaming state system with a normal state and a specific state more advantageous for the player, including specific determination means for events, transition conditions, notification means, and aspect setting to enhance game interest.

Benefits of technology

Enhances player engagement by introducing varied gaming states and notifications, thereby increasing the overall interest in the game.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of enhancing interest in a game.SOLUTION: In a slot machine 10, respective reels 32L, 32M, 32R based on an operation of a start lever 41 start rotating after performing a bet operation. A corresponding reel stops by operations of stop switches 42 to 44, and a stop display mode corresponding to a lottery result stops and putout of tokens may occur. An advantageous section in which a pressing order notification for reporting operation order of stop switches 42 to 44 can occur, and a normal section in which the pressing order notification does not occur are set. In a continuous performance for reporting a result of a shift lottery to an AT mode in which the pressing order notification easily occurs, a performance having a high degree of expectation toward a shift to the AT mode may occur in a shift game from a completion game of the advantageous section to another advantageous section.SELECTED DRAWING: Figure 1
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Description

Technical Field

[0001] The present invention relates to a gaming machine.

Background Art

[0002] As a type of gaming machine, pachinko machines, slot machines, etc. are known. In these gaming machines, an internal lottery is conducted based on the establishment of predetermined lottery conditions, and a privilege is granted to the player according to the result of the internal lottery.

[0003] Specifically, for a slot machine, when the start lever is operated in a situation where medals as gaming media are bet, an internal lottery is carried out, the rotation of the reels is started, and when the stop switch is operated during the rotation of the reels, the rotation of the reels stops. And when the stop result of the reels corresponds to the result of the internal lottery, a privilege corresponding to the result is granted (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] Here, in the gaming machines exemplified above, it is necessary to improve the interest of the game, and there is still room for improvement in this regard.

[0006] The present invention has been made in view of the above-exemplified circumstances, etc., and an object thereof is to provide a gaming machine capable of improving the interest of the game.

Means for Solving the Problems

[0007] The present invention is As a gaming state, a normal state and a specific state that is more advantageous for the player than the normal state are set. Specific determination means capable of executing a specific determination for causing a specific event that is advantageous for the player to occur in the specific state. When the result of the specific determination by the specific determination means is a specific result corresponding to causing the specific event, means capable of causing the specific event. Means capable of shifting from the normal state to the specific state when a predetermined transition condition is satisfied. Means capable of shifting from the specific state to the normal state when a predetermined end condition is satisfied. Specific notification means capable of executing specific notification about the specific determination in the specific state by a predetermined notification means. Aspect setting means for setting a notification aspect of the specific notification by the specific notification means. Comprising When the previous specific state ends based on the fulfillment of the first end condition, the aspect setting means can cause the specific notification to be executed in the specific notification aspect in the subsequently shifted specific state. When the previous specific state ends based on the fulfillment of a second end condition different from the first end condition, the aspect setting means can prevent the specific notification from being executed in the specific notification aspect in the subsequently shifted specific state. and the specific notification according to the specific notification mode can be executed across a plurality of games Characterized by this.

Effect of the Invention

[0008] According to the present invention, it becomes possible to enhance the interest of the game.

Brief Description of the Drawings

[0009] [Figure 1] It is a front view of a slot machine in one embodiment. [Figure 2] It is a perspective view of a slot machine showing a state where the front door is closed. [Figure 3]It is a perspective view of a slot machine showing the state where the front door is open. [Figure 4] It is a rear view of the front door. [Figure 5] It is a front view of the housing. [Figure 6] It is a diagram showing the symbol arrangement of each reel. [Figure 7] It is an explanatory diagram showing the relationship between the symbol visible from the display window and the effective line. [Figure 8] It is an explanatory diagram showing the relationship between the winning mode and the privilege granted. [Figure 9] It is an explanatory diagram showing the relationship between the winning mode and the privilege granted. [Figure 10] It is an explanatory diagram showing the relationship between the winning mode and the privilege granted. [Figure 11] It is a diagram for explaining an example of the winning mode. [Figure 12] It is a diagram for explaining an example of the winning mode. [Figure 13] It is a diagram for explaining an example of the winning mode. [Figure 14] It is a diagram for explaining an example of the winning mode. [Figure 15] It is a block diagram showing the electrical configuration of the main control device. [Figure 16] It is a block diagram showing the electrical configuration of the display control device. [Figure 17] It is a flowchart showing the timer interrupt processing by the main control device. [Figure 18] It is a flowchart showing the normal processing by the main control device. [Figure 19] It is a flowchart showing the lottery processing. [Figure 20] It is a diagram showing an example of the lottery table for the normal game state at 3 bets. [Figure 21] It is a diagram showing an example of the lottery table for the normal game state at 2 bets. [Figure 22] It is a flowchart showing the reel control processing. [Figure 23]It is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning modes that are established. [Figure 24] It is a flowchart showing the bonus state processing. [Figure 25] It is a diagram showing an example of a lottery table for the bonus state. [Figure 26] It is an explanatory diagram showing the transition relationships of each state. [Figure 27] It is a flowchart showing the lottery result corresponding processing. [Figure 28] It is a flowchart showing the advantageous section transition lottery processing. [Figure 29] It is a flowchart showing the processing for AT lottery. [Figure 30] It is a flowchart showing the lottery processing for the normal AT mode. [Figure 31] It is a flowchart showing the lottery processing for the AT mode for CZ. [Figure 32] It is a flowchart showing the setting processing for the precursor mode. [Figure 33] It is a diagram showing an example of various transition lottery tables. [Figure 34] It is a diagram showing an example of a transition lottery table for the AT mode for CZ. [Figure 35] It is a diagram showing an example of an immediate notification lottery table. [Figure 36] It is a diagram showing an example of a CZ mode game number table and a precursor performance game number table. [Figure 37] It is a flowchart showing the processing for AT addition. [Figure 38] It is a diagram showing an example of an addition lottery table. [Figure 39] It is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning modes that are established. [Figure 40] It is a diagram for explaining the outline of the instruction monitor and the section indicator. [Figure 41] It is an explanatory diagram showing the outline of the push order notification performance performed in the auxiliary display section. [Figure 42]A flowchart showing the process for notifying the order of pressing buttons. [Figure 43] 10 is a flowchart showing a winning result response process. [Figure 44] 10 is a flowchart showing a first number-of-games management process. [Figure 45] 10 is a flowchart showing a second number-of-games management process. [Figure 46] 10 is a flowchart showing a first section display process. [Figure 47] A flowchart showing processing for advantageous zone transition games. [Figure 48] 10 is a flowchart showing a second section display process. [Figure 49] FIG. 10 is a diagram for explaining an overview of transition relationships between display modes. [Figure 50] A diagram to explain the relationship between the start game and end game of the advantageous zone and the display on the zone indicator. [Figure 51] 10 is a flowchart showing a performance setting process performed by a sub-side display control device. [Figure 52] 10 is a flowchart showing a start-up effect setting process. [Figure 53] 10 is a flowchart showing a continuous performance setting process. [Figure 54] 10 is a flowchart showing a setting process for starting a CZ mode. [Figure 55] 10 is a flowchart showing a setting process during CZ mode. [Figure 56] 10 is a flowchart showing a process for setting effects when all the devices are stopped. [Figure 57] A flowchart showing the effect setting process for the end of the CZ. [Figure 58] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 59] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 60] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 61] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 62] It is a diagram showing an example of a display effect by an auxiliary display unit. [Figure 63] It is a diagram showing an example of a display effect by an auxiliary display unit. [Figure 64] It is a diagram showing an example of a display effect by an auxiliary display unit. [Figure 65] It is a diagram for explaining an example of the production content of each game in the continuous production. [Figure 66] It is a diagram showing an example of a weapon discovery production table in the first preparation production. [Figure 67] It is a diagram showing an example of a precursor production table and a pseudo-precursor production table. [Figure 68] It is a timing chart for explaining the relationship between the CZ mode and the continuous production. [Figure 69] It is a timing chart for explaining the relationship between the CZ mode and the continuous production. [Figure 70] It is a timing chart for explaining the relationship between the CZ mode and the continuous production. [[ID=s72]][Figure 71] It is a timing chart for explaining the relationship between the CZ mode and the continuous production. [Figure 72] It is a timing chart for explaining the relationship between the CZ mode and the continuous production. [Figure 73] It is a timing chart for explaining the relationship between the CZ mode and the continuous production. [Figure 74] It is a timing chart for explaining the relationship between the CZ mode and the continuous production. [Figure 75] It is a diagram for explaining the correspondence relationship between the CZ mode and the continuous production. [Figure 76] In the second embodiment, (a) is a flowchart showing the section display second process, and (b) is a diagram showing an example of an advantageous section end lottery table. [Figure 77] It is a flowchart showing the production setting process for CZ end. [Figure 78] It is a diagram showing an example of a display effect by an auxiliary display unit. [Figure 79] A timing chart for explaining the relationship between the presence or absence of the end of the advantageous section and the continuous effect. [Figure 80] A flowchart showing the section display second process in the third embodiment. [Figure 81] A flowchart showing the effect setting process for CZ end. [Figure 82] A timing chart for explaining the relationship between the advantageous section end game, the section display, and the continuous effect. [Figure 83] A flowchart showing a part of the setting process of the precursor mode in the fourth embodiment.

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 driving nails or the like to so-called island equipment when installed in a game hall.

[0012] A front door 12 is attached to the front side of the housing 11 in an openable and closable manner. A pair of upper and lower support shafts 13a and 13b are provided on the left side of the housing 11 when viewed from the front. The front door 12 is provided with bearings 14a and 14b at positions corresponding to the support shafts 13a and 13b. When the support shafts 13a and 13b are inserted into the bearings 14a and 14b, the front door 12 is rotatably supported relative to the housing 11 about an opening / closing axis extending in the vertical direction connecting the support shafts 13a and 13b. Rotation of the front door 12 allows the front open side of the housing 11 to be opened or closed. The front door 12 is locked and cannot be opened by a locking device 20 provided on its back surface. A key cylinder 21 integrated with the locking device 20 is provided at the upper right end of the front door 12. The locked state is released by operating a predetermined key on the key cylinder 21.

[0013] A game panel 25 that notifies the player of the game status is provided near the upper center of the front door 12. The game panel 25 has three vertically long display windows 26L, 26M, and 26R formed side by side, and the interior of the slot machine 10 can be seen through each of the display windows 26L, 26M, and 26R. The display windows 26L, 26M, and 26R may be combined into one common display window.

[0014] As shown in FIG. 3, the 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 becomes the rotation axis of the reel. The rotation axes of the respective 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 respective display windows 26L, 26M, 26R. Accordingly, 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 respective 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 of the reels 32L, 32M, and 32R can be rotated individually, i.e., independently, by driving each stepping motor. The stepping motor is set to rotate once by applying a drive signal (hereinafter also referred to as an excitation pulse) of, for example, 500 pulses, and this excitation pulse controls the rotational position of the stepping motor, i.e., the rotational position of the reel. Furthermore, the reel unit 31 is provided with a reel index sensor on each of the reels 32L, 32M, and 32R to detect when the reel has rotated once. Each time the reel index sensor detects that the reel has rotated once, it outputs a detection signal to the main control device 101, which will be described later. Therefore, the main control unit 101 can check and correct the angular position of each reel 32L, 32M, 32R for each rotation based on the detection signal of the reel index sensor and the number of excitation pulses output before the detection signal is input.

[0017] On the outer periphery of each reel 32L, 32M, 32R, a plurality of symbols are drawn along the long side (circumference direction) of the reel, serving as identification information. More specifically, 20 symbols are drawn at equal intervals. Therefore, to switch from one symbol to the next symbol at a predetermined position, 25 excitation pulses (= 500 pulses ÷ 20 symbols) must be output. Furthermore, the main control device 101 can determine which symbols are visible through the display windows 26L, 26M, 26R, and can stop a predetermined symbol at a position visible through the display windows 26L, 26M, 26R, based on the number of excitation pulses output after the reel index sensor detection signal is input.

[0018] Next, the symbols depicted on the reels 32L, 32M, and 32R will be described.

[0019] Fig. 6 shows the symbol arrangements of the left reel 32L, the middle reel 32M, and the right reel 32R. As shown in the 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 visible through 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, namely, the "bell" symbol (e.g., the 1st on the left reel 32L), the "replay" symbol (e.g., the 0th on the left reel 32L), the "red 7" symbol (e.g., the 14th on the left reel 32L), the "watermelon" symbol (e.g., the 2nd on the left reel 32L), the "cherry" symbol (e.g., the 8th on the left reel 32L), the "BAR" symbol (e.g., the 9th on the left reel 32L), the "white 7" symbol (e.g., the 3rd on the left reel 32L), the "youth" symbol (e.g., the 18th on the left reel 32L), the "red shell" symbol (e.g., the 4th on the left reel 32L), and the "white shell" symbol (e.g., the 19th on the left reel 32L). And as shown in Fig. 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 be viewed as a whole among 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 this slot machine 10, among the above-mentioned visible symbols, the game results of each game are notified by using combinations of three symbols, i.e., one symbol each from the respective reels 32L, 32M, and 32R. Since 9 symbols as described above become visible, as combinations of these three symbols, for example, as shown in FIG. 7, combinations of symbols that stop on the upper line L1 connecting the upper symbols of the respective reels 32L, 32M, and 32R, combinations of symbols that stop on the middle line L2 connecting the middle symbols of the respective reels 32L, 32M, and 32R, and combinations of symbols that stop on the lower line L3 connecting the lower symbols of the respective reels 32L, 32M, and 32R exist. Also, there are combinations of symbols that stop on the downward right diagonal line L4 connecting the upper symbol of the left reel 32L, the middle symbol of the middle reel 32M, and the lower symbol of the right reel 32R, and combinations of symbols that stop on the upward right diagonal line L5 connecting the lower symbol of the left reel 32L, the middle symbol of the middle reel 32M, and the upper symbol of the right reel 32R. In addition, there are also combinations of symbols that stop on the bent line L6 connecting the middle symbol of the left reel 32L, the upper symbol of the middle reel 32M, and the upper symbol of the right reel 32R. The above lines L1 to L5 are lines that become straight when the symbols are arranged, and the bent line L6 is a line that bends halfway when the symbols are arranged. Note that there are also combinations of symbols that stop on lines where bending occurs other than the bent line L6, but the description thereof is omitted here.

[0023] Among these lines L1 to L6, lines that are activated and lines that are not activated are set according to the bet of medals. When symbols stop in a predetermined combination on an activated line, i.e., a winning line, a privilege is provided such that a predetermined number of medals as a gaming medium are paid out as a winning, or a privilege is provided such that the gaming state is shifted. On the other hand, when symbols stop in a predetermined combination on a non-activated line, a winning is not established and the above privilege is not provided.

[0024] In the slot machine 10, of the above lines L1 to L6, the bent line L6 is set as the pay line. More specifically, in the slot machine 10, there are cases where a game is started by betting three medals or two medals. When a game is started by betting three or two medals, only the bent line L6 is set as the pay line, and the other lines L1 to L5 are not set as pay lines. In the following description, the bent line L6 may be referred to as the pay line ML. Also, hereinafter, a game that starts by betting three medals is also referred to as a 3-bet game, a game that starts by betting two medals is also referred to as a 2-bet game, and a game that starts by betting one medal is also referred to as a 1-bet game. In this embodiment, a 1-bet game is not set.

[0025] 8 to 10 are diagrams showing the correspondence between winning symbol combinations and the benefits awarded when a winning symbol combination is obtained.

[0026] The small prize winnings that result in medal payouts include the 1st small prize winning to the 32nd small prize winning.

[0027] When the "Replay" symbol on the left reel 32L, the "Replay" symbol on the middle reel 32M, and the "Replay" symbol on the right reel 32R stop on the active line ML, the first small win is achieved. When the first small win is achieved, 13 medals are paid out in a 3-bet game, and 5 medals are paid out in a 2-bet game.

[0028] As shown in Figure 11(a), when the symbol corresponding to the first small win stops on the activated line ML, the "bell" symbol stops in a line sloping downward to the right L4. Therefore, the player can easily understand that the small win corresponding to the bell has been achieved.

[0029] When the "REPLAY" symbol on the left reel 32L, the "BELL" symbol on the middle reel 32M, and the "BELL" symbol on the right reel 32R stop on the effective line ML, it results in a winning of the second minor combination. When the winning of the second minor combination is achieved, 13 medals are paid out in a 3-bet game and 5 medals are paid out in a 2-bet game.

[0030] As shown in Fig. 11(b), when the symbols corresponding to the winning of the second minor combination stop on the effective line ML, the "BELL" symbols align and stop on the upper line L1. Therefore, it becomes easy for the player to understand that a minor combination winning corresponding to the bell has occurred, and from the difference in the lines where the "BELL" symbols align, it also becomes understandable that a minor combination winning different from the above-mentioned first minor combination winning has occurred.

[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, it results in a winning of the third minor combination. When the winning of the third minor combination is achieved, 13 medals are paid out in a 3-bet game and 5 medals are paid out in a 2-bet game.

[0032] As shown in Fig. 11(c), when the symbols corresponding to the winning of the third minor combination stop on the effective line ML, the "BELL" symbols align and stop on the middle line L2. Therefore, it becomes easy for the player to understand that a minor combination winning corresponding to the bell has occurred, and from the difference in the lines where the "BELL" symbols align, it also becomes understandable that a minor combination winning different from the above-mentioned first minor combination winning and second minor combination winning has occurred.

[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, it results in a winning of the fourth minor combination. When the winning of the fourth minor combination is achieved, 13 medals are paid out in a 3-bet game and 5 medals are paid out in a 2-bet game.

[0034] As shown in FIG. 11(d), when the symbol corresponding to the fourth minor winning combination stops on the effective line ML, the "bell" symbols align and stop on the rising right line L5. Therefore, it becomes easy for the player to understand that the minor winning combination corresponding to the bell has been achieved, and from the difference in the lines where the "bell" symbols align, it also becomes understandable that a minor winning combination different from the above first to third minor winning combinations 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 is the fifth minor winning combination. When the fifth minor winning combination is achieved, 13 medals are paid out in a 3-bet game and 5 medals are paid out in a 2-bet game.

[0036] As shown in FIG. 11(e), when the symbol corresponding to the fifth minor winning combination stops on the effective line ML, the "bell" symbols align and stop on the lower line L3. Therefore, it becomes easy for the player to understand that the minor winning combination corresponding to the bell has been achieved, and from the difference in the lines where the "bell" symbols align, it also becomes understandable that a minor winning combination different from the above first to fourth minor winning combinations 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 is the sixth minor winning combination. When the sixth minor winning combination is achieved, 13 medals are paid out in a 3-bet game and 5 medals are paid out in a 2-bet game.

[0038] As shown in FIG. 11(f), when the symbol corresponding to the sixth minor winning combination 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, it becomes easy for the player to understand that the minor winning combination corresponding to the bell has been achieved, and from the difference in the stop positions of the "bell" symbols, it also becomes understandable that a minor winning combination different from the above first to fifth minor winning combinations has been achieved.

[0039] When the "bell" symbol on the left reel 32L, the "white 7" symbol, the "cherry" symbol, the "red shell" symbol or the "young man" symbol on the middle reel 32M, and the "white 7" symbol, the "white shell" symbol or the "young man" symbol on the right reel 32R stop on the active line ML, it is the 7th small win. When the 7th small win is achieved, 3 medals are paid out in a 3-bet game, and 3 medals are paid out in a 2-bet game.

[0040] As shown in Figure 12(a), when the symbol corresponding to the seventh small win stops on the activated line ML, the "watermelon" symbol stops on the downward-sloping line L4, so the player can easily understand that the small win corresponding to the watermelon has been achieved.

[0041] When the "bell" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "watermelon" symbol on the right reel 32R stop on the active line ML, the 8th small win is achieved. When the 8th small win is achieved, 3 medals are paid out in a 3-bet game, and 3 medals are paid out in a 2-bet game.

[0042] As shown in Figure 12(b), when the symbol corresponding to the 8th small win stops on the activated line ML, the "watermelon" symbol stops in alignment on the upper line L1. Therefore, the player can easily understand that the small win corresponding to the watermelon has been achieved, and also understand that a small win different from the 7th small win has been achieved because of the difference in the line on which the "watermelon" symbol is aligned.

[0043] Minor winning combination 9 to Minor winning combination 32 are so-called missed winning combinations that mainly win when the first to sixth minor winning combinations are missed. When a win occurs for Minor winning combination 9 to Minor winning combination 32, one medal is paid out in a 3-bet game and one medal is paid out in a 2-bet game. Minor winning combination 9 to Minor winning combination 32 are based on the "REPLAY" symbol, "RED 7" symbol, "BAR" symbol, "RED SHELL" symbol, "WHITE SHELL" symbol, "YOUNG MAN" symbol or "BELL" symbol on the left reel 32L, and the "WHITE 7" symbol, "CHERRY" symbol, "RED SHELL" symbol, "YOUNG MAN" symbol, "RED 7" symbol, "WATERMELON" symbol, "REPLAY" symbol, "BAR" symbol, "BELL" symbol or "WHITE SHELL" symbol on the middle reel 32M, and the "RED 7" symbol, "WHITE 7" symbol, "WHITE SHELL" symbol, "YOUNG MAN" symbol, "WATERMELON" symbol, "RED SHELL" symbol, "BAR" symbol or "REPLAY" symbol on the right reel 32R. A win is achieved when the corresponding combination stops on the valid line ML. As shown in FIGS. 8 and 9, the symbol combinations corresponding to these wins for Minor winning combination 9 to Minor winning combination 32 are all set so that the "BELL" symbol does not line up and stop on the straight lines (L1 to L5), making it easy to understand that the minor winning combination corresponding to the bell has not occurred.

[0044] Incidentally, in the configuration where medals are paid out based on the above-mentioned wins from Minor winning combination 1 to Minor winning combination 32, the winning combinations paid out are a type of privilege given according to the result of the game. In this specification, the paid-out medals may also be referred to as "payout medals", and the ratio of the number of payout medals (payout medals) to the number of inserted (bet) medals may also be referred to as the "payout rate".

[0045] As winning combinations that are given the privilege of a replay where the game of the next round can be played without inserting medals, there are the first replay winning combination to the twelfth replay winning combination. As shown in FIG. 10, for these first to twelfth replays, the symbol combinations for winning are set respectively.

[0046] The first replay game awards a prize 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 "YOUNG MAN" symbol on the right reel 32R stop on the active line ML. As shown in Fig. 12(c), when the symbols corresponding to the first replay game award stop on the active line ML, the "REPLAY" symbols align and stop on the middle line L2. Therefore, it becomes easy for the player to understand that a replay game award corresponding to replay has been achieved.

[0047] The second replay game awards a prize when the "REPLAY" symbol on the left reel 32L, the "BELL" symbol on the middle reel 32M, and the "BAR" or "CHERRY" symbol on the right reel 32R stop on the active line ML. When the symbols corresponding to the second replay game award stop on the active line ML, as shown in Fig. 14(a), the "BAR" symbols align and stop on the rising right line L5, or as shown in Fig. 14(b), the "RED 7", "RED 7", and "BAR" symbols stop in order from the left on the rising right line L5. When the second replay game award is achieved, although the game state does not change, a transition to an advantageous notification mode for the player occurs, and the so-called pseudo-bonus first AT state starts.

[0048] The third replay game awards a prize when the "BELL", "RED SHELL" or "YOUNG MAN" 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. When the symbols corresponding to the third replay game award stop on the active line ML, as shown in Fig. 14(c), the "WHITE 7" symbols align and stop on the bottom line L3, or as shown in Fig. 14(d), the "RED 7" symbols align and stop on the falling right line L4. When the third replay game award is achieved, although the game state does not change, a transition to an advantageous notification mode for the player occurs, and the so-called pseudo-bonus second AT state starts.

[0049] The fourth and fifth replay games are for adjustment when multiple replay games are won repeatedly.

[0050] In the sixth replay, a win is achieved when the "bell" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "red 7," "white 7," "bar," "cherry," "white shell," or "young man" symbol on the right reel 32R stop on the activated line ML. As shown in FIG. 12(d), when the symbols corresponding to the sixth replay win stop on the activated line ML, the "watermelon" symbols stop on the upper row of the left reel 32L and the upper row of the middle reel 32M, but the "watermelon" symbol does not stop on the upper row of the right reel 32R (the "watermelon" symbol stops on the lower row of the right reel 32R), resulting in a stop pattern where the upper row watermelon is not in the "tenpai" state. Furthermore, when the symbol corresponding to the sixth replay win stops on the valid line ML, the "watermelon" symbol stops on the top row of the left reel 32L and the bottom row of the right reel 32R, but the "watermelon" symbol does not stop on the middle row of the middle reel 32M (the "watermelon" symbol stops on the top row of the middle reel 32M), resulting in a stopping pattern that is known as a right-downward watermelon tenpai miss.

[0051] In the seventh replay, a win is achieved when the "bell" symbol on the left reel 32L, the "white 7" symbol, the "cherry" symbol, the "red shell" symbol or the "young man" symbol on the middle reel 32M, and the "watermelon" symbol or the "red shell" symbol on the right reel 32R stop on the activated line ML. As shown in FIG. 12(e), when the symbols corresponding to the seventh replay win stop on the activated line ML, the "watermelon" symbols stop on the upper row of the left reel 32L and the upper row of the right reel 32R, but the "watermelon" symbol does not stop on the upper row of the middle reel 32M (the "watermelon" symbol stops on the middle row of the middle reel 32M), resulting in a stop pattern where the upper row watermelon is not in a tenpai state. Furthermore, when the symbol corresponding to the seventh replay win stops on the valid line ML, the "watermelon" symbol stops on the top row of the left reel 32L and the middle row of the middle reel 32M, but the "watermelon" symbol does not stop on the bottom row of the right reel 32R (the "watermelon" symbol stops on the top row of the right reel 32R), resulting in a stopping pattern that is known as a right-downward watermelon tenpai miss.

[0052] The 8th replay game awards a prize 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 valid line ML. As shown in Fig. 13(a), when the symbols corresponding to the 8th replay game award stop on the valid line ML, the "Watermelon" symbols align and stop on the middle line L2.

[0053] The 9th replay game awards a prize 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 valid line ML. As shown in Fig. 13(b), when the symbols corresponding to the 9th replay game award stop on the valid 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 stopping pattern that is outside the so-called middle-section replay tempai.

[0054] The 10th replay game results in a winning 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 valid line ML. Also, the 12th replay game results in a winning 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 valid line ML. As shown in FIGS. 13(c) and 13(d), when a symbol corresponding to the 10th replay game win or the 12th replay game win stops on the valid 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 results in a winning when it is not possible to win the 10th replay game or the 12th replay game, that is, when a miss may occur.

[0055] As state transition wins where only game state transitions occur, there are the 1st BB win and the 2nd BB win.

[0056] 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 valid line ML, it results in the 1st BB win. When the 1st BB win is achieved, the game state transitions to the 1st BB state. As shown in FIG. 13(e), when a symbol corresponding to the 1st BB win stops on the valid line ML, the "White 7" symbols align and stop on the middle line L2.

[0057] 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 effective line ML, it is a second BB win. When the second BB win is established, the game state shifts to the second BB state. As shown in Fig. 13(f), when the symbols corresponding to the second BB win stop on the effective line ML, 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.

[0058] 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.

[0059] On the right side of the start lever 41, button-shaped stop switches 42 to 44 for operating to individually stop the rotating reels 32L, 32M, and 32R are provided. Each of the stop switches 42 to 44 is arranged directly below the display windows 26L, 26M, and 26R corresponding to the reels 32L, 32M, and 32R to be stopped, respectively.

[0060] Stop switches 42-44 are connected to stop detection sensors 42a-44a (FIG. 15), respectively, and the stop detection sensors 42a-44a are connected to main control device 101, which will be described later. Main control device 101 determines that stop switches 42-44 have been operated based on the detection signals from the stop detection sensors 42a-44a. Specifically, when stop switches 42-44 have not been operated, stop detection signals of LOW signals are output from stop detection sensors 42a-44a, and when stop switches 42-44 are operated, the detection signals switch from LOW to HI. Main control device 101 determines that stop switches 42-44 have been operated by detecting this signal switch. When main control device 101 determines that stop switches 42-44 have been operated, it controls the reel corresponding to the operated switch to stop spinning.

[0061] That is, when the left stop switch 42 is operated, the left reel 32L stops spinning, when the center stop switch 43 is operated, the center reel 32M stops spinning, and when the right stop switch 44 is operated, the right reel 32R stops spinning. The stop switches 42 to 44 constitute stop operation means that is operated to stop the variable display of symbols based on the rotation of the reels 32L, 32M, and 32R.

[0062] A medal insertion slot 45 for inserting medals is provided below and to the right of the display windows 26L, 26M, and 26R. The medal insertion slot 45 constitutes input means for inputting game media. In addition, considering that the medal insertion slot 45 involves the action of the player directly inserting medals, it can also be said to constitute direct input means for directly inputting game media.

[0063] The medals inserted through the medal insertion slot 45 are guided by a selector 46, which serves as a passage switching means provided on the back of the front door 12, either to the storage passage 47 or the 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 de-energized, the medals are guided to the discharge passage 48 side, and when the medal passage switching solenoid 46a is energized, the medals are guided to the storage passage 47 side. The medals guided to the storage passage 47 are further 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.

[0064] 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 prevent more than a predetermined amount of medals from being stored 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.

[0065] 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 inside the selector 46, the selector 46 is mechanically interlocked and operated, and the medals jammed inside the selector 46 are returned from the medal discharge port 49.

[0066] 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 games. The specific number is set according to the progress of the game. For example, when the specified number of games is set to 3 and the specific number is set to 3, if the first credit input switch 56 is operated, 3 virtual medals are input on the condition that there is credit. When the specified number of games is set to 2 and the specific number is set to 2, if the first credit input switch 56 is operated, 2 virtual medals are input on the condition that there is credit. When the specified number of games is set to 3 or 2 and the specific number is set to 3, if the first credit input switch 56 is operated, 3 virtual medals are input on the condition that there is credit. When the specified number of games is set to 3 or 2 and the specific number is set to 2, if 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, if we focus on the fact that each credit input switch 56, 57 only involves the operation of inputting virtual medals based on storage and memory, it can also be said to constitute 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.

[0067] The first credit input switch 56 is set to have a larger operation surface operated by the player than the second credit input switch 57, and the operability of the first credit input switch 56 is superior to that of the second credit input switch 57. Therefore, normally, it is assumed that the player operates the first credit input switch 56 to advance the game. That is, normally, it is considered that the game is played by inserting a set specific number of medals out of the specified number of medals.

[0068] To the right of the first credit input switch 56 and the second credit input switch 57, an effect switch 66 that is operated when an effect occurs is provided.

[0069] To the left of the start lever 41, a settlement switch 59 is provided. That is, this slot machine 10 has a credit function for storing and memorizing surplus inserted medals and paid-out medals at the time of winning as virtual medals until a predetermined maximum value (equivalent to 50 medals) is reached. When the settlement switch 59 is operated under the condition that virtual medals are stored and memorized, the virtual medals are paid out from the medal payout port 49 as real medals. In this case, focusing on the function of paying out the credited virtual medals as real medals, it can be said that the settlement switch 59 constitutes a settlement operation means for actually paying out the stored and memorized game media.

[0070] Below the display windows 26L, 26M, and 26R of the game panel 25, a credit display section 60 for displaying the number of credited virtual medals, a remaining payout medal number display section 61 for displaying the remaining number of medals to be paid out until the BB state ends, and a payout medal number display section 62 for displaying the number of medals paid out at the time of winning are respectively provided. These display sections 60 to 62 are constituted by 7-segment displays, but it is of course possible to replace them with liquid crystal displays or the like.

[0071] Below the display windows 26L, 26M, and 26R in the game panel 25 and to the right of the payout number display section 62, there is an instruction monitor 68 having a push order display for notifying the operation order of the stop switches 42 to 44 and a section display for indicating a favorable section which is a section where the winning rate of a minor winning combination is changed by notifying the operation order and the game can be advanced in a favorable situation for the player. The instruction monitor 68 will be described in detail later.

[0072] At the upper part of the front door 12, there are an upper lamp 63 that lights up or blinks as the game progresses, a pair of left and right speakers 64 that emit various sound effects and notify the player of the game state as the game progresses, and an auxiliary display section 65 that provides various information to the player. The auxiliary display section 65 is for executing various display effects as the game progresses. Since the game by each reel 32L, 32M, 32R can be considered as being by the main display section, it is referred to as the auxiliary display section 65 in this embodiment. On the back surface of the auxiliary display section 65, there are provided an upper lamp 63, speakers 64, and a display control device 81 for driving the auxiliary display section 65.

[0073] In 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 described or which constitutes a predetermined display screen. Note that the lower display section 69 may be configured as a liquid crystal display section, operation buttons for effects may be provided on the lower display section 69, or the entire lower display section 69 may be configured to be operable.

[0074] A power supply box 70 is provided inside the housing 11 to the left of the hopper device 51. The power supply box 70 houses a power supply device 91 and is equipped with a power switch 71, a reset switch 72, a setting key insertion hole 73, and the like. The power switch 71 is an activation switch for supplying power to the main control device 101 and other components. The reset switch 72 is a switch for resetting an error state of the slot machine 10. The setting key insertion hole 73 is used by a hall manager or the like to adjust the number of medals dispensed. In other words, a hall manager or the like can set the winning probability (setting value) of the slot machine 10 by inserting a setting key into the setting key insertion hole 73 and turning it ON. The reset switch 72 is operated not only to reset an error state but also to change the winning probability of the slot machine 10.

[0075] Above the reel unit 31, a main control device 101 for controlling the overall game is attached to the cabinet 11.

[0076] The main control device 101 is provided with a hand ratio monitor 77 for indicating the ratio between advantageous and unfavorable game states for the player. The hand ratio monitor 77 is installed on the side of the main control device 101 facing the front of the gaming machine so that it is visible from the front of the gaming machine when the front door 12 is open and invisible from the front of the gaming machine when the front door 12 is closed. More specifically, the hand ratio monitor 77 is housed in a board box that houses the main control device 101 so that the display screen of the hand ratio monitor 77 is visible through the board box. Incidentally, when the front door 12 is closed, the hand ratio monitor 77 is not visible through the gaps between the display windows 26L-26R, etc., and cannot be viewed unless the front door 12 is unlocked by a predetermined key operation on the key cylinder 21 and opened. The hand ratio monitor 77 will be described in detail later.

[0077] Next, the electrical configuration of the slot machine 10 will be described with reference to the block diagrams of FIGS.

[0078] The main control device 101 is equipped with a microcomputer centered around a CPU 102, which is a calculation processing means. In addition to a power supply device 91, the CPU 102 is connected to a clock circuit 103 that outputs a rectangular wave of a predetermined frequency, an input / output port 104, and the like via an internal bus. The main control device 101 functions as a main board built into the slot machine 10.

[0079] Various sensors are connected to the input side of the main control device 101, including the reel unit 31 (more specifically, a reel index sensor that individually detects when each reel 32L, 32M, and 32R has made one rotation), a start detection sensor 41a that detects the operation of the start lever 41, stop detection sensors 42a to 44a that individually detect the operation of each stop switch 42 to 44, an inserted medal detection sensor 45a that detects medals inserted through the medal insertion slot 45, a payout detection sensor 51a that detects medals paid out from the hopper device 51, a first credit insertion detection sensor 56a that individually detects the operation of the first credit insertion switch 56, a second credit insertion detection sensor 57a that individually detects the operation of the second credit insertion switch 57, a settlement detection sensor 59a that detects the operation of the settlement switch 59, a reset detection sensor 72a that detects the operation of the reset switch 72, and a setting key detection sensor 73a that detects when a setting key is inserted into the setting key insertion hole 73 and turned ON, and signals from these various sensors are output to the CPU 102 via the input / output port 104.

[0080] Furthermore, a power supply unit 91 is connected to the input side of the main control unit 101 via an input / output port 104. The power supply unit 91 is equipped with a power supply unit 91a that supplies driving power to the main control unit 101 and other electronic devices of the slot machine 10, a power outage monitoring circuit 91b, and the like.

[0081] The power failure monitoring circuit 91b monitors the power supply interruption state and generates a power failure signal not only during a power failure but also when the power is shut off by the power switch 71. Therefore, the power failure monitoring circuit 91b monitors the stabilized drive voltage, which in this example is 12 volts DC, output from the power supply unit 91a, and is configured to output a power failure signal when this drive voltage drops to, for example, less than 10 volts, determining that the power supply has been interrupted. The power failure signal is supplied to both the CPU 102 and the input / output port 104, and the CPU 102 recognizes this power failure signal and executes the power failure processing described below. The power failure signal is also supplied to the display control device 81.

[0082] Power supply unit 91a is configured so that even if the output voltage drops below 10 volts, it outputs a stabilized voltage of 5 volts that is used as a drive voltage in control systems such as main control device 101. The time for which this stabilized voltage is output is long enough for main control device 101 to execute power outage processing.

[0083] The output side of the main control device 101 is connected via input / output port 104 to the reel unit 31 (more specifically, the stepping motor for rotating each of the reels 32L, 32M, and 32R), the medal passage switching solenoid 46a provided on the selector 46, the hopper device 51, the credit display unit 60, the remaining number of coins to be paid out display unit 61, the number of coins to be paid out display unit 62, the instruction monitor 68, the role ratio monitor 77, the display control device 81, and an external centralized terminal board 121 that can transmit information to a hall management device (not shown), etc.

[0084] The above-mentioned CPU 102 includes a ROM 105 that stores various control programs and fixed-value data executed by this CPU 102, and a RAM 106 for securing a working area to temporarily store various data when executing the control programs stored in this ROM 105. In addition, as is well known although not shown in the figure, various processing circuits necessary in the slot machine 10, such as an interrupt circuit, a timer circuit, and a data transmission / reception circuit, and various counters such as a credit counter for counting the number of credit cards are built in. The ROM 105 and the RAM 106 constitute a main memory as a storage means, and the programs for executing various processes are stored in the above-mentioned ROM 105 as a part of the control programs.

[0085] The RAM 106 is configured such that backup voltage is supplied from the power supply device 91 even after the power of the slot machine 10 is cut off, and data can be held (backed up). In the RAM 106, there are a memory for temporarily storing various data, a winning flag storage area 106a for storing the lottery result of the role, a stop information storage area 106b for storing the stop information used when performing stop control of each reel 32L, 32M, 32R, a state information storage area 106c for storing the game state such as the BB state, etc., and a backup area is provided.

[0086] The backup area is an area for storing the value of the stack pointer at the time of power-off (including power-off by operating the power switch 71. The same applies hereinafter) when the power is cut off due to the occurrence of a power failure or the like. When the power failure is resolved (including power-on by operating the power switch 71. The same applies hereinafter), the state of the slot machine 10 can be restored to the state before the power-off based on the information in the backup area. Writing to the backup area is executed at the time of power-off by the power-off process (see FIG. 17), and the restoration of each value written in the backup area is executed in the main process at the time of power-on.

[0087] Further, 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.

[0088] 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 incorporates 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.

[0089] 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 upper lamp 63, the speaker 64, and the auxiliary display unit 65 are connected to the output side. Then, based on various commands input from the main control device 101, 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 for executing 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 indirect game-related sounds, lamps, and displays, the burden on the main base is reduced.

[0090] An effect switch 66 (more specifically, an effect switch detection sensor for detecting the operation of the effect switch 66) etc. are connected to the input side of the display control device 81. In addition, the various display units 60 - 62, 68 may also be configured to be driven and controlled by the display control device 81.

[0091] 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 activated when the power is turned on, a timer interrupt process that is activated periodically (at a cycle of 1.49 msec in this embodiment), and an NMI interrupt process that is activated when a power failure signal is input to the NMI terminal. Hereinafter, 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.

[0092] 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.

[0093] 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 checked 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.

[0094] Here, the outline of the power failure process will be described.

[0095] 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.

[0096] In the power-off 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 program returns to the timer interrupt process to complete 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 the actuators (not shown) are turned off. And, in order to determine whether the data in the RAM 106 is normal when the power is restored, a RAM determination value is calculated and stored in the backup area, thereby prohibiting subsequent RAM access. After performing the above processes, in preparation for the complete interruption of the power supply and the inability to execute the process, an infinite loop is entered. Note that, considering the case where the power-off flag is erroneously set due to, for example, noise, it is confirmed whether the power-off signal is being output until entering the infinite loop. If the power-off signal is not being output, it means that the power-off state has been restored, so writing to the RAM 106 is permitted and the power-off flag is reset, and the program returns to the timer interrupt process. If the output of the power-off signal continues, an infinite loop is entered as it is. Incidentally, even under the infinite loop, it is confirmed whether the power-off signal is being output, and if the power-off signal stops being output, the process proceeds to the main process.

[0097] Returning to the description of the timer interrupt process, if the power-off flag is not set in step S102, various processes after step S104 are performed.

[0098] 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, a sensor monitoring process is performed to read the states of various sensors (see FIG. 15) such as the stop detection sensors 42a to 44a, the inserted medal detection sensor 45a, and the payout detection sensor 51a connected to the input / output port 104, and to monitor whether the read result is normal. In step S108, a timer arithmetic process is performed to subtract 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 medal bets and the number of payout medals to the external centralized terminal board 121.

[0099] 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, the remaining payout number display unit 61, the payout number display unit 62, and the instruction monitor 68. In step S112, a segment data display process is performed to supply the segment data set in the segment data setting process to the respective display units 60 to 62 and 68 to 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.

[0100] Next, the normal process for performing the main control related to the game will be described based on the flowchart of FIG. 18.

[0101] 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.

[0102] 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.

[0103] In the start waiting process, it is determined whether any replay winning has occurred in the previous game. If any replay winning has occurred, 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 occurs in a 3-bet game, a process of automatically inputting 3 virtual medals is performed, and when a replay winning occurs in a 2-bet game, a process of automatically inputting 2 virtual medals is performed.

[0104] 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 occurred 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 occurred, 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.

[0105] 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, etc. 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.

[0106] 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 even if medals are bet and 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.

[0107] If the number of bets has reached the specified number, a bet command including the information on the number of bets, for which an affirmative determination has been made in step S205, is set as the output target to the display control device 81 as the sub-side control device 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 processes 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.

[0108] After executing the process of step S206, it is determined whether or not the start lever 41 has been operated in step S207. 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 process are performed.

[0109] On the other hand, when the start lever 41 is operated, since the game can be started when the start lever 41 is operated under the condition that a prescribed number of medals are bet, it means that a start command has been generated to start the game. In such a case, in step S208, an effective line setting process is performed to set the combination line corresponding to the bet number 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 a non-excited state to prohibit medal reception. After that, 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.

[0110] Next, the lottery process of step S210 will be described based on the flowchart of FIG. 19.

[0111] In step S301, a random number used when determining whether or not a winning combination is obtained 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 a random number from 0 to 65535, and the CPU 102 stores the value latched by the hard circuit in the RAM 106 after confirming the operation of the start lever 41. 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.

[0112] After obtaining a random number, in step S302, a lottery table for determining the success or failure of a role is selected. In this slot machine 10, as game states, there are generally a normal game state and a bonus state. The lottery tables are set for each game state respectively. And in the normal game state, since the specified numbers of bets are set to "3" and "2" as described above, the lottery tables for the normal game state are a lottery table for a 3-bet game and a lottery table for a 2-bet game.

[0113] That is, in step S302, based on the number of bets and the flag for the game state set in the state information storage area 106c, the current game state of the slot machine 10 is determined, and 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 no bonus state flag is set in the state information storage area 106c, it is determined that the current game state is the normal game state, and the lottery table for the normal game state is selected. And if this game is a 3-bet game, the lottery table for the normal game state for a 3-bet game (Figure 20) is selected, and if this game is a 2-bet game, the lottery table for the normal game state for a 2-bet game (Figure 21) is selected. Also, in this slot machine 10, winning probabilities in 6 levels from "Setting 1" to "Setting 6" are prepared in advance. By inserting a 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", a lottery table with the lowest expected value of medal payout is selected, and when it is "Setting 6", a lottery table with the highest expected value of medal payout is selected.

[0114] Here, a supplementary explanation will be given about the process regarding the setting of the winning probability.

[0115] The winning probability setting process is executed in the main process that is 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 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 also 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 taken 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.

[0116] 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.

[0117] 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.

[0118] 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.

[0119] Incidentally, if the set winning flag is not the winning flag indicating winning the first BB (first BB winning flag) or the winning flag indicating winning the second BB (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 is established. That is, the first BB winning flag and the second BB winning flag may be valid over a plurality of games.

[0120] In step S306 in the state where the first BB winning flag or the second BB winning flag is carried over, if a winning has occurred for a role other than the first BB and the second BB, the corresponding winning flag is set; if no winning has occurred for a role other than the first BB and the second BB, the corresponding winning flag is not set.

[0121] 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.

[0122] Prepare a separate lottery table in the state where the first BB winning flag or the second BB winning flag is carried over. 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 advisable to set each index value IV and point value PV so as not to win the first BB and the second BB.

[0123] If the determination value DV does not exceed 65535 in step S305, it means that the index value IV has missed the corresponding role. 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 role validity determination. 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 role validity determination to obtain a new determination value DV, and in step S305, the role validity determination is performed based on the determination value DV.

[0124] 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 gaming 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 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 cherry B (the probability of winning when IV = 8) is about 1 / 215 regardless of the setting value, and the probability of winning 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, sandwich push bell 1, sandwich push bell 2, middle sequential push bell 1, middle sequential push bell 2, middle reverse push bell 1, middle reverse push bell 2, reverse sandwich bell 1, reverse sandwich bell 2, reverse push bell 1, reverse push bell 2 (hereinafter, these are collectively referred to as push order bells) (the probability of winning when IV = 11 to 22) is about 1 / 18.4 respectively regardless of the setting value.The probability of winning the watermelon (the probability of winning when IV = 23) is approximately 1 / 107 regardless of the set value. The probability of winning the first BB (the probability of winning when IV = 25) is approximately 1 / 5.03 regardless of the set value, and it is set higher than the winning probabilities of other hands (re - play games, small hands, IV = 1 - 24). In the 3 - bet game, it is set not to win the duplicate single - tile hand (IV = 24) or the second BB (IV = 26) (0 is set for the corresponding point value PV). In the 3 - bet game, the probability of not winning any hand including the first BB is 0. And in the situation of winning the first BB, the probability of not winning any hand in the 3 - bet game is approximately 1 / 5.03 (for the first BB) regardless of the set value. Incidentally, in the 3 - bet game, excluding the increase in the first BB state, a decrease of about 1.77 medals per game can be expected (net increase number minus about 1.77 medals).

[0125] 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 symbol A, chance symbol B, chance symbol 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 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 more likely to win than when playing 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 less likely to win than when playing a 3-bet game. In a 2-bet game, it is set to be possible to win the duplicate single symbol (IV = 24), 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 to be possible to win the second BB (IV = 26), and the probability is approximately 1 / 4.95 regardless of the set value. In a 2-bet game, 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 (the portion of the second BB) regardless of the set value. Incidentally, in a 2-bet game, excluding the increase in the second BB, a decrease of about 0.64 medals per game can be expected (net increase number minus about 0.64 medals).

[0126] After setting the winning flag in step S306, or when it is determined in step S308 that there is no determination target for which the success or failure should be determined, 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.

[0127] 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 results of the lotteries in steps S301 to S308 and processing for notifying the pressing order winning combination are performed. The lottery result corresponding processing will be described in detail later.

[0128] After executing the processing of step S310, a lottery result command is set in step S311. Here, the lottery result command is a command transmitted to the display control device 81 in order to 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.

[0129] Then, in step S312, a stop information setting process for setting the symbols that can stop on each of the reels 32L, 32M, and 32R based on the lottery result of the current game is executed. 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 pressing order bell 1 (winning when IV = 11) and the first minor winning combination flag, the ninth minor winning combination flag, the tenth minor winning combination flag, and the thirteenth minor winning combination flag are set, the stop symbol information is set so that the symbols corresponding to the first minor winning combination, the ninth minor winning combination, the tenth minor winning combination, and the thirteenth minor winning 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 combination flag and the eighth minor winning combination flag are set, the stop symbol information is set so that the symbols corresponding to the seventh minor winning combination and the eighth minor winning combination can stop on each of the reels 32L, 32M, and 32R.

[0130] In this slot machine 10, the first BB is set so that a winning combination can be formed only in a 3-bet game, and the second BB is set so that a winning combination can be formed 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 stop symbol information for forming the first BB winning combination is not set (the stop symbol information for avoiding the first BB winning combination is set). 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 stop symbol information for forming the second BB winning combination is not set (the stop symbol information for avoiding the second BB winning combination is set).

[0131] 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 order thereof is executed. For example, when winning a plurality of winning types among the winning types of small winning combinations, replay games, and bonuses, the following priority order is set. When winning a small winning combination and a bonus, the priority order is set so that the small winning combination winning takes precedence and, if the small winning combination winning cannot be formed, the bonus winning combination is formed. When winning a replay game and a bonus, the priority order is set so that the replay game winning takes precedence.

[0132] For example, in a situation where the first BB is won (the first BB winning flag is set and the first BB winning is carried over), if the watermelon is further won and the stop symbol information corresponding to the first BB winning combination and the winning combinations of the 7th and 8th small winning combinations is set, the priority order is set so that the winning combinations of the 7th and 8th small winning combinations take precedence over the first BB winning combination. Also, in a situation where the second BB is won (the second BB winning flag is set and the second BB winning is carried over), if the normal replay A is further won and the stop symbol information corresponding to the second BB winning combination and the winning combinations of the 1st, 2nd, 3rd, and 4th replay games is set, the priority order is set so that the winning combinations of each replay game take precedence over the second BB winning combination.

[0133] Here, when winning a replay game, a combination of winning symbols is set so that any one of the winning replay games is sure to win. That is, when winning a replay game, a replay game win is always established and no omission occurs. Therefore, when the stop symbol information for the replay game and the bonus is set, a replay game win for any one of the set replay games is always established and a bonus win does not occur.

[0134] After executing the process of step S313, after executing the first interval display process in step S314, 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 winning ratio monitor 77, and such a process will be described in detail later.

[0135] Next, the reel control process of step S211 will be described based on the flowchart of FIG. 22.

[0136] In the reel control process, first, a rotation effect process is performed in step S401. 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 above. In the subsequent step S402, a rotation start process for starting the rotation of each of the reels 32L, 32M, and 32R is performed.

[0137] 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 process waits until the wait time elapses. When the wait time has elapsed, the wait time for the next game is reset, and motor control initialization processing is performed to set rotation start information in the motor control storage area provided in the RAM 106. By performing such processing, the acceleration processing of the stepping motor is started in the stepping motor control processing (step S106) of the timer interrupt processing, and each of the reels 32L, 32M, and 32R starts rotating. Therefore, even if the player bets a specified number of medals and operates the start lever 41, the reels 32L, 32M, and 32R may not immediately start rotating. Thereafter, the process 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 notifies the player or the like that it has become possible to generate a stop command by lighting up the lamps (not shown) of each of the stop switches 42 to 44.

[0138] 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, the process waits until any of the stop switches 42 to 44 is operated. When it is determined that any of the stop switches 42 to 44 has been operated, the process proceeds to step S404, and it is determined whether the stop switch corresponding to the rotating reel has been operated, that is, whether a stop command has been generated. If a stop command has not been generated, the process returns to step S403 and waits until any of the stop switches 42 to 44 is operated. When a stop command has been generated, a stop command is set 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 rotating reel.

[0139] 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, based on the number of excitation pulses output since the detection signal of the reel index sensor was input, the symbol number of the reaching symbol that has reached the base position is confirmed. 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, based on the stop information stored in the stop information storage area 106b, a value of either 0 to 4 is calculated as the slip number. 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 all of the reels 32L, 32M, and 32R have not stopped, a stop information second setting process is performed in step S412, and the process returns to step S403.

[0140] 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.

[0141] 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 on 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, the corresponding winning combination may not be established depending on the operation timing of the stop switches 42 to 44.

[0142] A brief description will be given of 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 slipping a maximum of 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 when the winning symbol is obtained regardless of the operation timing of the stop switch 43. On the other hand, regarding the symbols arranged so that an interval of five or more symbols is formed, the player needs to operate the stop switches 42 to 44 aiming at the symbols when stopping on the effective line.

[0143] Taking the case where the medium-push bell 1 is selected and each stop switch 42 to 44 is operated in the order of left → medium → 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.

[0144] 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 such 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, 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 margin for the 18th minor winning to be established, the 17th minor winning and the 21st minor winning will not be established.

[0145] 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.

[0146] The 18th minor winning symbol on the middle reel 32M is the "REPLAY" symbol. On the left reel 32L, the "REPLAY" symbols are arranged so that the interval between the "REPLAY" symbols is 4 symbols or less. Therefore, in this case, stop control is performed so that the "REPLAY" symbol stops at the upper stage of the middle reel 32M regardless of the operation timing of the middle stop switch 43.

[0147] 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 so 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.

[0148] Here, when the "red shell" symbol stops in the middle of the left reel 32L and the "replay" symbol stops in the upper part of the middle reel 32M, in addition to the possibility of winning the 18th minor prize by winning the medium-order bell 1 as described above, there may also be a case of winning the 20th minor prize by winning the medium-order bell 2. That is, the 20th minor prize symbol in the medium-order bell 2 has the same commonality with the 18th minor prize symbol between the left reel 32L and the middle reel 32M. And on the right reel 32R, while the 18th minor prize symbols are the "white shell" symbol and the "youth" 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, when the right stop switch 44 is operated at a timing that can stop the 18th minor prize symbol on the effective line, the 20th minor prize symbol cannot be stopped on the effective line, and when the right stop switch 44 is operated at a timing that can stop the 20th minor prize symbol on the effective line, the 18th minor prize symbol cannot be stopped on the effective line. Therefore, on the premise that it is not known whether the medium-order bell 1 or the medium-order bell 2 has been won, even if the left reel 32L and the middle reel 32M are stopped and the stop modes that may result in the 18th minor prize and the 20th minor prize are achieved, it is impossible to aim for and win the prize.

[0149] Next, taking the case where the medium-order bell 1 is won and the stop switches 42 to 44 are operated in the order of middle → left → right as an example for explanation. In such a case, stop control of each of the reels 32L, 32M, and 32R is performed to establish the 3rd minor prize.

[0150] 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 part regardless of the operation timing.

[0151] 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.

[0152] On the right reel 32R, the "watermelon" symbol and the "red clam" 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 clam" symbol stops in the upper row regardless of the operation timing. As described above, when winning on the medium-sequence-push bell 1, when 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.

[0153] As described above, when winning on the push-order bell, when 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. When the stop switches 42 to 44 are operated in other operation orders, depending on the operation timing, a minor winning is established or all minor winnings are missed. Incidentally, when winning on 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.

[0154] 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, the payout determination process is performed in step S413. 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 or not a winning has been established on the valid line. If a winning has been established, it is further determined whether or not 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 RAM 106. 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.

[0155] After performing the payout determination process, in step S414, the bonus state process is executed. The bonus state process will be described in detail later. After executing the bonus state process, in step S415, the winning result corresponding process is performed. In the winning result corresponding process, a process of shifting the game state based on the winning result is performed. The winning result corresponding process will be described in detail later.

[0156] After performing the winning result corresponding process, in step S416, the 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. After that, 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.

[0157] Next, an outline of the medal payout process in step S212 will be described.

[0158] 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.

[0159] 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 are 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 described later and subtracting the remaining payout number displayed on the remaining payout number display unit 61 is performed.

[0160] Next, the bonus state process in step S414 will be described based on the flowchart of FIG. 24.

[0161] 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 the first BB state and the second BB state, and the process proceeds to step S502.

[0162] 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 either BB. If neither of the BB winning flags is set, the bonus state process is terminated as it is. If either of the BB winning flags is set, the process proceeds to step S503.

[0163] In step S503, a process of inputting 3 into the MAX bet counter provided in various counter areas 106e of the RAM 106 is performed. The MAX bet counter is for setting the specific number of virtual medals to be input 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 input. 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 perform 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.

[0164] 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.

[0165] In the following step S504, it is determined whether the first BB win or the second BB win has been achieved. If neither of the BB wins has been achieved, the bonus state processing ends. If either of the BB wins has been achieved, the process proceeds to step S505, where it is determined whether the first BB win has been achieved.

[0166] If the first BB win has been achieved, in step S506, a process of inputting "46" into the BB counter provided in the various counter area 106e is executed. The BB counter is a counter for determining the upper limit of the payout amount in each BB state. That is, by inputting "46" into the BB counter in step S506, the first BB state is set to end when 46 or more medals are paid out. In step S507, the first BB hit flag is cleared. Then, in step S508, the first BB state flag is set in the various flag storage area 106d. As a result, from the next game onwards, a positive determination is made in step S501. In the following step S509, a process of setting a first BB start command to be output to the display control device 81 is executed. The first BB start command is a command for informing the display control device 81 that the first BB state has started. Upon receiving this first BB start command, the display control device 81 controls the speaker 64, the auxiliary display unit 65, etc. to perform a first BB start effect corresponding to the start of the first BB state. In addition, by receiving the 1st BB start command, the display control device 81 can understand that the 1st BB state will start from the next game, and controls the speaker 64, auxiliary display unit 65, etc. so that the effects for the 1st BB state will be performed from the next game.

[0167] After the output setting of the 1st BB start command is performed in step S509, the process of setting the specified number of bets to 3 is performed in step S510, and then this bonus state process is terminated. The specified number of bets corresponds to the specified number of coins for the game described above. In other words, by transitioning to the 1st BB state, the specified number of coins for the game is set to 3 coins, and the 1st BB state is performed in a 3-bet game.

[0168] Incidentally, the initial values of the specified number of bets are 2 and 3. When the reset switch 72 is operated and the RAM is cleared, the specified number of bets is set to 2 and 3, and the slot machine 10 starts up.

[0169] When it is determined in step S505 that the first BB win has not occurred, it means that the second BB win has occurred. In this case, the process proceeds to step S511, and the process of inputting "2" to the above BB counter is executed. That is, it is set so that the second BB state ends when two 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 causing 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. Note that 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 effect for the first BB state and the effect for the second BB state are different in appearance and content to such an extent that the player can distinguish them.

[0170] 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 medals is set to 3, and the second BB state is performed in a 3-bet game.

[0171] 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 processing in the first BB state or the second BB state. FIG. 25 shows an example of a lottery table for the BB state. In this 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 this embodiment, as shown in FIG. 25, in the first BB state and the second BB state, it is set to be able to win the normal replay A, the common bell, and the duplicate single-piece role. 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 / 9.02, and the probability of winning the duplicate single-piece role (the probability of winning when IV = 24) is about 1 / 1.78. 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 / 3.13. In this case, a medal decrease of about 0.96 medals per game can be expected (net increase number minus about 0.96 medals).

[0172] Here, in the normal game state in a 3-bet game and the 1st BB state to which a 3-bet game can be entered, the main medal increase is caused by the winning of the 1st to 6th minor combinations, which result in a payout of 13 medals, and these combinations are the push order bell in the normal game state and the common bell in the 1st BB state. Comparing the winning rates of these main minor combinations, in the normal game state, assuming that the stop switches 42 to 44 are operated in a fixed operation order, the winning probability is about 1 in 9.19, while in the 1st BB state the winning probability is about 1 in 9.03, and in a 3-bet game, the 1st BB state is set to be more likely to result in a winning than the normal game state. In addition, in the normal game state in a 2-bet game and the second BB state to which a 2-bet game can be entered, the main medal increase is the common bell, and while in the normal game state the probability of winning is approximately 1 in 9.64, in the second BB state the probability of winning is approximately 1 in 9.03, so even in a 2-bet game, the second BB state is set up so that winning is more likely to occur than in the normal game state.

[0173] However, as mentioned above, in the first BB state and the second BB state, a lottery table is used in which the number of medals may decrease in each game, so even if the first BB state or the second BB state is completed, an increase in the number of medals held cannot be expected; conversely, it is expected that the number of medals held will decrease as the first BB state or the second BB state is completed.

[0174] 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 a winning of any minor combination has occurred in the current game. If no winning has occurred, the bonus state process is terminated as it is. If a winning has occurred, in step S516, a process of subtracting the payout amount corresponding to the winning from the BB counter in the above 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, in the second BB state, when a common bell winning occurs and a winning of the first minor combination to the sixth minor combination is established, 13 payouts occur. Therefore, in step S516, 13 is subtracted from the BB counter, and the BB counter becomes 0 or less.

[0175] If it is determined in step S517 that it is not 0 or less, the bonus state process is terminated as it is. On the other hand, if it is determined that it is 0 or less, 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 ended 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 or the effect for ending the second BB is performed.

[0176] After that, 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 played 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 played 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 three medals from the medal insertion slot 45 to play a 3-bet game.

[0177] 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. 26.

[0178] In the initial state where the initialization (clear) of the RAM 106 is performed, neither the first BB winning flag nor the second BB winning flag is set, and it is a normal game state (non-internal state) where no winning has occurred in any BB. In this case, as described above, the specified bet numbers (specified number of medals for the game) are set to 2 and 3, and 2-bet games and 3-bet games are possible. However, the MAX bet counter is input with 2 as described above, and when the first credit input switch 56 is operated to start the game, it becomes a 2-bet game.

[0179] In the non-internal state, in a 3-bet game, it is possible to win the first BB, but not the second BB, and in a 2-bet game, it is possible to win the second BB, but not the first BB. In the game where the first credit input switch 56 is operated as described above, basically, a winning of the second BB can occur in a 2-bet game.

[0180] If the first BB or the second BB is won and no winning is achieved in the winning game, it will enter a carry-over state (internal 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 sheets) are set to 2 and 3, and 2-bet games and 3-bet games are possible. However, when the MAX bet counter is input with 3 as described above and the game is started by operating the first credit input switch 56, it becomes a 3-bet game.

[0181] As already explained, in this slot machine 10, in the internal state where the first BB is won, stop control of each reel 32L, 32M, 32R is performed so that the first BB winning can be achieved in a 3-bet game while the first BB winning cannot be achieved in a 2-bet game. Also, in the internal state where the second BB is won, stop control of each reel 32L, 32M, 32R is performed so that the second BB winning cannot be achieved in a 3-bet game while the second BB winning can be achieved in a 2-bet game. That is, when the first BB is won in a 3-bet game, if the 3-bet game is continued as it is, the first BB winning can be achieved. However, if it is switched to a 2-bet game after the first BB is won, the first BB winning cannot be achieved. Also, when the second BB is won in a 2-bet game, if the 2-bet game is continued as it is, the second BB winning can be achieved. However, if it is switched to a 3-bet game after the second BB is won, the second BB winning cannot be achieved. And the first BB and the second BB do not win repeatedly. It is not possible to win the first BB again in a situation where the first BB win is carried over, nor is it possible to win the second BB repeatedly. Also, it is not possible to win the second BB again in a situation where the second BB win is carried over, nor is it possible to win the first BB repeatedly. That is, when the game is played in a 2-bet game after winning the first BB, the game in the internal state with the first BB win carried over will continue indefinitely. When the game is played in a 3-bet game after winning the second BB, the game in the internal state with the second BB win carried over will continue indefinitely.

[0182] Here, since the first BB winning is made to be valid only in the 3-bet game and the second BB winning is made to be valid only in the 2-bet game as described above, even if the result is a losing outcome where no winning combination is selected in any of the hands in the 3-bet game with the second BB winning carried over, the second BB winning does not occur. Also, even if the result is a losing outcome 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 control of the winning combination configuration and each of the reels 32L, 32M, 32R in the internal state with the first BB winning or the second BB winning carried over. If, for example, the configuration is such that the second BB winning could occur in the 3-bet game or the first BB winning could occur in the 2-bet game, when trying to continue the internal state with the first BB winning or the second BB winning carried over, it becomes necessary to have a lottery table that does not result in a losing outcome. For example, in the case of a hand where a miss could occur, it becomes necessary to award a winning combination to another hand when such a miss occurs.

[0183] Also, in the first BB state and the second BB state, the common bell is the main factor for medal increase. In the non - internal state and the internal state, the main factor for medal increase in the 2 - bet game is the common bell, while in the 3 - bet game, the main factor for medal increase is the push - order bell. For the common bell, a winning of any of the first to sixth minor winning combinations is established regardless of the operation order and timing of each stop switch 42 - 44. For the push - order bell, the minor winning combination that wins depends on the operation order and timing of each stop switch 42 - 44. That is, in the non - internal state and the internal state in the 3 - bet game, the range of medal increase and decrease due to the operation order and timing (mainly the operation order) when the push - order bell wins is larger than that in the first BB state and the second BB state. And, for example, by performing notification of the operation order (Figure 25) for winning the first minor winning combination to the sixth minor winning combination when the push - order bell wins, etc., 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 assistance according to the presence or absence of such notification (assistance).

[0184] And, in the game where the first credit input switch 56 is operated, first, in the non - internal state, the game is played in a 2 - bet game, and the second BB is won in that 2 - bet game. When the second BB is won, it enters the internal state, and in the game where the first credit input switch 56 is operated, the game switches to a 3 - bet game, and the game proceeds while the above - won second BB winning combination cannot be established. In this case, as described above, in the 3 - bet game with the second BB win carried over, the first BB cannot be won nor can the second BB winning combination be achieved. Generally, the game in the internal state with the second BB win carried over continues.

[0185] In the slot machine 10, the first BB hit flag is stored in a normal area in the various flag storage area 106d, whereas the second BB hit flag is stored in a save area in the various flag storage area 106d. The normal area is an area where various general flags, such as hit flags for other combinations, are stored. The flags stored in the normal area are retained by backup power or the like even if the power supply to the slot machine 10 is stopped (power is turned off). Therefore, for example, even if the power is turned off when the gaming hall closes, if the power is turned on the next day, the slot machine 10 is started with the various flags stored in the normal area. Even if the power is turned on / off with the first BB hit flag set, the slot machine 10 is started with the first BB hit flag set. However, when a win probability setting process is started (when the setting is changed) when the slot machine 10 is started, an initialization process (clearing process) of the normal area is performed. Therefore, when the process for setting the winning probability is performed, the first BB winning flag is cleared together with the other flags stored in the normal area.

[0186] In contrast, the storage area is an area where only the second BB win flag is stored. As with the normal area, the flag stored in the storage area is not cleared when the power is turned on / off. Furthermore, even when the winning probability setting process is initiated when the slot machine 10 is started up, the storage area is not initialized (it is excluded from the initialization process). Therefore, even when the winning probability setting process is performed, the second BB win flag stored in the storage area is not cleared but is retained (saved). In other words, when the winning probability setting process is performed in an internal state where the first BB win flag is stored and the first BB win flag is cleared, the machine is started in a non-internal state. On the other hand, when the winning probability setting process is performed in an internal state where the second BB win flag is stored and the second BB win flag is not cleared and the machine is started in the internal state where the second BB win is retained. This makes it possible to continue playing in an internal state where the second BB win is carried over not only when the power is turned on / off but also when the settings are changed.

[0187] Then, in order to play in an internal state in which the second BB win is carried over, basically, it is sufficient to play until the second BB win occurs in the two-bet game as it is when the slot machine 10 is shipped from the factory, and thereafter, the second BB win is stored and held until the reset switch 72 is operated and the RAM clear process is performed. In this way, it is possible to preferably play in a state in which the second BB win is carried over.

[0188] Below, we will assume that the game is played with the second BB win carried over, and explain the gameplay using notifications (push order notifications) when the push order bell is won during that game (also referred to as normal game in the following explanation).

[0189] <Lottery result processing> First, with reference to the flowchart of FIG. 27, 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.

[0190] First, in step S601, a process of grasping the current gaming state is performed. More specifically, it is grasped whether it is either the first BB state or the second BB state, or a non-internal state (normal gaming state) before winning the first BB or the second BB, or an internal state (carry-over state) after winning the first BB or the second BB. In the first BB state and the second BB state, 3 is set as the specified bet number, and in the non-internal state before winning the first BB or the second BB and the internal state after winning the first BB or the second BB, 2 and 3 are set as the specified bet numbers. Then, in step S602, it is determined whether the bet number of the current game is one specified number (specific specified number) specified in the state grasped in step S601. In the present embodiment, the specific specified number in the first BB state and the second BB state is 3. In this case, since the specified bet number in the first BB state and the second BB state is 3, when it is determined in step S601 that it is the first BB state or the second BB state, an affirmative determination is always made in step S602. On the other hand, in the present embodiment, in states other than the first BB state and the second BB state, 3 is set as the specific specified number among the specified numbers 2 and 3, and when the bet number is 3 in a state other than the first BB state and the second BB state, an affirmative determination is made in step S602. In this case, the process for the display mode (the process for the indicator) after step S603 is performed. On the other hand, when the bet number is 2 in a state other than the first BB state and the second BB state, a negative determination is made in step S602, and the lottery result corresponding process is terminated as it is.

[0191] That is, in the present embodiment, if the internal state is played in a 2-bet game, the transition lottery to the AT mode after step S603 and the like are not performed, which is disadvantageous to the player. By doing so, it is possible to make it easier to play the game with the internal state in a 3-bet game and perform a normal game with the carry-over of the second BB.

[0192] If an affirmative determination is made in step S602, in step S603, 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 push order notification or the like, an advantageous section where the push order 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 an advantageous section. It is set based on the transition to the advantageous section and cleared based on the transition to the normal section.

[0193] If the advantageous section flag is not set, it means that the current game is in the normal section. In this case, in step S604, the advantageous section transition lottery process is executed, and then the lottery result corresponding process is terminated.

[0194] In the advantageous section transition lottery process, as shown in the flowchart of FIG. 28, 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. 33, in the advantageous section transition lottery table, the transition rate to the advantageous section (the winning probability of the advantageous section transition lottery) is set according to the lottery result of each game. As shown in FIG. 33, as the trigger roles for the advantageous section transition lottery, 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, push order bell, watermelon 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.

[0195] After obtaining the lottery table in step S702, a process of obtaining a random number for the advantageous zone transition lottery is executed in step S703. The random number for the advantageous zone transition lottery is generated using a dedicated counter in the various counter area 106e, which is updated at a predetermined interval, and the most recent updated value of the counter is obtained in step S703. Then, in step S704, an advantageous zone transition lottery is executed, and in step S705, it is determined whether or not the transition lottery has been won. Incidentally, in this embodiment, the lottery table is set so that any trigger role has a 100% probability of winning the advantageous zone transition lottery. In this case, if it is determined that the game result grasped in step S701 is a trigger role for the transition lottery (not a losing result), it is possible to omit the processes of steps S702 to S705.

[0196] If it is determined in step S705 that the transition lottery has been won, then in step S706, a process is executed to set an advantageous zone winning game flag in the various flag storage area 106d. The advantageous zone winning game flag is a flag that allows the CPU 102 to determine that the current game is a game that has won the transition lottery to the advantageous zone. If a negative determination is made in step S705, or after the process of step S706 has been executed, the advantageous zone transition lottery process is terminated.

[0197] Returning to the description of the lottery result corresponding process, if it is determined in step S603 that the advantageous section flag is set, the process proceeds to step S605. In step S605, it is determined whether the AT mode winning flag or the AT mode flag is set in the various flag storage areas 106d. The AT mode winning flag is a flag that is set when winning the lottery for transitioning to the AT mode, and the AT mode flag is a flag that is set when transitioning to the AT mode. That is, in step S605, it is determined whether the situation is such that the transition to the AT mode has already been determined or has already occurred. If neither flag is set in step S605 and the situation is such that the transition to the AT mode has not yet been determined, the AT lottery process is executed in step S606. On the other hand, if any flag is set in step S605, the AT topping-up process is executed in step S607.

[0198] <AT lottery process> First, the AT lottery process in step S606 will be described with reference to the flowchart in FIG. 29.

[0199] In step S801, the subtraction process of the ceiling counter provided in the various counter areas 106e is executed. The ceiling counter is a counter for the CPU 102 to grasp the maximum number of games (ceiling games) that can be consumed without a transition to the AT mode occurring in the advantageous section. A predetermined lottery value is input to the ceiling counter when transitioning to the advantageous section. In this embodiment, the maximum value of the ceiling counter is set to 999. That is, by consuming a maximum of 999 games after transitioning to the advantageous section, a transition to the AT mode will occur even if the lottery for transitioning to the AT mode is not won. In step S801, the process of subtracting 1 from the above-mentioned ceiling counter is executed. Then, in step S802, it is determined whether the ceiling counter has become 0. If it is not 0, the AT mode transition lottery is executed in steps S803 to S805.

[0200] That is, in step S803, it is determined whether any one of the first CZ mode flag, the second CZ mode flag, and the third CZ mode flag is set in the various flag storage areas 106d. In the present embodiment, as a state before winning the transition lottery to the AT mode in the advantageous section, a normal mode and a CZ mode are provided. The CZ mode is set as a mode in which it is easier to win the transition lottery to the AT mode than the normal mode. As the CZ mode, a first CZ mode, a second CZ mode, and a third CZ mode with different transition triggers are set. The above-mentioned first CZ mode flag to third CZ mode flag are flags for the CPU 102 to distinguish the first CZ mode to third CZ mode. If it is determined in step S803 that none of the CZ mode flags is set, the normal AT mode lottery process is executed in step S804. If any of the CZ mode flags is set in step S803, the CZ AT mode lottery process is executed in step S805.

[0201] In the normal AT mode lottery process of step S804, as shown in the flowchart of FIG. 30, first, the lottery result of the current game is grasped in step S901. Then, in step S902, a normal AT mode transition lottery table is acquired from the various table storage areas 105a of the ROM 105. As shown in FIG. 33, in the normal AT mode transition lottery table, a transition rate to the AT mode (winning probability of the AT mode transition lottery) is set according to the lottery result of each game. As the trigger roles for the normal AT mode transition lottery, as also shown in FIG. 33, normal replay A, normal replay B, normal replay C, chance number A, chance number B, chance number C, cherry A, cherry B, cherry C, common bell, push order bell, watermelon are set. That is, in the normal game as a 3 - bet game with the carry - over of the second BB, all the possible winning results are set as the trigger roles for the normal AT mode transition lottery.

[0202] After obtaining the lottery table in step S902, the process of obtaining a random number for AT mode transition lottery is executed in step S903. Then, after performing the AT mode transition lottery in step S904, this AT mode lottery process ends. That is, in the normal AT mode lottery process, the AT mode transition lottery is performed based on the lottery results of each game.

[0203] In contrast, in the AT mode transition lottery during the CZ mode, the AT mode transition lottery is performed using the lottery results of a plurality of games during the CZ mode.

[0204] That is, in the CZ - specific AT mode lottery process of step S805, as shown in the flowchart of FIG. 31, first, the lottery result of the current game is grasped in step S1001. Then, in step S1002, the process of obtaining the point table from the various table storage areas 105a of the ROM105 is executed.

[0205] As shown in FIG. 33, the point table is set such that the point value obtained in the current game can be different according to the lottery result of each game. For example, if the lottery result of the current game is cherry A, 20 points are obtained, and if the lottery result of the current game is cherry B, which is less likely to win than cherry A, 50 points are obtained. That is, in the lottery process of each game, the lower the winning probability of the result, the more points are set to be obtained.

[0206] Then, in step S1003, the process of adding the point value obtained in the current game to the cumulative counter RC provided in the various counter areas 106e is executed. In this embodiment, the information of the cumulative counter RC is set to be included in the lottery result command of each game, and the value of the cumulative counter RC can also be grasped on the display control device 81 side together with the lottery result of each game.

[0207] In the subsequent step S1004, a process of grasping the CZ counter provided in each counter area 106e is executed. The CZ counter is a counter for the CPU 102 to grasp the remaining number of games in the CZ mode, and is a counter that is decremented by 1 each time one game is completed in the CZ mode. Then, in step S1005, a process of acquiring the CZ AT mode transition lottery table from the various table storage areas 105a is executed. In step S1006, after performing the AT mode transition lottery, the CZ AT mode lottery process is terminated.

[0208] As shown in FIG. 34, the CZ AT mode transition lottery table is set such that the winning probability of the AT mode transition lottery differs depending on the CZ counter and the cumulative counter RC. More specifically, the product of a predetermined number set according to the value of the CZ counter and the value of the cumulative counter RC and the cumulative counter RC is set as the winning probability (%) of the AT mode transition lottery. For example, when the CZ counter is 16 or more, if the cumulative counter RC is 0 to 59, the predetermined number is set to 0.1, and if the cumulative counter RC is 80 to 100, the predetermined number is set to 0.6. In this case, if the CZ counter is 16 or more and the cumulative counter RC is 30, the winning probability of the AT mode transition lottery is 3% by the product of the predetermined number (0.1) and the cumulative counter RC (30). Also, if the CZ counter is 16 or more and the cumulative counter RC is 90, the winning probability of the AT mode transition lottery is 54% by the product of the predetermined number (0.6) and the cumulative counter RC (90). Also, when the CZ counter is 3 to 1, if the cumulative counter RC is 0 to 9, the predetermined number is set to 0.5, and if the cumulative counter RC is 50 to 100, the predetermined number is set to 1.0. In this case, if the CZ counter is 3 to 1 and the cumulative counter RC is 5, the winning probability of the AT mode transition lottery is 3% by the product of the predetermined number (0.6) and the cumulative counter RC (5). Also, if the CZ counter is 3 to 1 and the cumulative counter RC is 90, the winning probability of the AT mode transition lottery is 90% by the product of the predetermined number (1.0) and the cumulative counter RC (90).

[0209] That is, in the CZ mode of the present embodiment, the higher the point value obtained in each game during the CZ mode, the easier it is to win the AT mode transition lottery, and the fewer the remaining number of games in the CZ mode, the easier it is to win the AT mode transition lottery. And even if the point value obtained in each game during the CZ mode is large, if the remaining number of games in the CZ mode is large, it is set to be difficult to win the AT mode transition lottery. In this way, after the transition to the CZ mode, it is suppressed that one wins the AT mode transition lottery too early, and a device is provided to make the player enjoy the game (performance) during the CZ mode until the end while increasing the attention to the lottery result of each game during the CZ mode.

[0210] Returning to the explanation of the AT lottery process, after executing the AT mode lottery process in step S804 or step S805, in step S806, it is determined whether or not one has won the AT mode transition lottery in the AT mode lottery process of these steps S804 and S805. If one has won, the processes for winning the AT mode in steps S807 to S810 are executed, and if one has not won, the processes for not winning the AT mode in steps S811 to S819 are executed.

[0211] That is, when one has won the AT mode transition lottery, first, in step S807, the setting process of the precursor mode is executed. In addition, even when the ceiling counter becomes 0 in step S802, the process proceeds to step S807, and the setting process of such a precursor mode is performed. The precursor mode is a mode in which when a situation where a transition to the AT mode can occur, such as winning the AT mode transition lottery, a precursor effect indicating that a situation where a transition to the AT mode can occur is performed by the auxiliary display unit 65 and the speaker 64. In step S807, a process of setting the number of games and the like of the precursor mode according to the trigger when a situation where a transition to the AT mode can occur is performed.

[0212] That is, in the setting process of the precursor mode, as shown in the flowchart of FIG. 32, first, in step S1101, a process of grasping the above cumulative counter RC is executed, and in the subsequent step S1102, a process of grasping the CZ counter is executed. Then, in step S1103, a process of obtaining the immediate notification lottery table from the various table storage areas 105a is executed, and in step S1104, an immediate notification lottery process is executed. In the immediate notification lottery process, a lottery is performed on whether to execute the notification that the situation where a transition to the AT mode may occur without going through the above precursor effect.

[0213] As shown in FIG. 35, the immediate notification lottery table is set such that the winning probability of the immediate notification lottery varies according to the CZ counter and the cumulative counter RC. More specifically, the smaller the value of the CZ counter, that is, the fewer the remaining games in the CZ mode, the easier it is to win the immediate notification lottery, and the larger the value of the cumulative counter RC, that is, the larger the point value obtained during the CZ mode, the easier it is to win the immediate notification lottery. In the case where the CZ counter is 0 and it is a winning selection for the AT mode transition during the normal mode, in this embodiment, it is configured to win the immediate notification lottery with a 100% probability.

[0214] In step S1105, it is determined whether or not the immediate notification lottery in step S1104 has been won. If the immediate notification lottery has not been won, the process for the precursor mode is performed in steps S1106 to S1113, and if the immediate notification lottery has been won, the process for the AT mode notification is performed in steps S1114 to S1119.

[0215] If not selected in the immediate notification lottery, in step S1106, it is determined whether the situation of winning the current AT mode transition lottery is the first CZ mode or the third CZ mode among the CZ modes. If it is the second CZ mode rather than the first CZ mode or the third CZ mode, the lottery process for the number of omen performance games is executed in step S1107. Then, in step S1108, the process of inputting the value obtained by adding the lottery result of step S1107 and the current CZ counter (the remaining number of games in the CZ mode) to the omen counter provided in the various counter area 106e is executed. The omen counter is a counter for the CPU 102 to grasp the number of games from the situation where the transition to the AT mode can occur until the notification (AT winning notification performance) of that situation is performed.

[0216] In the lottery process for the number of omen performance games in step S1107, the omen performance game number table is acquired from the various table storage area 105a, and the number of omen performance games this time is randomly set. As shown in FIG. 36, the omen performance game number table is set so that any one of 13 games to 15 games is selected. For example, 15 games are likely to be selected, while 13 games and 14 games are less likely to be selected. That is, the selection rate varies depending on the number of games. For example, if 14 games are selected in the lottery process for the number of omen performance games and the remaining number of games in the CZ mode is 3 games, 17 is input to the omen counter, and after the situation where the transition to the AT mode can occur (after the AT mode winning flag is set), the notification to that effect will be made after 17 games.

[0217] After executing the input process of the precursor counter in step S1108, in step S1109, a process of setting a precursor flag in the various flag storage areas 106d is executed. Then, after executing the process of setting the precursor command as an output target to the display control device 81 in step S1110, the setting process of this precursor mode is terminated. The precursor flag is a flag for the CPU 102 to recognize that the precursor mode has been set, and the precursor command is a command for making the display control device 81 recognize that the precursor mode has been set. Further, the value of the above precursor counter is included in the precursor command, and in the display control device 81, it is possible to grasp from the value of the precursor counter a game for which notification should be made that a situation where a transition to the AT mode may occur has occurred. Note that the processing on the display control device 81 side when the precursor command is received will be described in detail later.

[0218] In the case of the first CZ mode or the third CZ mode in step S1106, in step S1111, it is determined whether it is the first CZ mode. If it is the first CZ mode, in step S1112, a process of inputting a value obtained by adding a predetermined number (5) determined in advance to the CZ counter to the precursor counter is executed. Also, if it is determined in step S1111 that it is not the first CZ mode but the third CZ mode, in step S1113, a process of inputting the value of the CZ counter to the precursor counter is executed. Then, after executing the setting process of the precursor flag in step S1109 and the setting process of the precursor command in step S1110, the setting process of the precursor mode is terminated. In this case, in the first CZ mode, after the remaining number of games in the first CZ mode becomes 0, a predetermined number of games are executed, and in the third CZ mode, after the remaining number of games in the third CZ mode becomes 0, a notification is made that the lottery for AT mode transition has been won.

[0219] That is, depending on the type of CZ mode when winning the AT mode transition lottery, the number of games until the notification of winning the AT mode transition lottery is different, and in the first CZ mode, the notification of winning the AT mode transition lottery is made with a smaller number of games than in the second CZ mode or the third CZ mode. The reason for such a configuration will be described in detail when explaining the production content during the CZ mode.

[0220] If it is determined in step S1105 that the immediate notification lottery has been won, the process proceeds to step S1114. In step S1114, a process of clearing the CZ counter to 0 is executed. After that, in step S1105, an AT type determination process is performed to determine whether the type of the current AT mode is the first AT mode or the second AT mode. In the present embodiment, the first AT mode and the second AT mode with different additional performance (winning probability of the additional lottery) during the AT mode are set as the AT mode, and the second AT mode has better additional performance (is set to be more likely to win the additional lottery) than the first AT mode. In the AT type determination process of step S1115, for example, the type of the current AT mode is determined by lottery according to the set value, the type of the previous AT mode, the number of medals increased during the advantageous section, the number of games during the advantageous section, etc., or randomly.

[0221] In step S1116, based on the processing result of step S1115, it is determined whether it is determined as the first AT mode. If it is the first AT mode, in step S1117, the process of setting the first AT notification flag in the various flag storage areas 106d is executed, and in step S1118, the process of setting the first AT winning immediate notification command as the output target to the display control device 81 is executed, and then the setting process of this precursor mode is terminated. The first AT notification flag is a flag for the CPU 102 to grasp that the starting outcomes for the first AT appear on each of the reels 32L, 32M, and 32R at the start of the first AT mode. The first AT winning immediate notification command is a command for making the display control device 81 grasp that the situation where the transition to the first AT mode may occur. The processing on the display control device 81 side that receives the first AT winning immediate notification command will be described in detail later.

[0222] If it is determined in step S1116 that it is not the first AT but the second AT, in step S1119, the process of setting the second AT notification flag in the various flag storage areas 106d is executed, and in step S1120, the process of setting the second AT winning immediate notification command as the output target to the display control device 81 is executed, and then the setting process of this precursor mode is terminated. The second AT notification flag is a flag for the CPU 102 to grasp that the starting outcomes for the second AT appear on each of the reels 32L, 32M, and 32R at the start of the second AT mode. The second AT winning immediate notification command is a command for making the display control device 81 grasp that the situation where the transition to the second AT mode may occur. The processing on the display control device 81 side that receives the second AT winning immediate notification command will also be described in detail later.

[0223] Returning to the description of the AT lottery process, after executing the precursor mode setting process in step S807, it is determined in step S808 whether any of the CZ mode flags is set. If any of the CZ mode flags is set, then in step S809, the process of clearing the set CZ mode flag is executed. If a negative determination is made in step S808, or after executing the process of step S809, then in step S810, the process of setting the AT mode winning flag is executed, and then this AT lottery process ends. By performing such a process, in the lottery result corresponding process after the next game, an affirmative determination will be made in step S605.

[0224] When it is determined in step S806 that the AT mode transition lottery is a non-winning, it is determined in step S811 whether any of the CZ mode flags is set. If none of the CZ mode flags is set and it is the normal mode, then the transition lottery to the CZ mode and the like are performed in steps S812 to S819. On the other hand, if any of the CZ mode flags is set, the AT lottery process ends as it is without performing the processes of steps S812 to S819.

[0225] That is, in step S812, it is determined whether the advantageous section game count AG provided in the various counter area 106e is equal to or greater than a predetermined first predetermined value (31) and equal to or less than a predetermined second predetermined value (700). The advantageous section game count AG is a counter for the CPU 102 to grasp the number of games in the advantageous section, and is incremented by 1 for each game after transitioning to the advantageous section, and is reset when the advantageous section ends. If the advantageous section game count AG is less than the first predetermined number or greater than the second predetermined number, the AT lottery process ends as it is without performing the transition lottery to the CZ mode and the like.

[0226] In this embodiment, it may be set to the CZ mode during the transition to the advantageous section. The first predetermined number is set to be larger than the number of games required until the notification of the success or failure result of the AT mode transition lottery in the CZ mode set during the transition to the advantageous section. Also, as described above, in this embodiment, when the ceiling counter set during the transition to the advantageous section becomes 0, the transition to the AT mode is permitted without going through the AT mode transition lottery. The second predetermined value is a value close to the upper limit value (999) of the ceiling counter set during the transition to the advantageous section, and more specifically, it is set to 700, which is 70% of the upper limit value.

[0227] That is, when the advantageous section is consumed until a value close to the upper limit value of the ceiling counter, the transition lottery to the CZ mode and the like are not performed. Although the setting process of the ceiling counter will be described in detail later, there may be a case where a value smaller than the second predetermined value is set for the ceiling counter during the transition to the advantageous section. In this case, before reaching the upper limit number of games (700) for which the CZ mode transition lottery and the like are performed, the ceiling is reached and the transition to the AT mode is permitted. In other words, even if a value smaller than the second predetermined value is input to the ceiling counter, there may be a case of winning the CZ mode transition lottery immediately before reaching the ceiling.

[0228] When the number of advantageous section games AG is within the range for performing the CZ mode transition lottery and the like in step S812, in step S813, a process of acquiring the CZ mode transition lottery table from the various table storage areas 105a is executed, and in step S814, the CZ mode transition lottery process is executed. As shown in FIG. 33, in the CZ mode transition lottery table, the transition rate to the CZ mode (the winning probability of the CZ mode transition lottery) is set according to the lottery result of each game. For example, if the lottery result of the current game is chance number A, the probability of winning the CZ mode transition lottery is 7%, and if the lottery result of the current game is chance number B, which is less likely to win than chance number A, the probability of winning the CZ mode transition lottery is 15%, which is higher than that in the case of chance number A. That is, the lower the appearance rate as the lottery result of the game, the easier it is to win the CZ mode transition lottery.

[0229] After executing the CZ mode transition lottery in step S814, in step S815, it is determined whether or not the CZ mode transition lottery has been won. If not won, the AT lottery processing is terminated as it is. If the CZ mode transition lottery has been won, in step S816, the second CZ mode game number lottery process is executed, in step S817, the game number corresponding to the lottery result is input to the CZ counter, and in step S818, the process of setting the second CZ mode flag is executed. That is, when winning the CZ mode transition lottery during the normal mode in the advantageous section, the second CZ mode is set, and the game number thereof is determined by the lottery process in step S816. In the lottery process of the second CZ mode game number, the second CZ mode game number table is acquired from the various table storage areas 105a, and the game number of the current second CZ mode is set randomly. As shown in FIG. 36, the second CZ mode game number table is set so that any one of 8 games to 15 games is selected. For example, 10 games or 11 games are likely to be selected, while 8 games and 15 games are difficult to be selected. That is, the selection rate varies depending on the game number. For example, when 10 games are selected in the second CZ mode game number lottery process, in step S817, 10 is input to the CZ counter.

[0230] After setting the second CZ mode flag in step S818, in step S819, the process of setting the second CZ mode start command as the output target to the display control device 81 is executed, and then the AT lottery processing is terminated. The processing on the display control device 81 side that has received the second CZ mode start command will be described in detail later.

[0231] <AT additional processing> Next, the AT additional processing executed in step S607 will be described with reference to the flowchart of FIG. 37. As already described, the AT additional processing is a process executed in a situation where the AT mode winning flag and the AT mode flag are set, and is a process for adding to the continuous game number of the AT mode.

[0232] In the process of mounting on the AT, first, in step S1201, the lottery result of the current game is grasped. Then, in steps S1202 to S1208, a process of obtaining a mounting lottery table according to the current situation is executed. That is, in step S1202, it is determined whether, after the AT mode winning flag is set and a situation where a transition to the AT mode can occur, the transition to the AT mode has not yet occurred. If it is a situation before the transition to the AT mode, a positive determination is made in step S1202, and in step S1203, it is determined whether the first AT notification flag or the second AT notification flag is set in the various flag storage areas 106d. The situation where the first AT notification flag or the second AT notification flag is set means that after the notification (AT winning notification effect) that a transition to the AT mode can already occur has been executed and the transition to the AT mode has not occurred. In other words, the situation where neither the first AT notification flag nor the second AT notification flag is set in step S1203 means that although a situation where a transition to the AT mode can occur has occurred, no such notification has been made yet (precursor mode).

[0233] Therefore, when it is determined in step S1203 that neither the first AT notification flag nor the second AT notification flag is set, in step S1204, a process of obtaining the post-winning and pre-notification mounting lottery table from the various table storage areas 105a is executed. When it is determined in step S1203 that any one of the flags is set, in step S12056, a process of obtaining the post-notification and pre-transition mounting lottery table is executed.

[0234] As shown in Fig. 38, when comparing the post-winning, pre-winning notification additional lottery table with the post-winning notification, pre-transition additional lottery table, the additional lottery using the post-winning notification, pre-transition additional lottery table is set so that it is easier to win the additional lottery than the additional lottery using the post-winning, pre-winning notification additional lottery table. More specifically, for example, in an additional lottery triggered by chance eye B, the additional lottery using the post-winning, pre-winning notification additional lottery table has a 5% chance of winning, while the additional lottery using the post-winning, pre-winning notification additional lottery table has a 7% chance of winning, so that in the situation before transition to AT mode, it is easier to win the additional lottery after winning notification than before AT mode winning notification.

[0235] If the AT mode winning flag is not set in step S1202, it means that the AT mode flag is set, and a transition to the AT mode has already occurred. In this case, in step S1206, the first AT flag is set in the various flag storage area 106d, and it is determined whether the current AT mode is the first AT mode. If it is the first AT mode, in step S1207, a process is executed to obtain a first AT additional lottery table from the various table storage area 105a, and if it is the second AT mode, in step S1208, a process is executed to obtain a second AT additional lottery table from the various table storage area 105a.

[0236] As shown in Fig. 38, when the first AT add-on lottery table and the second AT add-on lottery table are compared, the add-on lottery using the second AT add-on lottery table is set so that it is easier to win the add-on lottery than the add-on lottery using the first AT add-on lottery table. More specifically, for example, in the add-on lottery triggered by Cherry B, the add-on lottery using the first AT add-on lottery table has a 10% chance of winning, while the add-on lottery using the second AT add-on lottery table has a 20% chance of winning, and in the situation after the AT mode transition, it is easier to win the add-on lottery in the second AT mode than in the first AT mode.

[0237] After the add-on lottery table is obtained in any of the processes of step S1204, step S1205, step S1207, and step S1208, an add-on lottery is executed in step S1209. Then, in step S1210, it is determined whether or not the add-on lottery has been won. If the add-on lottery has not been won, the AT add-on processing is terminated. If the add-on lottery has been won, an add-on game number lottery processing is executed in step S1211. In the add-on game number lottery processing, an add-on game number table is obtained from the various table storage area 105a, and the number of add-on games this time is determined by lottery. As shown in Figure 38, the number of added games table is set so that the number of added games varies depending on the lottery result of the game that triggers the addition.For example, when the addition is triggered by a normal lip A, an average of 150 games are added, while when the addition is triggered by a cherry A, an average of 15 games are added.In other words, the number of added games is set to be greater when the addition is triggered by an opportunity that is less likely to result in a win in the add-on lottery.

[0238] After executing the process for drawing lots for the number of added games in step S1211, in step S1212, the CPU 102 executes a process for adding the current number of added games to the AT counter provided in the various counter area 106e. The AT counter is a counter that allows the CPU 102 to grasp the number of games remaining in the AT mode. After executing the process of step S1212, in step S1213, the CPU 102 executes a process for setting the added command as an output target to the display control device 81, and then ends the AT added-on process. The display control device 81, which has received the added-on command, executes a process for displaying an added-on notification effect corresponding to the addition on the auxiliary display unit 65 and speaker 64.

[0239] Returning to the explanation of the lottery result response process (FIG. 27).

[0240] After executing the process of step S606 or step S607, at step S608, it is determined whether the lottery result of the current game is a winning result for the push order role. The push order role includes, in addition to the push order bell, results including normal replay A, normal replay B, and normal replay C. Normal replay A, normal replay B, and normal replay C are all results that can win in multiple replay games, and are set so that the replay games that establish winning may differ depending on the operation order of the stop switches 42 to 44.

[0241] Specifically, as shown in FIG. 39, regardless of the operation order of each stop switch 42 to 44, the normal replay A basically performs stop control of each reel 32L, 32M, 32R so that the first replay winning is established. On the other hand, for the normal replay B and the normal replay C, when the right stop switch 44 is operated first, stop control of each reel 32L, 32M, 32R is performed so that the second replay winning or the third replay winning is established. When the left stop switch 42 or the middle stop switch 43 is operated first, stop control of each reel 32L, 32M, 32R is performed so that the first replay winning is established. However, in these normal replays A, B, and C, regardless of which replay winning among the overlappingly selected replays is established, the privilege given is a replay, and only the type of the established replay is different. In other words, the normal replays A, B, and C result in different stop outcomes depending on the operation order, although a replay winning is established regardless of the operation order of the stop switches 42 to 44. In particular, the normal replay B and the normal replay C are the trigger for starting the AT mode. After the AT mode winning flag is set and a notification indicating that a transition to the AT mode may occur is executed, the first AT mode is started in a game where the second replay winning may be established. After the AT mode winning flag is set and a notification indicating that a transition to the AT mode may occur is executed, the second AT mode is started in a game where the third replay winning may be established. That is, even if the AT mode winning flag is set, the first AT mode and the second AT mode are not started until the above notification (AT winning notification effect) is executed. Also, even after the above notification is executed, the first AT mode and the second AT mode are not started until a game where the second replay winning or the third replay winning may be established.

[0242] If it is determined in step S608 that it is the turn order role selection, in step S609, it is determined whether any of the CZ mode flag, the AT mode winning flag, or the AT mode flag is set. If any of these flags is set, in step S610, the process for turn order notification is executed and then the process corresponding to the lottery result ends. If a negative determination is made in step S608 or step S609, the process corresponding to the lottery result ends as it is.

[0243] <Overview of turn order notification> Prior to the explanation of the process for turn order notification executed in step S610, the overview of the turn order notification executed on the instruction monitor 68 and the turn order notification effect executed on the auxiliary display unit 65 will be explained. Note that the turn order notification and the turn order notification effect can also be referred to as, for example, turn 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 turn order notification. On the other hand, the auxiliary display unit 65 is connected to the display control device 81, and the display control device 81 performs the turn order notification effect.

[0244] First, the configuration of this instruction monitor 68 will be explained with reference to FIG. 40. FIG. 40(a) is a front view of the instruction monitor 68, and FIG. 40(b) is a diagram for explaining the relationship between the display mode and the display content of the instruction monitor 68.

[0245] As shown in FIG. 40(a), the instruction 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 instruction monitor 68, predetermined symbols (including alphabets and numbers) are individually displayed. Since all of the above individual light sources irradiate the same color light, the same color is displayed in each of the display segments N1 to N8.

[0246] Regarding each display segment N1 to N8, specifically, the first display segment N1 to the seventh display segment N7 are all linear display segments, and these first display segment N1 to seventh display segment N7 are arranged so as to be able to display at least the numbers "1" to "6". Also, the eighth display segment N8 is a circular display segment and is arranged horizontally to the right and below of the area where the first display segment N1 to the seventh display segment N7 are provided. Therefore, on the instruction monitor 68, it is possible to display at least "1" to "6", "1." to "6.", and ".".

[0247] In addition, on the instruction monitor 68, if it is possible to individually display a plurality of patterns of symbols, the shapes and arrangement modes of each display segment N1 to N8 are arbitrary. Furthermore, a configuration using 7 segments, 9 segments, etc. instead of 8 segments may be adopted. Also, it is not essential that the colors displayed in each display segment N1 to N8 are the same, and a configuration may be adopted in which the colors displayed in each display segment N1 to N8 can be appropriately changed. Also, a configuration for controlling the lighting or extinguishing of each display segment N1 to N8 by turning the light source on and off is not essential. As long as individual display control can be performed for each display segment 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.

[0248] The first display segment N1 to the seventh display segment N7 are display segments used for notifying the operation order of the pushing order players. For example, as shown in FIG. 40(b), when the stop operations are performed in the order of "left" → "middle" → "right" as the operation order of each stop switch 42 to 44, a winning mode advantageous to the player is obtained. 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 stop switch 42 to 44, a winning mode advantageous to the player is obtained. 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 display segment 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 is possible to win in a mode advantageous to the player.

[0249] The eighth display segment N8 is lit in the game in which a predetermined start condition including a notification condition for shifting to an advantageous section and a situation where the operation order 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.

[0250] That is, a section in which it becomes easier to win in a mode advantageous to the player by making it easier to notify the operation order such as the push order bell is defined as an advantageous section (specific game state, specific mode). The eighth display segment N8 is a section display (specific notification means) that lights up during a specific section in which the benefit of the push order 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 a non-specific section that is the advantageous section but not the specific section.

[0251] 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 the 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, it can be said that overlooking by the player is suppressed because 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.

[0252] 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.

[0253] Next, the push order notification effect performed on the auxiliary display section 65 will be described with reference to FIG. 41. Here, the push order notification effect on the auxiliary display section 65 will be described by taking as an example the case where the operation order to be notified this time has won the push order role when the order is middle → right → left.

[0254] As shown in FIG. 41(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 bells, blue for replay games, 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. Also, in the auxiliary display unit 65, the right button display corresponding to the right stop switch 44 is marked with the number 2 and displayed to indicate that the next stop switch to be operated is the right stop switch 44, and the left button display corresponding to the left stop switch 42 is marked with the number 3 and displayed to indicate that the last stop switch to be operated is the left stop switch 42.

[0255] When the player operates the middle stop switch 43, as shown in FIG. 41(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.

[0256] When the player operates the right stop switch 44, as shown in FIG. 41(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.

[0257] Regarding the execution timing of the push order notification, it is set such that the push order notification is executed during the invalid period of the stop switches 42 to 44 from the start of rotation of each reel 32L, 32M, and 32R until reaching a constant speed rotation after passing through the acceleration period. By adopting a configuration in which the push order notification is executed 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.

[0258] <Push order notification processing> Next, the push order notification processing executed in step S610 will be described with reference to the flowchart of FIG. 42.

[0259] First, in step S1301, it is determined whether any of the first CZ mode flags to the third CZ mode flags are set. If none of the first CZ mode flags to the third CZ mode flags are set, then in step S1302, it is determined whether the AT mode winning flag is set. The case where none of the first CZ mode flags to the third CZ mode flags are set and the AT mode winning flag is set means that after winning the AT mode, the transition to the AT mode has not yet occurred. In this case, in step S1303, it is determined whether the first AT notification flag or the second AT notification flag is set in the various flag storage areas 106d. The case where the AT mode winning flag is set but these AT notification flags are not set means that although winning the AT mode lottery, it still means being in the precursor mode. In this case, no push order notification is generated in this game, and the push order notification processing is terminated as it is. If the first AT notification flag or the second AT notification flag is set, the process proceeds to step S1304.

[0260] In step S1304, it is determined whether the lottery result of the current game is normal replay B or normal replay C. If it is not normal replay B or normal replay C, but normal replay A or the push order bell, the main push order notification process is terminated as it is. If it is either normal replay B or normal replay C, it is determined in step S1305 whether it is normal replay B. If it is normal replay B, it is determined in step S1306 whether the above-mentioned first AT notification flag is set. If the second AT notification flag is set instead of the first AT notification flag, the main push order notification process is terminated as it is. If the player wins the normal replay B and the first AT notification flag is set, the process proceeds to step S1307, and the process for starting the first AT mode is executed.

[0261] That is, in step S1307, the first AT notification flag is cleared. Then, in step S1308, the first AT start flag is set in the various flag storage areas 106d. The first AT start flag is a flag for the CPU 102 to recognize that the first AT mode is started from the current game. After that, in step S1309, the instruction monitor 68 is controlled so that the push order notification corresponding to the second replay winning is performed. Then, in step S1310, after executing the process of setting the push order command including the information on the operation order corresponding to the second replay winning as the output target to the display control device 81, the main push order notification process is terminated. In the display control device 81 that receives this push order command, as the push order notification effect corresponding to the second replay winning, the push order notification effect of the order in which the right stop switch 44 should be operated first, the display such as "Aim from the right!!", the voice navigation, etc. are performed, and the auxiliary display unit 65 and the speaker 64 are controlled so that the symbol corresponding to the second replay winning is notified.

[0262] If it is determined in step S1305 that it is normal replay C instead of normal replay B, the process proceeds to step S1311. In step S1311, it is determined whether the second AT notification flag is set. If the first AT notification flag instead of the second AT notification flag is set, the process for notifying the main press order ends as it is. If normal replay C is selected and the second AT notification flag is set, the process proceeds to step S1312 and a process for starting the second AT mode is executed.

[0263] That is, in step S1312, the second AT notification flag is cleared. Then, in step S1313, the second AT start flag is set in the various flag storage areas 106d. The second AT start flag is a flag for the CPU 102 to recognize that the second AT mode is started from this game. Thereafter, in step S1314, the instruction monitor 68 is controlled so that the press order notification corresponding to the third replay winning is performed. Then, in step S1315, after executing the process of setting the press order command including the information on the operation order corresponding to the third replay winning as the output target to the display control device 81, the process for notifying the main press order ends. In the display control device 81 that has received this press order command, as the press order notification effect corresponding to the third replay winning, the press order notification effect of the order in which the right stop switch 44 should be operated first, the display such as "Aim from the right!!", the voice navigation, etc. are performed, and the auxiliary display unit 65 and the speaker 64 are controlled so that the symbol corresponding to the third replay winning is notified.

[0264] If it is determined in step S1301 that any CZ mode flag is set, or if the AT mode winning flag is not set in step S1301 and the AT mode is already in progress, the process proceeds to step S1316. In step S1316, it is determined whether the lottery result for this game is a push order bell. If it is not a push order bell, the push order notification process ends. If it is a push order bell, it is determined in step S1317 whether any CZ mode flag is set. If any CZ mode flag is set, it is determined in step S1318 whether an already-announced flag is set in the various flag storage area 106d. The already-announced flag is a flag that allows the CPU 102 to determine that a push order notification has already been made when the push order bell is won in CZ mode, and is a flag that is cleared when the CZ mode ends (including when transitioning to AT mode). If the already-announced flag is set, the push order notification process ends. If the notification flag is not set, the process goes to step S1319 to set the notification flag.

[0265] If the AT mode flag is set instead of the CZ mode flag in step S1317, or after executing the processing of step S1319, in step S1320, the instruction monitor 68 is controlled so that push order notifications corresponding to the first small win to the sixth small win are made according to the type of push order bell this time. Then, in step S1321, a process is executed to set a push order command including information on the operation sequence corresponding to the first small win to the sixth small win as an output target to the display control device 81, and then this push order notification process is terminated. The display control device 81, which has received this push order command, controls the auxiliary display unit 65 and speaker 64 so that push order notification effects corresponding to the first small win to the sixth small win are made.

[0266] <Winning result processing> Next, the prize result corresponding process implemented in step S415 in the reel control process will be described with reference to the flowchart of FIG. 43. In the prize result corresponding process, processes for starting or ending the CZ mode, the AT mode, etc. are performed according to the game result of the game.

[0267] First, in step S1401, a process of grasping the current game state is performed, and in step S1402, it is determined whether the bet number of the current game is a specific specified number defined in the state grasped in step S1401. Such a process corresponds to step S601 and step S602 above. If it is not the specific specified number in step S1402, the prize result corresponding process is terminated as it is without performing the processes after step S1403. If the bet number is the specific specified number corresponding to the state, the process proceeds to step S1403.

[0268] In step S1403, the first game number management process is executed, and in step S1404, the second game number management process is executed. The first game number management process is a process for mainly managing the number of games before the transition to the AT mode, such as the CZ mode and the precursor mode, and the second game number management process is a process for managing the number of games during the AT mode.

[0269] In the first game count management process, as shown in the flowchart of FIG. 44, first, at step S1501, it is determined whether the first BB state flag or the second BB state flag is set. If it is in any of the BB states, the first game count management process is immediately terminated. That is, if, for example, a transition to the second BB state occurs in a 2-bet game, the management of the number of games in the precursor mode or the CZ mode is not performed. If it is not in any of the BB states, the process proceeds to step S1502, and it is determined whether the CZ counter is greater than 0 and the number of games set at the time of CZ mode transition has not been completed. As already explained, when winning the AT mode transition lottery during the CZ mode, the CZ mode flag is cleared in the AT lottery process. Therefore, even in a situation where the CZ mode flag is not set, it may be determined at step S1502 that the CZ counter is greater than 0.

[0270] Incidentally, as described above, when winning the AT mode transition during the CZ mode, if not winning the immediate notification lottery, a value equal to or greater than the CZ counter is input to the precursor counter. That is, the case where the CZ counter is greater than 0 and the CZ mode flag is not set means the precursor mode after winning the AT mode transition.

[0271] When the CZ counter is greater than 0, the process of decrementing the CZ counter by 1 is executed in step S1503. Then, in step S1504, it is determined whether the CZ counter has become 0. If it has become 0, then in step S1505, it is determined whether any of the CZ mode flags is set. As described above, when winning the AT mode transition lottery during the CZ mode, the CZ mode flag is cleared. Therefore, the case where any of the CZ mode flags is set in step S1505 means the case where the CZ mode ends without winning the AT mode transition lottery. When any of the CZ mode flags is set in step S1505, the process of setting the CZ end game flag in the various flag storage areas 106d is executed in step S1506. The CZ end game flag is a flag for the CPU 102 to grasp the game in which the CZ mode has ended, and is cleared after the end of the ended game (see step S203).

[0272] When the CZ mode flag is not set in step S1505, or after the process of step S1506 is executed, the process of setting the CZ end command as an output target to the display control device 81 is executed in step S1507. The process on the display control device 81 side that receives the CZ end command will be described in detail later.

[0273] When the CZ counter is 0 in step S1502, when the CZ counter is not 0 in step S1504, or after the process of step S1507 is executed, in step S1508, it is determined whether the precursor counter is greater than 0 and whether the number of games corresponding to the precursor counter set in the precursor mode setting process has not yet been completed. When the precursor counter is greater than 0, the process of decrementing the precursor counter by 1 is executed in step S1509. Then, in step S1510, it is determined whether the precursor counter has become 0.

[0274] When the precursor counter becomes 0, the process proceeds to step S1511, where a process of clearing the precursor flag is performed. Then, in step S1512, an AT type determination process is performed to determine whether the type of the current AT mode is the first AT mode or the second AT mode. Such a process corresponds to the process of step S1115 described above. That is, in the AT type determination process of step S1512, for example, the type of the current AT mode is determined by lottery according to the set value, the type of the previous AT mode, the number of medals increased during the advantageous section, the number of games during the advantageous section, etc., or randomly. Note that the selection rates of the first AT mode and the second AT mode may be different between the AT type determination process of step S1115 and the AT type determination process of step S1512. For example, the configuration may be such that the selection rate of the second AT mode in the process of step S1512 is higher than that in the process of step S1115.

[0275] In step S1513, it is determined whether the result of the process in step S1512 is determined as the first AT mode. If it is determined as the first AT mode, in step S1514, a process of setting the first AT notification flag is executed, and in step S1515, a process of setting the first AT winning notification command as an output target to the display control device 81 is executed, and then the game number management process is terminated. By setting the first AT notification flag, a process for generating the push order notification for the second replay winning is performed in the above push order notification process. The process on the display control device 81 side that receives the first AT winning notification command will be described in detail later.

[0276] In step S1513, if it is determined that the AT mode to be shifted this time is the second AT mode instead of the first AT mode, in step S1516, the process of setting the second AT notification flag is executed, and in step S1517, the process of setting the second AT winning notification command as the output target to the display control device 81 is executed, and then the game count management process ends. By setting the second AT notification flag, the process for generating the push order notification for the third replay winning in the above push order notification process is performed. The process on the display control device 81 side that receives the second AT winning notification command will be described in detail later.

[0277] In the second game count management process, as shown in the flowchart of FIG. 45, first, in step S1601, it is determined whether the first BB state flag or the second BB state flag is set. If it is in any of the BB states, the second game count management process ends as it is. That is, if a transition to the second BB state occurs in a 2-bet game, for example, the management of the game count in the AT mode is not performed. If it is not in any of the BB states, the process proceeds to step S1602, and it is determined whether the AT counter is greater than 0 and whether the remaining game count in the AT mode is greater than 0.

[0278] If the AT counter is greater than 0, in step S1603, the process of decrementing the AT counter by 1 is executed. Then, in step S1604, it is determined whether the AT counter has become 0. If it has become 0, in step S1605, the process of clearing the AT mode flag is executed. Then, in step S1606, the process of setting the AT end command as the output target to the display control device 81 is executed. The process on the display control device 81 side that receives the AT end command will be described in detail later. If the AT counter is 0 in step S1602 or the AT counter is not 0 in step S1604, the second game count management process ends as it is.

[0279] After executing the process of step S1606, the third CZ mode game number lottery process is executed in step S1607. In step S1608, the game number corresponding to the lottery result is input to the CZ counter, and the process of setting the third CZ mode flag is executed in step S1609. That is, in the present embodiment, when the AT mode ends, it is configured to shift to the CZ mode. The CZ mode that shifts when the AT mode ends is set to the third CZ mode, and the game number thereof is determined by the lottery process in step S1607. In the lottery process of the third CZ mode game number, the third CZ mode game number table is acquired from the various table storage areas 105a, and the game number of the current third CZ mode is randomly set. As shown in FIG. 36, the third CZ mode game number table is set so that any one of 25 games to 30 games is selected. For example, 30 games are likely to be selected, while 25 games are difficult to be selected. The selection rate varies depending on the game number. For example, when 30 games are selected in the third CZ mode game number lottery process, 30 is input to the CZ counter in step S1608.

[0280] After setting the third CZ mode flag in step S1609, the process of setting the third CZ mode start command as an output target to the display control device 81 is executed in step S1610. The process on the display control device 81 side that receives the third CZ mode start command will be described in detail later.

[0281] Returning to the description of the winning result corresponding process, after executing the game count management process in step S1403 or step S1404, in step S1405, it is determined whether the first AT start flag is set. As described above, the first AT start flag is a flag set in a game where a second replay winning is possible when shifting to the first AT mode. More specifically, it is a flag set at the start of a game in which the normal replay B is won in a situation where the first AT notification flag is set. That is, the first AT start flag is not set based on the winning result. If the first AT start flag is set, in step S1406, the first AT start flag is cleared, and in step S1407, a process of setting the first AT flag in the various flag storage areas 106d is executed. As already described, when the first AT flag is set, an additional lottery using the first AT additional lottery table is performed.

[0282] If it is determined in step S1405 that the first AT start flag is not set, in step S1408, it is determined whether the second AT start flag is set. As described above, the second AT start flag is a flag set in a game where a third replay winning is possible when shifting to the second AT mode. More specifically, it is a flag set at the start of a game in which the normal replay C is won in a situation where the second AT notification flag is set. That is, also for the second AT start flag, it is not set based on the winning result. If the second AT start flag is set, in step S1409, the second AT start flag is cleared, and in step S1410, a process of setting the second AT flag in the various flag storage areas 106d is executed. If it is determined in step S1408 that the second AT start flag is not set, the winning result corresponding process is terminated as it is. As already described, when the second AT flag is set, an additional lottery using the second AT additional lottery table is performed.

[0283] After executing the process of step S1407 or step S1410, the process of inputting 50 to the above-mentioned AT counter is executed in step S1411. As already described, the AT counter is a counter corresponding to the remaining number of games in the AT mode. In the present embodiment, 50 games are set as the initial number of games in both the first AT mode and the second AT mode. Note that the configuration may be such that the initial number of games is different between the first AT mode and the second AT mode, or the initial number of games may be determined by lottery. In this case, the configuration may be such that the second AT mode is more likely to have a larger initial number of games than the first AT mode.

[0284] In step S1412, the process of clearing the AT mode winning flag is executed, and in step S1413, the process of setting the AT mode flag is executed. Then, after executing the process of setting the AT start command as the output target to the display control device 81 in step S1414, this winning result corresponding process is terminated. The process on the display control device 81 side that receives the AT start command will be described in detail later.

[0285] <Management of Advantageous Sections> Next, the section display first process and the section display second process for controlling the eighth display segment N8 as the section display device, shifting to the advantageous section, or ending the advantageous section will be described.

[0286] <Section Display First Process> First, the section display first process will be described with reference to FIG. 46. The section display first process is a process executed in step S314 in the lottery process (FIG. 19). When the lottery result of the game is determined based on the operation of the start lever 41, and after the lottery for shifting the display mode etc. (lottery result corresponding process) is performed based on the lottery result, it is executed.

[0287] In step S1701, it is determined whether the eighth display segment N8 as an interval display is being displayed, or more specifically, whether the eighth display segment N8 is lit. As already explained, the case where the eighth display segment N8 is lit indicates a specific interval within the advantageous interval 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 turned off, the process proceeds to step S1702.

[0288] In step S1702, it is determined whether an advantageous interval flag is set in the various flag storage areas 106d. If the advantageous interval flag is not set, in step S1703, a process of incrementing the normal counter provided in the various counter areas 106e by 1 is executed. The normal counter is a counter for the CPU 102 to grasp the number of games started as a normal interval rather than an advantageous interval.

[0289] After executing the process of step S1703, in step S1704, it is determined whether an advantageous interval winning game flag is set. The advantageous interval winning game flag is a flag set when winning the advantageous interval transition lottery in the advantageous interval transition lottery process, and is a flag for the CPU 102 to identify that it is the winning game. If the advantageous interval winning game flag is set, in step S1705, a process of clearing the advantageous interval winning game flag is executed. Then, in step S1706, a process of setting the advantageous interval flag is executed.

[0290] In step S1707, a process of starting the counting of the number of games in the advantageous interval, or more specifically, measuring the advantageous interval game number AG in the various counter areas 106e is performed. As described above, the advantageous interval game number AG corresponds to a means for grasping the number of executed games in the advantageous interval. Then, in step S1708, a process for the advantageous interval transition game is executed.

[0291] In the processing for the advantageous zone transition game, as shown in the flowchart of FIG. 47, a first CZ mode game number lottery process is executed in step S1801, the number of games according to the lottery result is input to the CZ counter in step S1802, and the first CZ mode flag is set in step S1803. That is, in this embodiment, the CZ mode is set upon transition to the advantageous zone, and when the transition to the advantageous zone is triggered, the first CZ mode is set, and the number of games is determined by the lottery process in step S1801. In the lottery process for the first CZ mode game number, a first CZ mode game number table is obtained from the various table storage area 105a, and the number of games for this first CZ mode is randomly set. As shown in FIG. 36, the first CZ mode game number table is set so that one of 8 to 10 games is selected, and the selection rate varies depending on the number of games, such that 8 and 9 games are easily selected, while 10 games is less likely to be selected. For example, if 10 games are selected in the first CZ mode game number lottery process, 10 is input to the CZ counter in step S1802.

[0292] After the first CZ mode flag is set in step S1803, in step S1804, a process is executed to set the first CZ mode start command as an output target to the display control device 81. The process on the display control device 81 side that has received the first CZ mode start command will be described in detail later.

[0293] In the subsequent step S1805, a ceiling game number lottery process is executed. In the ceiling game number lottery process, a ceiling game number table is acquired from various table storage areas 105a, and the current ceiling game number is randomly determined. In the ceiling game number table, game numbers that are likely to be selected (for example, 341, 682) and game numbers that are unlikely to be selected or not selected are set within a range not exceeding the maximum ceiling game number (999 games in this embodiment). Also, in the ceiling game number table, the minimum game number is set to 100 games, and it is set so as not to reach the ceiling game during the first CZ mode set at the time of advantageous section transition (more specifically, during the precursor mode when winning the AT mode transition during the first CZ mode).

[0294] In step S1806, based on the processing result of step S1805, a process of inputting the ceiling game number to the ceiling counter is executed. Then, the process for the advantageous section transition game ends.

[0295] Returning to the explanation of the first section display process, after executing the process for the advantageous section transition game in step S1708, or when it is determined in step S1702 that the advantageous section flag is set, in step S1709, it is determined whether any of the CZ mode flags or the AT mode flag is set. As already explained, in this embodiment, during the AT mode or the CZ mode, a push order notification at the time of winning the push order bell can be performed. The situation where any of these flags is set can be said to be a situation where the display start condition of the section display is satisfied. If any of the flags is set, in step S1710, the display of the section display is started by lighting the eighth display segment N8.

[0296] If it is determined in step S1701 that the eighth display segment N8 is being displayed as a section indicator, then in step S1711, processing is executed to continue the display during the favorable section. Specifically, in step S1711, processing is executed to continue the situation in which the eighth display segment N8 is lit. In other words, processing to end the display of the section indicator is not executed in this section display first processing.

[0297] If it is determined in step S1704 that neither the advantageous zone flag nor the advantageous zone winning game flag is set, or if the advantageous zone flag or the advantageous zone winning game flag is set but the CZ mode flag or AT mode flag is not set and the mode is normal, the process proceeds to step S1712. In step S1712, a process is executed to add 1 to the first role ratio counter provided in the various counter area 106e. The first role ratio counter is a counter for counting the number of games in which no push order notification occurs, i.e., the number of games in the normal zone and the non-specific zone.

[0298] Furthermore, after the display start process of the section indicator is executed in step S1710, and after the display continuation process of step S1711 is executed, the process proceeds to step S1713. In step S1713, a process of adding 1 to the role ratio second counter provided in the various counter area 106e is executed. The role ratio second counter is a counter for counting the number of games in which a push order notification can be generated, that is, the number of games in a specific section.

[0299] After the processing of step S1712 or step S1713 is executed, a role ratio calculation process is executed in step S1714. In this process, the value of the role ratio second counter is divided by the sum of the role ratio first counter and the role ratio second counter (total number of games). In other words, the role ratio calculation process is a process that calculates the proportion of the number of games in which a push order notification may occur out of the total number of games. Then, in step S1715, a process is executed to display the calculation processing result of step S1714 on the role ratio monitor 77.

[0300] As shown in FIG. 5, the win ratio monitor 77 has multiple 7-segment displays each consisting of seven display segments. Specifically, the win ratio monitor 77 has a first display section 77a, a second display section 77b, a third display section 77c, a fourth display section 77d, and a fifth display section 77e as 7-segment displays. The display segments in the first display section 77a to the fifth display section 77e have individual light sources made of LEDs, similar to the display segments N1 to N7 of the instruction monitor 68. By controlling the on / off of these individual light sources, it is possible to light up any one display segment or any combination of display segments. As a result, each win ratio monitor 77 individually displays a predetermined symbol (including alphabets and numbers), and in particular, the win ratio monitor 77 is capable of displaying five-digit numbers.

[0301] In step S1715, the result of the calculation process in step S1714 is output to the role ratio monitor 77, and display control is performed on each display section 77a to 77e on the role ratio monitor 77 so that a four-digit number is displayed on the role ratio monitor 77. Specifically, a number smaller than 1 and with four decimal places, such as "0.5012," is displayed on the role ratio monitor 77 as the ratio of the number of games in which a push order notification may occur to the total number of games. After the process of step S1715 is executed, the first section display process is terminated.

[0302] Note that the configuration may be such that the display of the role ratio monitor 77 is controlled after the process of rounding off the number to the fifth decimal place in the calculation process of step S1714. Furthermore, since the first display unit 77a of the role ratio monitor 77 basically displays "0", the first display unit 77a may not be provided, or the first display unit 77a may be configured to always display "0" by printing or the like. Furthermore, it is preferable to configure the first display unit 77a and the second display unit 77b to display a decimal point by printing or the like between them.

[0303] <Second section display process> Next, the second interval display process will be described with reference to the flowchart of FIG. 48. As already described, the second interval display process is a process executed in step S416 of the reel control process, and is executed after the medal payout (payout determination process) and the transition of the game state based on the winning result (winning result corresponding process) are performed at the end of one game.

[0304] In step S1901, it is determined whether or not 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 S1902, 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. After executing the process of step S1902, in step S1903, an update process of the advantageous interval increase / decrease number MY (MY counter) provided in the various counter areas 106e is executed.

[0305] In the MY update process of step S1903, on the condition that the game result of the current game is not any of the 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.

[0306] After executing the MY update process in step S1903, in step S1904, the remaining game count management process is executed, and in the subsequent step S1905, the remaining number management process is executed. The remaining game count management process is a process for managing whether or not the advantageous interval reaches the upper limit game count (1500 games) with the current remaining game count based on the remaining game count in the AT mode, etc. In the remaining game count management process, for example, it grasps whether or not the total of the advantageous interval game count AG (the consumed game count in the advantageous interval), the AT counter (the remaining game count in the AT mode), the CZ counter (the remaining game count in the CZ mode), and the precursor counter (the remaining game count in the precursor mode) is more than the upper limit game count of the advantageous interval. And if it is such a situation, the first excess flag is set in the various flag storage area 106d as a flag for specifying the situation. Also, the remaining number management process is a process for managing whether or not the advantageous interval reaches the upper limit increase number (2400 sheets) with the current remaining game count based on the remaining game count in the AT mode, etc. In the remaining payout number management process, for example, it grasps whether or not the total of the expected increase number calculated from the AT counter and the average increase number per game during the AT mode and the current advantageous interval increase / decrease number MY is more than the increase / decrease number of the advantageous interval. And if it is such a situation, the second excess flag is set in the various flag storage area 106d as a flag for specifying the situation.

[0307] In the subsequent step S1906, it is determined whether or not the advantageous interval game count AG has reached 1500 which is the upper limit game count, or whether or not the advantageous interval increase / decrease number MY has become 2400 or more which is the upper limit increase number. If any of these forced end conditions is satisfied, in step S1907, the advantageous interval game count AG and the advantageous interval increase / decrease number MY are cleared to 0. In the subsequent step S1908, a process for ending the display of the eighth display segment N8 as the interval display is performed. And in step S1909, a process for initializing parameters and information such as various flags and counters in the advantageous interval is performed, and after performing a process for clearing the normal counter in step S1910, this second interval display process is ended.

[0308] More specifically, the initialization process for the advantageous zone information in step S1909 is a process that resets flags and counters set upon transition to the current advantageous zone and flags and counters set during the current advantageous zone to their initial values. For example, if advantageous zone flags, AT mode win flags, AT mode flags, various CZ mode flags, etc. are set and not cleared, these flags are cleared. Furthermore, if the advantageous zone game count AG, advantageous zone increase / decrease number MY, premonition counter for premonition mode, counters for the number of continued games in CZ mode, etc. are greater than 0, all of these counters are reset to 0. In other words, the initialization process initializes all variables and parameters that affect the performance of push order notifications for advantageous zones that are advantageous states using push order notifications, and is a process that clears RAM for such variables and parameters.

[0309] If it is determined in step S1906 that the number of games in the advantageous zone AG has not reached the upper limit and the number of increases or decreases in the advantageous zone MY has not reached the upper limit increase number, proceed to step S1911 and determine whether the CZ end game flag is set or not.

[0310] Here, in this embodiment, when the AT mode transition lottery is won in various CZ modes, the CZ mode flag is cleared when the AT mode win flag is set (steps S808 to S810). The CZ end game flag is a flag that is set when the number of remaining games in the CZ mode (CZ counter) becomes 0 while the CZ mode flag remains set. Therefore, when the CZ end game flag is set, it means that the CZ mode has ended without winning the AT mode transition lottery.

[0311] If the CZ mode end game flag is set in step S1911, it is determined in step S1912 whether the second CZ mode flag or the third CZ mode flag is set.

[0312] If the second CZ mode flag or the third CZ mode flag is set in step S1912, and the second CZ mode, which is set in response to winning the CZ mode transition lottery during the advantageous zone, or the third CZ mode, which is set in response to the end of the AT mode, ends without winning the AT mode transition lottery, the process proceeds to step S1907, and processing for the end of the advantageous zone is executed. On the other hand, if the first CZ mode flag is set in step S1912, rather than the second CZ mode flag or the third CZ mode flag, and the first CZ mode, which is set in response to the transition to the advantageous zone, ends without winning the AT mode transition lottery, the process proceeds to step S1913, the first CZ mode flag is cleared, and the second processing for displaying this zone is terminated.

[0313] That is, if the second CZ mode or the third CZ mode ends without winning the AT mode transition lottery, the advantageous period ends, whereas if the first CZ mode ends without winning the AT mode transition lottery, the advantageous period continues without ending. Note that the second CZ mode flag and the third CZ mode flag are cleared during the processing for the end of the advantageous period (step S1909).

[0314] <Advantageous zones and display modes> The relationship between advantageous zones and display modes will be explained with reference to Figure 49.

[0315] As already explained, the slot machine 10 has an advantageous zone where a push order notification may occur and a normal zone where a push order notification does not occur. A situation where the advantageous zone flag is set is an advantageous zone, and a situation where the advantageous zone flag is not set is a normal zone. The advantageous zone flag is a flag set in the various flag storage area 106d of the RAM 106. For example, when the setting value of the slot machine 10 is changed (a process for changing the winning probability), an initialization process of the RAM 106 is performed and the advantageous zone flag is also cleared. In other words, when the setting value is changed and the power is turned on, the game starts from the normal zone. In the normal zone, the display mode is set to the normal mode in which a push order notification does not occur.

[0316] In the normal interval, when winning the advantageous interval transition lottery, a transition to the advantageous interval occurs. More specifically, by winning the advantageous interval transition lottery process, the advantageous interval winning game flag is set, and the advantageous interval flag is set on the condition that the advantageous interval winning game flag is set in the first interval display process. Then, during the setting process of the advantageous interval flag, a process for the advantageous interval transition game is executed, and in the process for the advantageous interval transition game, a process for setting the display mode to the first CZ mode is performed. Also, when transitioning to the advantageous interval, the ceiling game number (maximum 999 games) is set.

[0317] The first CZ mode has the continuous game number set to 8 to 10 games, and during this first CZ mode, it is set so that one can win the lottery for transitioning to the AT mode with a high probability. When winning the lottery for transitioning to the AT mode in the first CZ mode, a transition to the AT mode mainly occurs through the precursor mode. On the other hand, if the first CZ mode ends without winning the lottery for transitioning to the AT mode, the display mode transitions to the normal mode. However, in this case, the advantageous interval does not end.

[0318] When it is the advantageous interval and the display mode is the normal mode, along with the AT mode transition lottery, a CZ mode transition lottery is executed. When winning the CZ mode transition lottery in the normal mode, a transition to the second CZ mode occurs.

[0319] The second CZ mode has the continuous game number set to 8 to 15 games, and also during this second CZ mode, similar to the first CZ mode, it is set so that one can win the lottery for transitioning to the AT mode with a high probability. When winning the lottery for transitioning to the AT mode in the second CZ mode, a transition to the AT mode mainly occurs through the precursor mode. On the other hand, if the second CZ mode ends without winning the lottery for transitioning to the AT mode, the display mode transitions to the normal mode, and furthermore, the advantageous interval ends and a transition to the normal interval occurs.

[0320] The AT mode is a mode in which, when the bell winning order is selected, notification of the pressing order corresponding to the first minor winning combination to the sixth minor winning combination occurs, and it is a mode in which many medals can be expected to increase. When shifting to the AT mode and the notification of the pressing order occurs, it becomes possible to establish the first minor winning combination prize to the sixth minor winning combination prize when each bell winning order is selected, and the net increase per game during that AT mode is about +8.04 medals. In the AT mode, the initial number of games is set to 50 games, and when winning the additional lottery, the addition process for the remaining number of games is performed. Also, the winning probability of the additional lottery is set higher in the second AT mode than in the first AT mode. When the remaining number of games in the AT mode becomes 0, the AT mode ends and is set to the third CZ mode.

[0321] The third CZ mode has the continuous number of games set to be from 25 games to 30 games. Also during the third CZ mode, similar to the first CZ mode and the second CZ mode, it is set so that it can win the lottery for shifting to the AT mode with a high probability. When winning the lottery for shifting to the AT mode in the third CZ mode, the shift to the AT mode occurs. On the other hand, when the third CZ mode ends without winning the lottery for shifting to the AT mode, the display mode shifts to the normal mode, and further, the advantageous section ends and shifts to the normal section.

[0322] As already explained, in the CZ mode, the lottery for shifting to the AT mode using the CZ mode AT mode shift lottery table is executed in each game. The CZ mode AT mode shift lottery table is set so that it is more likely to win the lottery for shifting to the AT mode than the normal mode AT mode shift lottery table. Also, the CZ mode AT mode shift lottery table is configured to determine the success or failure of the lottery for shifting to the AT mode using the point value obtained in each game of the CZ mode. Then, considering that the lottery for shifting to the AT mode is executed in each game in the CZ mode and that a point value can be obtained in each game of the CZ mode, it can be said that the longer the CZ mode with a large number of games is set, the more likely it is to win the lottery for shifting to the AT mode. That is, it is easier to win the lottery for shifting to the AT mode in the second CZ mode than in the first CZ mode, and it is easier to win the lottery for shifting to the AT mode in the third CZ mode than in the second CZ mode.

[0323] Then, although the first CZ mode is less likely to win the AT mode transition lottery than the second CZ mode or the third CZ mode, if it does not win the AT mode transition lottery during the second CZ mode or the third CZ mode, the advantageous section ends. On the other hand, if it does not win the AT mode transition lottery during the first CZ mode, the advantageous section does not end. Therefore, from the perspective of the continuity of the advantageous section, the first CZ mode is more advantageous to the player than the second CZ mode or the third CZ mode.

[0324] <Regarding the displays of the pressing order display and the section display and the progress of the game> The relationship between the start and end of the advantageous section and the display of the eighth display segment N8 as the section display will be described with reference to FIG. 50.

[0325] In this slot machine 10, as shown in FIG. 50, in the normal section that is not the advantageous section, the eighth display segment N8 as the section display is turned off (not lit). In this normal section, no pressing order notification is performed. That is, it can be said that the normal section is a section that does not have the performance related to the instruction function such as the pressing order notification compared to the advantageous section that has the performance related to the instruction function.

[0326] In the normal section, for example, if winning the transition lottery to the advantageous section by winning the seventh minor winning combination (watermelon) or the like, the game proceeds to the advantageous section in the game where the game result that is the winning opportunity is established, and the measurement of the number of execution games in the advantageous section (counting of the number of advantageous section games AG) starts with the game as the start game. As described above, since it is set to the first CZ mode at the time of transition to the advantageous section and the pressing order notification can occur in the first CZ mode, in the advantageous section transition game (first CZ mode transition game), the eighth display segment N8 lights up on the assumption that the start condition of the display of the section display is satisfied. More specifically, the eighth display segment N8 lights up at the start of the advantageous section transition game (first CZ mode transition game) (when the start lever 41 is operated).

[0327] Thereafter, with the eighth display segment N8 lit, push order notification using the first to seventh display segments N1 to N7 occurs. In this case, as described above, the push order information ("1" to "6") is displayed by the first to seventh display segments N1 to N7, and based on such push order information, the player can grasp the push order. In the push order notification, the display of the push order information starts when the start lever 41 is operated in the game, and the display ends at the timing of the third reel stop ON operation (the timing when the stop switches 42 to 44 corresponding to the last reel are pressed) in the game. When such a game is not the last game in the advantageous section, at the time of the third reel stop ON operation, only the display of the push order information by the first to seventh display segments N1 to N7 ends, and the display of the advantageous section by the eighth display segment N8 continues. Then, when winning the push order combination again in the subsequent games, the push order information corresponding to the push order combination is displayed on the first to seventh display segments N1 to N7.

[0328] When the end condition of the advantageous section is satisfied, the advantageous section ends and shifts to the normal section. As the end conditions of the advantageous section, in addition to the number of consecutive games or the number of medals added reaching the upper limit, in this embodiment, it also includes the end of the second CZ mode or the third CZ mode without winning the AT mode transition lottery. When the advantageous section ends, at the timing when the medal payout ends (by the section display second process which is the process after the payout determination process), the eighth display segment N8 turns off. In addition, when no medal payout is made in the last game, the eighth display segment N8 turns off at the timing of the third reel stop OFF operation (the timing when the pressing operation of the stop switches 42 to 44 corresponding to the last reel ends).

[0329] As described above, by shifting to the advantageous section, push order notification can occur, and the shift to the advantageous section (shift to the specific section) and the end of the advantageous section are clearly notified by the eighth display segment N8. That is, by checking whether the eighth display segment N8 as the section indicator is lit or not, it becomes possible to clearly grasp that it is a situation (specific section, substantial increase section) where at least the benefit of push order notification can be enjoyed. By doing so, for example, whether medal increase occurs by enjoying the benefit of push order notification in the advantageous section, or whether an illegal act of causing medal increase by illegally enjoying the benefit of push order notification even though it is not the advantageous section is being carried out, etc., can be clearly confirmed by the manager of the game hall or the like.

[0330] On the other hand, in the advantageous section, when the second CZ mode or the third CZ mode among the CZ modes ends without winning the AT mode transition lottery, not only these second CZ mode and third CZ mode but also the advantageous section ends. And when the advantageous section ends, since the eighth display segment N8 as the section indicator goes out, the player can clearly grasp that the advantageous section has ended. In other words, by the eighth display segment N8 going out, it becomes possible to clearly grasp that the second CZ mode or the third CZ mode did not win the AT mode transition lottery.

[0331] Then, based on the fact that the eighth display segment N8 has gone out, the possibility of the game ending increases. In addition, the gaming table with the eighth display segment N8 turned off also serves as a mark that the second CZ mode or the third CZ mode immediately before did not win the AT mode transition lottery. Therefore, for example, the act of picking up the winning of the previous transition lottery becomes less likely to occur. In any case, the fact that the eighth display segment N8 goes out can be one of the causes of the decrease in the operation rate of the gaming table. Therefore, the slot machine 10 has a characteristic configuration for eliminating the decrease in the operation rate caused by the turning off of the eighth display segment N8. The configuration will be described below.

[0332] <Performance setting process> Next, the performance setting process executed by the CPU 181 of the display control device 81 will be described based on the flowchart of FIG. 51. The performance setting process is a process that is started by the CPU 181 at a predetermined cycle (for example, a 2 msec cycle).

[0333] In the performance setting process, first, in step S2001, 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 S2002, a process of storing the received command in the RAM 183 is executed. A command storage area is provided in the RAM 183, and the command storage area is configured as a ring buffer that can store a plurality of commands individually and can read out the previously stored commands.

[0334] If a negative determination is made in step S2001, or after the process of step S2002 is executed, then in step S2003, 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 bet operation being performed, and is a bet command or the like set in step S206 of the normal process. If it is a bet-time command, then in step S2004, a bet-time performance setting process for performing performance setting based on the current bet operation is executed.

[0335] If a negative decision is made in step S2003, or after the processing of step S2004 has been executed, in step S2005 it is determined whether the newly received command was a start command. A start command is a command output from the main control device 101 based on the operation of the start lever 41, and includes a lottery result command set in step S311 of the lottery processing, as well as a premonition command set in the lottery result response processing (FIG. 30) or the first section display processing (FIG. 46), a first AT win immediate notification command, a second AT win immediate notification command, a second CZ mode start command, an additional command, a push order notification command, a first CZ mode start command, etc. If the command is one of these start commands, in step S2006 a start performance setting process is executed.

[0336] If a negative determination is made in step S2005, or after the processing of step S2006 has been executed, in step S2007 it is determined whether the newly received command is a command at the time of each stop operation. A command at the time of each stop operation is a command output from main control device 101 based on the stop operation of each of reels 32L, 32M, and 32R, and is a stop command set in step S405 of the reel control processing (FIG. 22). If the stop command is a stop command at the time of each stop operation, in step S2008 a process for setting effects at the time of each stop operation is executed to set effects based on the current stop operation.

[0337] If a negative determination is made in step S2007, or after the process of step S2008 is executed, in step S2009, it is determined whether the newly received command is a full stop command. The full stop command 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 S417 of the reel control process (Figure 22), there are also an AT start command, a CZ end command, a first AT winning notification command, a second AT winning notification command, an AT end command, a third CZ mode start command, etc. set in the winning result corresponding process (Figure 43). If it is one of these full stop commands, the full stop effect setting process is executed in step S2010.

[0338] If a negative determination is made in step S2009, or after the process of step S2010 is executed, in step S2011, other processes are executed and then the effect setting process ends. In step S2011, the auxiliary display unit 65, the speaker 64, etc. are controlled so that the various effects set in the above effect setting processes are executed at the corresponding timings. Also, in step S2011, settings for effects based on commands from the main control device 101 other than during betting, starting, and stopping (for example, effects based on the operation of the settlement switch 59), settings for effects based on signals from sensors (such as an effect switch detection sensor) connected without going through the main control device 101, error notification settings, etc. are performed.

[0339] Hereinafter, the start effect setting process and the full stop effect setting process will be described. In the description of each effect setting process, reference will be made to the schematic diagrams of the display effects in Figures 58 to 64.

[0340] <Start effect setting process> The start effect setting process in step S2006 will be described based on the flowchart in Figure 52.

[0341] In step S2101, based on the received lottery result command, it is determined whether the lottery result of the game started this time is a winning position for the push order. If it is a winning position for the push order, in step S2102, it is determined whether a push order notification command is being received. If a push order notification command is being received, in step S2103, it is determined whether the lottery result of this game is a normal replay B. The case where a push order notification command is set in a game that is a normal replay B means that it is the starting game of the first AT mode. In this case, in step S2104, setting processing for performing a push order notification effect corresponding to the second replay winning is executed.

[0342] If a negative determination is made in step S2103, in step S2105, it is determined whether the lottery result of this game is a normal replay C. The case where a push order notification command is set in a game that is a normal replay C means that it is the starting game of the second AT mode. In this case, in step S2106, setting processing for performing a push order notification effect corresponding to the third replay winning is executed.

[0343] The case where a negative determination is made in step S2105 means that the lottery result of this game is a winning position for the push order bell. In this case, in step S2107, settings are executed so that a push order notification effect corresponding to winning a small combination from the first to the sixth small combination is performed on the auxiliary display unit 65 and the speaker 64.

[0344] In step S2101, if it is determined that the lottery result of the current game is not the winning order selection, it is determined in step S2108 whether the lottery result of the current game is a special role selection. The special role is a lottery result called a so-called rare role that is difficult to appear (difficult to win) as the lottery result of each game. In this embodiment, chance eyes A to C, cherries A to C, and watermelon are set as special roles. As shown in FIGS. 33 and 34, in the AT mode transition lottery triggered by these lottery results, it is set to be more likely to win the AT mode transition than in the lottery triggered by lottery results other than special roles. If the lottery result of the current game is a special role selection, in step S2109, a special role notification process is executed. In the special role notification process, settings are executed so that the special role notification that the lottery result of the current game is any of the above special roles is performed on the auxiliary display unit 65 and the speaker 64. As the special role notification, for example, as shown in FIG. 59(b), 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.

[0345] If a negative determination is made in step S2102 or step S2108, or after the processes of step S2104, step S2106, step S2107, or step S2109 are executed, the process proceeds to step S2110. In step S2110, it is determined whether an additional command has been received. If an additional command has been received, in step S2111, an additional effect setting process is executed. In the additional effect setting process, as a notification corresponding to the additional number of remaining games in the AT mode, an additional effect is executed in which the additional number of games is displayed on the auxiliary display unit 65. Note that the mode of the additional effect is not limited to the mode performed in the game in which the additional operation is performed. For example, a mode in which the additional number of games is notified after a predetermined number of games triggered by the game in which the additional operation is performed may be included. For example, the configuration may include a so-called post-additional effect in which the additional effect is executed when the number of remaining games in the AT mode reaches a predetermined number (for example, 1 remaining game).

[0346] If a negative determination is made in step S2110, or after the process of step S2111 is executed, it is determined whether the first AT winning immediate notification command or the second AT winning immediate notification command is received in step S2112. The first AT winning immediate notification command and the second AT winning immediate notification command are commands output from the main control device 101 when winning the AT mode transition lottery and winning the immediate notification lottery. When these commands are received, in step S2113, settings are executed so that the corresponding AT winning immediate notification effect is performed on the auxiliary display unit 65 and the speaker 64. Note that the details of the effect content of the AT winning immediate notification effect will be described in detail later.

[0347] If a negative determination is made in step S2112, or after the process of step S2113 is executed, the continuous effect setting process is executed in step S2114, and the CZ mode in - setting process is executed in step S21115. Then, after the other start - time effect setting process is executed in step S2116, this start - time effect setting process ends. In step S2116, for example, an effect that suggests the lottery result corresponding to the start of the game is set, or a process for turning off the lamps around the start lever 41 to notify that its operation has been received is performed.

[0348] Hereinafter, the continuous effect setting process in step S2114 and the CZ mode in - setting process in step S2115 will be described.

[0349] <Continuous effect setting process> The continuous effect is a series of effects that are continuously or intermittently executed over a plurality of games. In this embodiment, in particular, a configuration is adopted in which a continuous effect is performed in the games from the transition to the CZ mode until the lottery result of the AT mode transition lottery is notified. Before explaining the continuous effect setting process, the outline of the continuous effect in this embodiment will be described with reference to FIGS. 61 to 65.

[0350] In the continuous performance in this embodiment, first, a first preparatory performance is executed. After that, after a second preparatory performance is executed, finally, a battle performance in which the main character and the enemy character confront each other is executed. The first preparatory performance and the second preparatory performance are performances in which the main character makes preparations for the battle performance. As shown in FIG. 65, the continuous performance is set to continue for a maximum of 30 games. The first preparatory performance is set for about 15 games, the second preparatory performance is set for about 10 games, and the battle performance is set for 5 games. When the continuous performance starts, after these first and second preparatory performances, the result of the AT mode transition lottery is notified in the battle performance.

[0351] Specifically regarding the first preparatory performance, a performance in which the main character searches for a weapon to be used in the battle is set. For example, as shown in FIG. 61(a), in the starting game of the first preparatory performance, a character display such as "Get ready for battle!!" is displayed on the auxiliary display unit 65 as a continuous start performance. For example, the continuous start performance is executed when the continuous performance starts and when the start lever 41 is operated. After the continuous start performance is executed, as shown in FIGS. 61(b1) to 61(b3), a character display such as "Equipment time!" is displayed as the first preparatory start performance. The first preparatory start performance has different performance modes according to the expectation that the continuous performance will finally become a victory performance. For example, the color of the background screen of the auxiliary display unit 65 is set to be different so that the player can clearly grasp the difference in the performance modes.

[0352] As described above, the probability of winning the AT mode transition lottery varies depending on the number of consecutive games in the CZ mode. In this embodiment, when the continuous performance starts with the first CZ mode set for 5 to 10 games, as shown in FIG. 61(b1), the first preparation start performance A is executed with a white background color. Also, when the continuous performance starts with the second CZ mode set for 8 to 15 games, as shown in FIG. 61(b2), the first preparation start performance B is executed with a yellow background color. And when the continuous performance starts with the third CZ mode set for 25 to 30 games, as shown in FIG. 61(b3), the first preparation start performance C is executed with a red background color. In the figure, the difference in background color is represented by the difference in hatching. That is, when the first preparation start performance is executed, the player expects the first preparation start performance C to be performed.

[0353] In the first preparation performance, as a weapon discovery performance in which the main character searches for a weapon to be used in the battle, a treasure box performance (FIGS. 62(a1) and 62(a2)) in which a treasure box containing a weapon or the like is discovered and a confirmation performance (FIGS. 62(b1) to 62(b3)) for checking the contents of the treasure box are set. The treasure box performance and the confirmation performance are performances executed according to the lottery result of the game in which the first preparation performance is executed. For example, the treasure box performance is executed at the start of the game, and the confirmation performance is executed at the end of the game. As weapons that can be discovered by the main character, in this embodiment, for example, a machine gun, a knife, and a pikopiko hammer are set. When the machine gun is discovered, the probability that the continuous performance will finally end as a victory performance is the highest, and when the pikopiko hammer is discovered or no weapon is discovered, the probability that the continuous performance will finally end as a victory performance is set to be low.

[0354] The treasure chest display is set to treasure chest display A in Fig. 62(a1) and treasure chest display B in Fig. 62(a2) according to the probability that the weapon with a high expectation of being a victory display is contained. It is set so that the probability that a weapon with a higher expectation is contained is higher in treasure chest display B than in treasure chest display A. Which of treasure chest display A and treasure chest display B is different in its display mode so that the player can clearly understand. In this embodiment, it is set so that the colors of the treasure chests are different. More specifically, a yellow treasure chest is displayed in treasure chest display A, and a red treasure chest is displayed in treasure chest display B (the difference in color is expressed by dot hatching in the figure). That is, when the treasure chest display is performed, the player expects that treasure chest display B will be executed.

[0355] In the confirmation display, a display is set in which a weapon pops out of the treasure chest. Confirmation display A in which the pico pico hammer in Fig. 62(b1) pops out, confirmation display B in which the knife in Fig. 62(b2) pops out, and confirmation display C in which the machine gun in Fig. 62(b3) pops out are set.

[0356] As described above, the weapon discovery display is a display executed according to the lottery result of the game. For example, if the lottery result of this game is a result that is likely to win the AT mode transition lottery, treasure chest display B is more likely to be selected than treasure chest display A, and confirmation display C is more likely to be selected than confirmation display A or confirmation display B. More specifically, during the CZ mode, the details of the weapon discovery display are determined according to the cumulative counter RC, and the larger the value of the cumulative counter RC, the more likely the weapon discovery display is to be a victory display.

[0357] Incidentally, in this embodiment, the above-mentioned weapon discovery display is configured such that a treasure chest display occurs as the start display of the game, and a confirmation display occurs as each stop display of the game.

[0358] As each stop performance, there are the first stop ON operation performance at the time of the stop ON operation of the first reel (the timing of pressing the stop switches 42 to 44 corresponding to the reel to be stopped first), the first stop OFF operation performance at the time of the stop OFF operation of the first reel (the timing of ending the pressing operation of the stop switches 42 to 44 corresponding to the reel to be stopped first), the second stop ON operation performance at the time of the stop ON operation of the second reel (the timing of pressing the stop switches 42 to 44 corresponding to the reel to be stopped second), the second stop OFF operation performance at the time of the stop OFF operation of the second reel (the timing of ending the pressing operation of the stop switches 42 to 44 corresponding to the reel to be stopped second), the third stop ON operation performance at the time of the stop ON operation of the third reel (the timing of pressing the stop switches 42 to 44 corresponding to the reel to be stopped last), and the third stop OFF operation performance at the time of the stop OFF operation of the third reel (the timing of ending the pressing operation of the stop switches 42 to 44 corresponding to the reel to be stopped last).

[0359] When the confirmation performance C with a high expectation of AT mode transfer selection occurs, the occurrence timing is selected so that the selection rate increases in the order of the first stop ON operation performance → the first stop OFF operation performance → the second stop ON operation performance → the second stop OFF operation performance → the third stop ON operation performance → the third stop OFF operation performance. When the confirmation performance A with a low expectation of AT mode transfer selection occurs, the occurrence timing is selected so that the selection rate increases in the order of the third stop OFF operation performance → the third stop ON operation performance → the second stop OFF operation performance → the second stop ON operation performance → the first stop OFF operation performance → the first stop ON operation performance. That is, when the treasure box performance occurs at the start of the game, the later the timing of the occurrence of the confirmation performance, the higher the possibility that the performance with a high expectation of AT mode transfer selection occurs.

[0360] In the continuous performance, after the first preparatory performance is executed, the second preparatory performance is executed. Specifically for the second preparatory performance, a performance is set in which the main character gets pumped up for the battle. When the second preparatory performance starts, as shown in Fig. 63(a), as the second preparatory start performance, a performance is executed in which the main character is shown equipped with the weapon discovered in the first preparatory performance, and a character display such as "Going into battle!" is displayed on the auxiliary display unit 65. In addition, when a plurality of weapons are discovered in the first preparatory performance, in the second preparatory start performance, the main character is shown equipped with the weapon with the highest expectation degree among the discovered weapons.

[0361] In the second preparatory performance, according to the expectation degree that the battle performance becomes a victory performance, and according to the degree of the main character's pumped-up state, exciting performances A to C are executed. In this embodiment, among the exciting performance A shown in Fig. 63(b1), the exciting performance B shown in Fig. 63(b2), and the exciting performance C shown in Fig. 63(b3), the exciting performance C is displayed as the state with the most pumped-up state, and the exciting performance A is displayed as the state with the least pumped-up state.

[0362] Incidentally, the exciting performances A to C occur when the third reel of the game in which the exciting performances A to C occur stops and turns off, and continue until the start of the next game based on the operation of the start lever 41.

[0363] In the continuous performance, after the first preparatory performance and the second preparatory performance are executed, the battle performance is executed. The battle performance is executed over 5 games. In the first game, the main character and the enemy character are displayed. In the second game, the state of the main character attacking is displayed (Fig. 64(a)). In the third game, the state of the enemy character attacking is displayed (Fig. 64(b)). In the fourth game, the state of mutual attacks is displayed. Then, in the fifth game, which is the final game, by executing the victory performance in Fig. 64(c1), the notification that the player has won the AT mode transition lottery is given. Also, in the fifth game, which is the final game, by executing the defeat performance in Fig. 64(c2), the notification that the player has not won the AT mode transition lottery is given.

[0364] As described above, in this embodiment, basically, continuous effects start when transitioning to each CZ mode. In this case, although the setting method of the continuous effects differs depending on the type of CZ mode to which the transition is made (the trigger for transitioning to the CZ mode), the content of the continuous effects, the number of games in which the continuous effects are executed, etc. are set to be common regardless of the type of CZ mode.

[0365] For example, in the continuous effects started triggered by the first CZ mode or the second CZ mode, the first preparation effect is executed until the end of the first CZ mode or the second CZ mode, and when the first CZ mode or the second CZ mode ends, the setting of the effects after the second preparation effect is performed. On the other hand, in the continuous effects started triggered by the third CZ mode, the first preparation effect is executed until the middle of the third CZ mode, and when the first preparation effect ends, the setting of the effects after the second preparation effect is performed so that the continuous effects end together with the end of the third CZ mode. In this case, the continuous effects started triggered by the first CZ mode or the second CZ mode are continuous effects that continue to be executed even after the first CZ mode or the second CZ mode ends, and the continuous effects started triggered by the third CZ mode are continuous effects that are completed during the third CZ mode.

[0366] As already described, the first CZ mode is the CZ mode set at the time of advantageous section transition. Then, depending on whether the end of the previous advantageous section is triggered by the end of the second CZ mode or the end of the third CZ mode, whether continuous effects are being executed at the time of advantageous section transition (whether the continuous effects have already ended) will be different. And when the end of the previous advantageous section is triggered by the end of the second CZ mode, instead of starting a new continuous effect triggered by the first CZ mode, the continuous effect started triggered by the second CZ mode is continued.

[0367] Thus, in this embodiment, each CZ mode with a different transition trigger can overlap through continuous effects, and in such a configuration, commonalities such as the content of each continuous effect and the number of games in which the continuous effect is executed are realized. Hereinafter, the processing will be described in detail.

[0368] In the continuous effect setting process, as shown in FIG. 53, first, in step S2201, it is determined whether a precursor command has been received. As already described, the precursor command is a command output when winning the AT mode transition lottery in the AT lottery process (FIG. 29) on the main control device 101 side and losing the immediate notification lottery (step S1105: NO). In addition to the information that the AT mode winning flag is set, it includes the information on the number of games from the current game (the game in which the AT mode winning flag is set) to the game in which the AT winning notification effect should be performed (the value of the precursor counter). When a precursor command has been received, in step S2202, it is determined whether a pseudo-precursor flag is set in the various flag storage areas 183a of the RAM 183. The pseudo-precursor flag is a flag for the CPU 181 to recognize that a continuous effect resulting in a defeat effect should be executed, and is a flag set when starting a continuous effect without receiving a precursor command. That is, when a precursor command is received in step S2201 and the pseudo-precursor flag is set in step S2202, it means that after starting a continuous effect resulting in a defeat effect, the AT mode transition lottery is won and a precursor command is received. The processing in this case will be described in detail later. Here, the processing when the pseudo-precursor flag is not set will be described. That is, when the pseudo-precursor flag is not set in step S2202, the process proceeds to step S2203.

[0369] In step S2203, a process of setting a precursor flag in the various flag storage areas 183a is executed. The precursor flag is a flag for the CPU 181 to recognize that a continuous effect for a victory effect should be executed. Thereafter, in step S2204, it is determined whether or not a first CZ mode flag is set in the various flag storage areas 183a. The first CZ mode flag is a flag for the CPU 181 to recognize that it is in the first CZ mode, and is set when the first CZ mode start command output from the main control device 101 is received at the start of the first CZ mode. Incidentally, in addition to the first CZ mode flag, a second CZ mode flag and a third CZ mode flag are provided. When the second CZ mode start command is received from the main control device  101, the second CZ mode flag is set, and when the third CZ mode start command is received, the third CZ mode flag is set.

[0370] In step S2204, when the first CZ mode flag is not set and it is in the second CZ mode, the third CZ mode, or the normal mode, in step S2205, the value of the precursor counter included in the precursor command, that is, the value corresponding to the number of games until the winning notification of winning the lottery for transition to the AT mode is executed, is input to the continuous effect counter provided in the various counter areas 183b of the RAM 183. The continuous effect counter is decremented by 1 for each game, and the AT winning notification effect is executed in the game when it becomes 0.

[0371] On the other hand, if the first CZ mode flag is set in step S2204 and it is in the first CZ mode, it is determined in step S2206 whether a precursor start flag is set in the various flag storage areas 183a. The precursor start flag is a flag for the CPU 181 to recognize that the transition to the second preparation effect has occurred in the continuous effect. If the precursor start flag is not set, in step S2207, a process of setting an immediate notification flag in the various flag storage areas 183a is executed. When the immediate notification flag is set, even during the continuous effect, a winning notification that the lottery for transition to the AT mode has been won without going through the victory effect is given. Note that the content and process of the winning notification when such an immediate notification flag is set will be described in detail later.

[0372] If a precursor command has not been received in step S2201, the process proceeds to step S2208. In step S2208, it is determined whether a first CZ mode start command or a second CZ mode start command has been received. If either CZ mode start command has been received, in step S2209, CZ start setting processing is executed. The CZ start setting processing is processing for performing effect settings when starting the first CZ mode and the second CZ mode. As already described, the first CZ mode is set when transitioning to the advantageous section, and the second CZ mode is set when winning the CZ mode transition lottery, and in both cases, a CZ mode start command corresponding to the start of the game is output. In contrast, the third CZ mode is set when the AT mode ends, and the third CZ mode start command is output at the end of the game. Therefore, the processing for performing effect settings when starting the third CZ mode is performed in the all-stop effect setting processing (step S2010).

[0373] <CZ start setting processing> In the CZ start setting process, as shown in the flowchart of FIG. 54, it is determined whether or not a second CZ mode start command is received in step S2301. If the second CZ mode start command has been received and the CZ mode to be started this time is the second CZ mode, then in step S2302, the second CZ mode flag is set. Then, after executing the setting process of the CZ start effect in step S2303, this CZ start setting process ends. In the setting process of the CZ start effect, the above continuous start effect (FIG. 61(a)) is performed on the auxiliary display unit 65 and the speaker 64, and then the effect setting is performed so that the first preparation start effect B (FIG. 61(b2)) corresponding to the current CZ mode is performed.

[0374] If it is determined in step S2301 that a first CZ mode start command instead of a second CZ mode start command is received, then in step S2304, the process of setting the first CZ mode flag is executed. Then, in step S2305, it is determined whether or not a second CZ end flag is set in the various flag storage areas 183a. As already described, in this embodiment, there are cases where the advantageous section ends when the second CZ mode or the third CZ mode ends, and the second CZ end flag is a flag for the CPU 181 to grasp that the end of the previous advantageous section was triggered by the end of the second CZ mode. That is, it is determined whether or not it is the timing set to the first CZ mode when the advantageous section ends at the end of the second CZ mode and then re-enters the advantageous section.

[0375] If the second CZ end flag is not set, then in step S2306, after executing the process of setting the CZ start effect, the CZ start setting process ends. More specifically, when setting the start effect of the first CZ mode, it is set so that the continuous start effect of FIG. 61(a) is performed as the start effect of the current game, and it is set so that the first preparation start effect A of FIG. 61(b1) is performed as the all-stop effect of the current game. The case where the second CZ end flag is set in step S2305 will be described in detail later.

[0376] Returning to the description of the continuous performance setting process, after executing any one of the processes in step S2205, step S2207, and step S2209, if an affirmative determination is made in step S2206, or if a negative determination is made in step S2208, the process proceeds to step S2210. In step S2210, it is determined whether a precursor flag or a pseudo-precursor flag is set. If either flag is set, in step S2211, a process of subtracting 1 from the continuous performance counter is executed. Then, in step S2212, it is determined whether a precursor start flag is set.

[0377] As already described, when the precursor start flag is set, it indicates a situation where a transition to the second preparation performance is made in the continuous performance. In the present embodiment, when transitioning to the second preparation performance, a series of performance data from the second preparation performance to the battle performance is configured to be set. More specifically, when transitioning to the second preparation performance, the content of the battle performance is determined based on the success or failure of the AT mode transition lottery, and a performance table for continuous performance corresponding to the content is set from various table storage areas 182a. The performance table for continuous performance has performance data to be executed in each game set according to the value of the continuous performance counter. Then, the continuous performance after the second preparation performance is configured such that the performance data is set based on the set performance table and the continuous performance counter, and the corresponding performance is performed on the auxiliary display unit 65, the speaker 64, etc. The process of setting the performance table for continuous performance will be described in detail later. Here, the process for setting the performance data for continuous performance based on the already set performance table will be described.

[0378] That is, if the precursor start flag is set in step S2212 and the setting of the performance table for continuous performance has already been performed, in step S2213, the address information of the set performance table is grasped. Then, in step S2214, based on the grasped address information of the performance table and the continuous performance counter, the performance data of the performance to be executed in the current game is set.

[0379] For example, when setting the game production data in the second preparatory production, in step S2214, it is confirmed whether any of the excitement productions A to C will occur in this game. If any of the excitement productions A to C will occur, the production data is set so that the corresponding excitement productions A to C will occur as the production at the time of the full stop of the game (the production at the time of the stop OFF operation of the third reel). Note that as described above, the excitement productions A to C that occur as the production at the time of the full stop are set to continue until the start of the next game based on the operation of the start lever 41.

[0380] After executing the process of step S2214, it is determined in step S2215 whether the continuous production counter has become 0. If it has become 0, then in step S2216, the process of clearing the omen flag and the pseudo-omen flag is executed, and then this continuous production setting process is terminated. If a negative determination is made in any of step S2210, step S2212, and step S2215, this continuous production setting process is terminated as it is.

[0381] <CZ mode in setting process> The CZ mode in setting process of step S2115 in the start production setting process will be described with reference to the flowchart of FIG. 55.

[0382] In step S2401, it is determined whether any CZ mode flag is set and whether it is in the CZ mode. If none of the CZ mode flags are set, the CZ mode in setting process is terminated as it is. If any CZ mode flag is set, the process proceeds to step S2402.

[0383] In step S2402, it is determined whether the third CZ mode flag is set. If the third CZ mode flag is set and it is in the third CZ mode, then in step S2403, it is determined whether the precursor start flag is set and whether a transition has occurred to the second preparation effect in the continuous effect triggered by the third CZ mode. If the precursor start flag is not set, then in step S2404, a process of decrementing the CZ effect counter provided in the various counter areas 183b by 1 is executed.

[0384] Here, in the present embodiment, in the third CZ mode, it is set such that the continuous effect starts at the start of the third CZ mode and ends at the end of the third CZ mode, and the first preparation effect, the second preparation effect, and the battle effect are executed during the third CZ mode.

[0385] The CZ effect counter decremented in step S2404 is a counter for the CPU 181 to grasp the remaining number of games of the first preparation effect in the third CZ mode. After decrementing the CZ effect counter by 1, it is determined in step S2405 whether the CZ effect counter has become 0. If the CZ effect counter is not 0 in step S2405 or if it is in the first CZ mode or the second CZ mode in step S2402, the process proceeds to step S2406, and in steps S2406 to S2410, the process for executing the first preparation effect is performed.

[0386] That is, in step S2406, a process of acquiring a weapon discovery effect table from the various table storage areas 182a is executed. Then, in step S2407, the set CZ mode flag is checked, and a process of grasping the type of CZ mode is executed. In the subsequent step S2408, based on the lottery result command received this time, a process of grasping the lottery result of this game and the value of the cumulative counter RC is executed. Then, in step S2409, from the weapon discovery effect table acquired in step S2406, the type of CZ mode grasped in step S2407, the lottery result of the game grasped in step S2408, and the cumulative counter RC, it is determined whether to generate a weapon discovery effect in this game, the content (especially the type of confirmation effect) in the case of generation, and the generation timing of the confirmation effect. After performing the process of setting the determined effect content as the effect content of this game, the setting process in this CZ mode is terminated. By performing such a process, for example, a treasure box effect occurs as the start effect of this game, and a confirmation effect occurs as each stop effect of this game.

[0387] As shown in FIG. 66, in the weapon discovery effect table, the presence or absence of the weapon discovery effect and the type of confirmation effect in the case of generating the weapon discovery effect are set according to the type of CZ mode, the lottery result of this game, and the cumulative counter RC. More specifically, the larger the value of the cumulative counter RC, and the more difficult the lottery result of this game is to win, the easier it is for the weapon discovery effect to occur. When it occurs, the selection rate of the confirmation effect C (machine gun) is set to be higher. Also, when comparing the first CZ mode to the third CZ mode, even if the values of the cumulative counter RC are the same and the lottery results are the same, the third CZ mode is the most likely to generate the weapon discovery effect, and the selection rate of the confirmation effect C when it occurs is set to be higher. The second CZ mode is the least likely to generate the weapon discovery effect, and even if it occurs, the selection rate of the confirmation effect C is set to be lower.

[0388] Note that in step S2408, after generating a weapon discovery effect and determining the type of confirmation effect, according to the type of the confirmation effect, the occurrence timing of the confirmation effect is determined by lottery, and the type of treasure box effect to be executed at the start of the game is also determined by lottery. In this case, as described above, the higher the expectation degree of winning the AT mode transition is for the selected confirmation effect, the more likely a later timing is selected as each stop effect, and the higher the expectation degree of winning the AT mode transition lottery is for the selected confirmation effect, the more likely treasure box effect B is selected as the treasure box effect at the start of the game.

[0389] In the third CZ mode, when it is determined in step S2405 that the CZ effect counter is 0, the process proceeds to step S2410. In step S2410, a process of setting a precursor start flag is executed, and in step S2411, a process of inputting the remaining number of games in the CZ mode into the continuous effect counter is executed. By these processes, the continuous effect in the third CZ mode will shift from the first preparation effect to the second preparation effect. Then, in step S2412, it is determined whether the precursor flag is set and whether a precursor command has already been received. If the precursor flag is set, the process proceeds to step S2413, and a process of obtaining a precursor effect table corresponding to the value of the continuous effect counter from the various table storage area 182a is executed.

[0390] As shown in FIG. 67(a), as the precursor effect table, effect tables are set respectively according to the continuous effect counter when the second preparation effect starts, and furthermore, a plurality of types of effect tables are set corresponding to one continuous effect counter. For example, as the effect table when the second preparation effect starts in a situation where 13 is input to the continuous effect counter, a precursor effect table with address information ZA0101, an effect table with address information ZA0102, an effect table with address information ZA0103, and so on, a plurality of effect tables are set, and address information is set one-to-one for each of the effect tables.

[0391] Also, in the production table where the values of these continuous production counters are common, although the number of games of the second preparation production and the battle production, and the fact that the battle production becomes a victory production are common, the production content of each game is set to be different. In particular, in the foreshadowing production table, the production content in the second preparation production differs for each game according to the value of the continuous production counter, and the presence or absence of each of the exciting productions A to C and the repair of the exciting productions A to C in the case of occurrence are uniquely determined.

[0392] In step S2413, from among the plurality of types of foreshadowing production tables set for one continuous production counter as described above, the foreshadowing production table to be used in the current continuous production is determined by lottery or the like. Then, in step S2414, after executing the process of storing the address information of the determined foreshadowing production table in the address information storage area 183c of the RAM 183, the setting process during the present CZ mode is terminated. By executing such a process, it becomes possible to set the production data based on the foreshadowing production table in steps S2213 and S2214 in the above continuous production setting process.

[0393] If the foreshadowing flag is not set in step S2412 and no foreshadowing command has been received, the process proceeds to step S2415 and the process of setting the pseudo-foreshadowing flag is executed. Then, in step S2416, the process of inputting the remaining number of games in the third CZ mode into the continuous production counter is executed. After that, in step S2417, the process of acquiring the pseudo-foreshadowing production table according to the value of the continuous production counter is executed.

[0394] As the pseudo-foreshadowing performance table, as shown in Fig. 67(b), similar to the foreshadowing performance table, performance tables are set according to the continuous performance counter when the second preparation performance starts, and furthermore, a plurality of types of performance tables are set corresponding to one continuous performance counter. For example, as the performance table when the second preparation performance starts in the situation where 15 is input to the continuous performance counter, there are a plurality of performance tables such as a foreshadowing performance table with address information ZB0101, a performance table with address information ZB0102, a performance table with address information ZB0103, and so on, and address information is set one-to-one for each of these performance tables.

[0395] Also, in the performance tables where the values of these continuous performance counters are common, although the number of games in the second preparation performance and the battle performance and the fact that the battle performance becomes a defeat performance are common, the performance contents of each game are set to be different. Similar to the foreshadowing performance table, in the pseudo-foreshadowing performance table, the performance contents in the second preparation performance are different in each game according to the value of the continuous performance counter, and the presence or absence of the occurrence of each excitement performance A to C and the repair of the excitement performance A to C in the case of occurrence are uniquely determined.

[0396] Here, in both the foreshadowing performance table and the pseudo-foreshadowing performance table, a performance table is set where the continuous performance counter is 13 to 15 and the second preparation performance starts. That is, in both the second preparation performance in the continuous performance that becomes a victory performance and the second preparation performance in the continuous performance that becomes a defeat performance, the number of continuous games is set to 8 to 10 games. Furthermore, in both the foreshadowing performance table and the pseudo-foreshadowing performance table, a performance table is set where the performance contents (the game in which the excitement performance occurs and the type of excitement performance) of each game in the second preparation performance are common.

[0397] That is, it is impossible to specify which of the premonition performance table and the pseudo-premonition performance table is set based on the number of games of the second preparation performance or the performance content in each game of the second preparation performance. However, in the premonition performance table, a performance table with a large number of occurrences of the exciting performance in the second preparation performance is likely to be selected, and a performance table in which the exciting performance C (Fig. 63(b3)) is likely to occur as the type of the exciting performance is likely to be selected. Also, in the pseudo-premonition performance table, a performance table with a small number of occurrences of the exciting performance in the second preparation performance is likely to be selected, and a performance table in which the exciting performance A (Fig. 63(b1)) is likely to occur as the type of the exciting performance is likely to be selected. Therefore, although it is impossible to specify which of the premonition performance table and the pseudo-premonition performance table is set based on the number of games of the second preparation performance or the performance content in each game of the second preparation performance, it is possible to predict from the performance content in each game of the second preparation performance.

[0398] In step S2416, among the plurality of types of pseudo-premonition performance tables set for one continuous performance counter as described above, the pseudo-premonition performance table to be used in the current continuous performance is determined by lottery or the like. Then, in step S2417, after executing the process of storing the address information of the determined pseudo-premonition performance table in the address information storage area 183c of the RAM 183, the setting process during the present CZ mode is terminated. By executing such a process, it becomes possible to set the performance data based on the pseudo-premonition performance table in steps S2213 and S2214 in the continuous performance setting process.

[0399] In the continuous performance setting process (Fig. 53), when a precursor command is received in a situation where the pseudo-precursor flag is set (step S2201: YES, step S2202: YES), the pseudo-precursor flag is cleared in step S2217. After that, in step S2218, the number of precursor games is grasped from the received precursor command, and a lottery process for the precursor performance table corresponding to the number of precursor games is executed. Such a process is the same as the process in step S2413 above. Then, in step S2219, a process of rewriting the address information of the pseudo-precursor performance table input in the address information storage area 183c to the address information of the precursor performance table determined by lottery in step S2218 is executed. After that, the precursor flag is set in step S2203. As a result, the continuous performance using the pseudo-precursor performance table is switched to the continuous performance using the precursor performance table.

[0400] <Performance Setting Process at Full Stop> Next, the performance setting process at full stop in step S2010 will be described with reference to Fig. 56. As already described, the performance setting process at full stop is a process for performing performance setting when the newly received command is a full stop command such as a winning result command, an AT start command, a CZ end command, a first AT winning notification command, a second AT winning notification command, an AT end command, a third CZ mode start command, etc.

[0401] In step S2501, it is determined whether the first AT winning notification command or the second AT winning notification command is received. The first AT winning command and the second AT winning notification command are commands output from the main control device 101 when the AT mode winning flag is set and the precursor counter becomes 0. If these AT winning notification commands are received, the process proceeds to step S2502, and it is determined whether the immediate notification flag is set. As already explained, the immediate notification flag is a flag set when a precursor command is received during the first CZ mode and the precursor start flag is not set in the continuous effect setting process (Fig. 53) (step S2207). Regarding the process when the immediate notification flag is set, it will be described in detail later. Here, the process when the immediate notification flag is not set will be described. That is, when the immediate notification flag is not set, in step S2503, settings are executed so that the AT winning notification effect is performed on the auxiliary display unit 65 and the speaker 64. The AT winning notification effect is, for example, as shown in Fig. 58(a), the character "AT CONFIRMED!!" is displayed on the auxiliary display unit 65, and a corresponding sound effect is output from the speaker 64. Note that in the AT winning notification effect, it is not specified which of the first AT and the second AT has won. By doing so, it is possible to prevent the gaming property of enjoying which AT has won from being spoiled until the AT start game after the AT winning notification effect. However, depending on the type of the received AT winning command, it may be configured to suggest that the first AT has won or the second AT has won using the auxiliary display unit 65, the speaker 64, etc.

[0402] If it is determined in step S2501 that the AT winning notification command has not been received, the process proceeds to step S2504. In step S2504, it is determined whether the AT start command has been received. Note that the case where the AT start command has been received is the case where, at the start of the game, a notification performance of the pressing order for the second replay game or the third replay game is being performed. In this case, in step S2505, settings are executed so that the AT start performance is performed on the auxiliary display unit 65 and the speaker 64. The AT start performance is, for example, as shown in FIG. 58(b), on the auxiliary display unit 65, a start replay symbol corresponding to the type of AT mode to be started this time (for the first AT mode, an alignment of "BAR" symbols corresponding to the second replay game (FIG. 14(a)) diagonally, etc., for the second AT mode, an alignment of "white 7" symbols corresponding to the third replay game (FIG. 14(c)) at the bottom, etc.), and at the same time, a character display such as "AT START!!" is performed, and a corresponding sound effect is output from the speaker 64.

[0403] If the AT start command has not been received in step S2504, it is determined in step S2506 whether the AT end command has been received. If the AT end command has been received, in step S2507, settings are executed so that the AT end performance is performed on the auxiliary display unit 65 and the speaker 64. The AT end performance is, for example, as shown in FIG. 59(a), the number of continuous games of the current AT mode and the number of medals obtained in the current AT mode are displayed on the auxiliary display unit 65.

[0404] If the AT end command has not been received in step S2506, it is determined in step S2508 whether the third CZ mode start command has been received. If the third CZ mode start command has been received, in steps S2509 to S2512, the process for starting the performance for the third CZ mode is executed. Such processing corresponds to the CZ start setting process in FIG. 54.

[0405] That is, in step S2509, first, a lottery process for the number of CZ production games is executed. Specifically, the number of games in the third CZ mode starting this time is grasped (25 games to 30 games), and the number of CZ production games (the number of games for executing the first preparation production) is determined by lottery so that the number of games for the second preparation production and the battle production in the third CZ mode is within the range of 13 games to 15 games.

[0406] For example, if the number of games in the third CZ mode starting this time is 25 games, by determining the number of CZ production games within the range of 10 games to 12 games, the remaining number of games will be 13 games to 15 games. Also, if the number of games in the third CZ mode starting this time is 30 games, by determining the number of CZ production games within the range of 15 games to 17 games, the remaining number of games will be 13 games to 15 games.

[0407] In step S2510, a process of inputting the value of the number of CZ production games determined in step S2509 into the CZ production counter is executed. As already explained, in the third CZ mode, the value of the CZ production counter is decremented by 1 for each game, and when it becomes 0, the process shifts to the second preparation production (steps S2404, S2505, S2510 to S2518). Then, in step S2511, the third CZ mode flag is set, and in step S2512, settings are executed so that the CZ start production is performed on the auxiliary display unit 65 and the speaker 64.

[0408] Regarding the CZ start production, as already explained, in this case, after the continuous start production in Fig. 61(a) is performed, the first preparation start production C in Fig. 61(b3) will be executed. Also, in the third CZ mode, since the CZ start production settings are made at the end of the game, for example, it is advisable to set the continuous start production to be executed as the all-stop production of the game and the first preparation start production C to be executed as the bet production of the next game of the game.

[0409] If it is determined in step S2508 that the third CZ mode start command has not been received, it is determined in step S2513 whether a CZ mode end command has been received. If a CZ end command has been received, the production setting process for CZ end is executed in step S2514. The CZ end command is a command output from the main control device 101 when the number of continuous games (CZ counter) of the CZ mode set at the time of CZ mode transition becomes 0, regardless of the result of the AT mode transition lottery.

[0410] <Production setting process for CZ end> In the production setting process for CZ end in step S2514, as shown in the flowchart of FIG. 57, first, it is determined in step S2601 whether the third CZ mode flag is set. If the third CZ mode flag is set and the trigger for setting the CZ counter, which becomes 0 this time, is the third CZ mode, the process proceeds to step S2602, where the process of clearing the third CZ mode flag is executed, and then the production setting process for this CZ end is terminated.

[0411] As described above, at the start of the third CZ mode, the number of continuous games for the first preparatory effect is set (steps S2509 to S2510). When the number of continuous games (CZ effect counter) becomes 0, the process proceeds to the second preparatory effect (steps S2405, S2410 to S2418). In this case, if a precursor command is received before the transition to the second preparatory effect, the effect settings after the second preparatory effect using the precursor effect table are performed (steps S2413, S2414). If a precursor command is not received before the transition to the second preparatory effect, the effect settings after the second preparatory effect using the pseudo-precursor effect table are performed (steps S2415 to S2418). When a precursor command is received during the execution of the continuous effect using the pseudo-precursor effect table, the continuous effect is switched to the continuous effect using the precursor effect table (steps S2217 to S2219). As described above, the case of receiving the CZ end command is when the number of continuous games set at the time of the third CZ mode transition becomes 0. On the main control device 101 side, when winning the AT mode transition lottery during the third CZ mode, the remaining number of games in the third CZ mode is set as the precursor number of games (step S1113).

[0412] That is, when the number of continuous games set at the time of the third CZ mode transition becomes 0, there may be a case where the number of precursor games also becomes 0 and the AT mode winning notification effect is performed, or there may be a case where the third CZ m...

Claims

【Claim 1】 As a game state, a normal state and a specific state that is more advantageous to the player than the normal state are set, specific determination means capable of executing a specific determination for causing a specific event that is advantageous to the player to occur in the specific state; means capable of causing the specific event to occur when the result of the specific determination by the specific determination means is a specific result corresponding to causing the specific event to occur; means capable of causing a transition from the normal state to the specific state when a predetermined transition condition is satisfied; means capable of causing a transition from the specific state to the normal state when a predetermined end condition is satisfied; specific notification means capable of executing specific notification about the specific determination in the specific state by a predetermined notification means; mode setting means for setting a notification mode of the specific notification by the specific notification means; comprising when the previous specific state ended based on the establishment of a first end condition, the mode setting means can cause the specific notification to be executed in a specific notification mode in the subsequently transitioned specific state, and when the previous specific state ended based on the establishment of a second end condition different from the first end condition, the mode setting means can cause the specific notification not to be executed in the specific notification mode in the subsequently transitioned specific state; A gaming machine, characterized in that the specific notification according to the specific notification mode can be executed over a plurality of games.

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