Pachinko machine

The gaming machine improves player engagement through rotating bodies with visible patterns, operation means, and mode notifications, offering multiple winning opportunities to enhance amusement.

JP7715240B2Active Publication Date: 2025-07-30SANYO BUSSAN KK
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Patent Information

Application Number
JP2024076589
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-05-09
Publication Date
2025-07-30
Estimated Expiration
2039-10-21

AI Technical Summary

Technical Problem

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

Method used

A gaming machine with rotating bodies featuring visible patterns, start and stop operation means, lottery and privilege granting mechanisms, and mode notification systems that increase the frequency of transition conditions for winning opportunities.

Benefits of technology

Enhances the amusement value of the game by providing varied winning possibilities and engaging gameplay experiences.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine capable of increasing game amusement.SOLUTION: After performing a betting operation, a slot machine 10 starts the rotation of each of reels 32L, 32M, 32R based on operation of a start lever 41. Then, the corresponding reels are stopped by operating stop switches 42 to 44, a stop combination according to a lottery result is stopped, and tokens can be put out. In addition, a push order bell is provided in which a combination to be won differs depending on the operation order of the stop switches 42 to 44, and an advantageous section in which a push order notification is performed when a push order bell is won and a normal section in which the push order notification is not performed are set. When shifting to the advantageous section, the number of ceiling games is set. When shifting to the advantageous section during a BB state, a shorter number of ceiling games is easily set than that in a normal game state.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 reel is started, and when the stop switch is operated during the rotation of the reel, the rotation of the reel stops. And when the stop result of the reel 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, 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 A plurality of rotating bodies with a plurality of patterns attached in the circumferential direction, A display unit that makes some of the patterns visible for each of the rotating bodies, Start operation means for starting the rotation of each of the rotating bodies when operated, Lottery means for performing a lottery on whether to give a privilege to the player based on the operation of the start operation means, Stop operation means for stopping the rotation of each of the rotating bodies when operated, Drive control means for starting the rotation of each of the rotating bodies when the start operation means is operated and stopping the rotation of each of the rotating bodies when the stop operation means is operated, When the lottery result in the lottery means is a predetermined result When it is Privilege granting means capable of granting a privilege corresponding to the predetermined result, A gaming machine comprising: As a lottery result by the lottery means, when the stop operation means is operated in a first operation mode, winning becomes possible the first result and When the stop operation means is operated in a second operation mode different from the first operation mode, winning becomes possible the second result, and before Mode notification means capable of executing mode notification including the first operation mode and the second operation mode by a predetermined notification means is provided, A specific state in which the mode notification by the mode notification means can be executed is set, Means capable of shifting to the specific state based on predetermined transition conditions, Means capable of ending the specific state based on predetermined end conditions, means capable of executing a transition determination that enables the transition condition to be satisfied based on the lottery result by the lottery means is provided, The transition determination is set such that the case where it is determined that the transition condition is satisfied is more frequent than the case where it is determined that the transition condition is not satisfied. When the lottery result by the lottery means is the first result, it is possible to determine that the transition condition is satisfied. When the lottery result by the lottery means is the second result, it is possible to determine that the transition condition is satisfied. In the next game of the game in which the transition condition is satisfied, means capable of executing a predetermined process related to the mode notification is provided. characterized in that.

Effects of the Invention

[0008] According to the present invention, it is possible to enhance the amusement of the game.

Brief Description of the Drawings

[0009]

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Mode for Carrying Out the Invention

[0010] <The First Embodiment> Hereinafter, an embodiment in the case of applying to a reel type gaming machine, specifically a slot machine, which is a type of gaming 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] On the front side of the housing 11, a front door 12 is attached so as to be openable and closable. That is, on the housing 11, a pair of upper and lower support shafts 13a and 13b are provided on the left side as viewed from the front, and on the front door 12, bearing portions 14a and 14b are provided at positions corresponding to the respective support shafts 13a and 13b. And in a state where each support shaft 13a, 13b is inserted into each bearing portion 14a, 14b, the front door 12 is supported so as to be rotatable about an opening / closing axis extending in the vertical direction connecting the two support shafts 13a, 13b with respect to the housing 11, and the front opening side of the housing 11 can be opened or closed by the rotation of the front door 12. Further, the front door 12 is set in a locked state where it cannot be opened by a locking device 20 provided on its back surface. On the upper right end side of the front door 12, a key cylinder 21 integrated with the locking device 20 is provided, and the locked state is configured to be released by a predetermined key operation on the key cylinder 21.

[0013] Near the upper part of the central portion of the front door 12, a game panel 25 for notifying the player of the game state is provided. On the game panel 25, three vertically long display windows 26L, 26M, and 26R are formed side by side horizontally, and the inside of the slot machine 10 can be viewed through each of the display windows 26L, 26M, and 26R. Note that the three display windows 26L, 26M, and 26R may be combined into one common display window.

[0014] As shown in FIG. 3, the interior of the housing 11 is vertically divided into two parts by a partition plate 30, and a reel unit 31 that constitutes a 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 of which is formed in a cylindrical (annular) shape. Each of the reels 32L, 32M, 32R is rotatably supported such that its central axis serves as the rotation axis of the reel. The rotation axes of the reels 32L, 32M, 32R are arranged on the same axis extending in a substantially horizontal direction, and the respective reels 32L, 32M, 32R correspond one-to-one with the display windows 26L, 26M, 26R. Therefore, a part of the surface of each of the reels 32L, 32M, 32R is visible through the corresponding display windows 26L, 26M, 26R. Also, when the reels 32L, 32M, 32R rotate forward, the surfaces of the reels 32L, 32M, 32R are projected as if they are moving downward from top to bottom through the display windows 26L, 26M, 26R.

[0015] Here, the configuration of the reel unit 31 will be briefly described.

[0016] Each of the reels 32L, 32M, and 32R is connected to a stepping motor, and each reel 32L, 32M, 32R can be rotationally driven individually, that is, independently, by driving each stepping motor. The stepping motor is set to be rotated by applying a drive signal of, for example, 500 pulses (hereinafter also referred to as an excitation pulse). The rotational position of the stepping motor, that is, the rotational position of the reel, is controlled by this excitation pulse. Further, a reel index sensor for detecting that the reel has made one rotation is installed on each of the reels 32L, 32M, 32R in the reel unit 31. When the reel index sensor detects that the reel has made one rotation, a detection signal is output to the main control device 101 described later each time such detection occurs. Therefore, the main control device 101 can confirm and correct the angular position of each of the reels 32L, 32M, 32R every one rotation based on the detection signal of the reel index sensor and the number of excitation pulses output until the detection signal is input.

[0017] On the outer peripheral surface of each of the reels 32L, 32M, 32R, a plurality of patterns are drawn as identification information in the long side direction (circumferential direction). More specifically, 20 patterns are drawn at equal intervals. For this reason, in order to switch a certain pattern to the next pattern at a predetermined position, it is necessary to output an excitation pulse of 25 pulses (= 500 pulses ÷ 20 patterns). Further, the main control device 101 can perform control to grasp the pattern visible from the display windows 26L, 26M, 26R or stop a predetermined pattern at a position visible from the display windows 26L, 26M, 26R based on the number of excitation pulses output after the detection signal of the reel index sensor is input.

[0018] Next, the patterns drawn on each of the reels 32L, 32M, 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 from the display windows 26L, 26M, and 26R, and are not actually attached to the reels 32L, 32M, and 32R. However, in the following description, these numbers will be used for explanation.

[0020] As symbols, there are 10 types, 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 the slot machine 10, the game result of each game is announced using a combination of three symbols, one for each of the reels 32L, 32M, and 32R, among the visible symbols. As described above, 3 × 3 = 9 symbols are visible, and as combinations of these three symbols, for example, as shown in Fig. 7, there are combinations of symbols that stop on an upper line L1 connecting the upper symbols of the reels 32L, 32M, and 32R, combinations of symbols that stop on a middle line L2 connecting the middle symbols of the reels 32L, 32M, and 32R, and combinations of symbols that stop on a lower line L3 connecting the lower symbols of the reels 32L, 32M, and 32R. There are also combinations of symbols that stop on a downward-sloping line L4 connecting the top symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the bottom symbol on the right reel 32R, and combinations of symbols that stop on an upward-sloping line L5 connecting the bottom symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the top symbol on the right reel 32R. There are also combinations of symbols that stop on a curved line L6 connecting the middle symbol on the left reel 32L, the top symbol on the middle reel 32M, and the top symbol on the right reel 32R. The above lines L1 to L5 are straight lines when the symbols are lined up, while the curved line L6 is a line that bends when the symbols are lined up. There are other combinations of symbols that stop on curved lines besides the curved line L6, but we will not explain them here.

[0023] Of these lines L1 to L6, some are activated by betting medals, and some are not, and when symbols stop in a predetermined combination on an activated line, i.e., an activated line, a win is achieved and a bonus is awarded in which a predetermined number of medals, which are game media, are paid out, or a bonus is awarded in which the game state is changed.On the other hand, when symbols stop in a predetermined combination on an inactivated line, a win is not achieved and the bonus is not awarded.

[0024] In this slot machine 10, among the above lines L1 to L6, the bent line L6 is set as the effective line. More specifically, in this slot machine 10, when three medals are bet and the game is started, in this case, only the bent line L6 is set as the effective line, and the other lines L1 to L5 are not set as the effective lines. In the following description, the bent line L6 may be referred to as the effective line ML. Also, in the following, a game started by betting three medals is called a 3-bet game, a game started by betting two medals is called a 2-bet game, and a game started by betting one medal is called a 1-bet game. Note that in this embodiment, the 1-bet game and the 2-bet game are not set. That is, in this embodiment, only the 3-bet game is set.

[0025] FIGS. 8 and 9 are diagrams showing the correspondence between the combinations of winning symbols and the benefits given when winning.

[0026] As the small winning awards for which medal payouts are made, there are the first small winning award to the 27th small winning award.

[0027] 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, the first small winning award is obtained. When the first small winning award is established, 7 medals are paid out.

[0028] As shown in FIG. 10(a), when the symbol corresponding to the first small winning award stops on the effective line ML, the "BELL" symbols are aligned and stop on the upper line L1. Therefore, the player can easily understand that the small winning award corresponding to the bell has been established.

[0029] When the "BELL" symbol on the left reel 32L, the "WHITE 7" symbol, "CHERRY" symbol, "RED SHELL" symbol or "YOUTH" symbol on the middle reel 32M, and the "WHITE 7" symbol, "WHITE SHELL" symbol or "YOUTH" symbol on the right reel 32R stop on the effective line ML, the second small winning award is obtained. When the second small winning award is established, 7 medals are paid out.

[0030] As shown in FIG. 11(b), when the symbol corresponding to the second minor winning stops on the effective line ML, the "watermelon" symbols are aligned and stop on the downward right line L4. Therefore, it becomes easy for the player to understand that the minor winning corresponding to the watermelon has been achieved.

[0031] When the "bell" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "watermelon" symbol on the right reel 32R stop on the effective line ML, it is a third minor winning. When the third minor winning is achieved, 7 medals are paid out.

[0032] As shown in FIG. 11(c), when the symbol corresponding to the third minor winning stops on the effective line ML, the "watermelon" symbols are aligned and stop on the upper line L1. Therefore, it becomes easy for the player to understand that the minor winning corresponding to the watermelon has been achieved.

[0033] The fourth minor winning to the twenty-seventh minor winning are so-called missed wins that mainly win when the first minor winning is missed. When the fourth minor winning to the twenty-seventh minor winning are achieved, 1 medal is paid out. The fourth minor winning to the twenty-seventh minor winning are achieved when the corresponding combinations of 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, 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 stop on the effective line ML. As shown in FIG. 8, the combinations of the symbols corresponding to these fourth minor winning to twenty-seventh minor winning are all set so that the "bell" symbol does not align and stop on the straight lines (L1 to L5), and it is set so that it becomes easy to understand that the minor winning corresponding to the bell has not been achieved.

[0034] Incidentally, in a configuration where medals are paid out based on winning the above-mentioned first to twenty-seventh minor roles, the medals paid out are a type of privilege given according to the result of the game. In this specification, the paid-out medals may sometimes be referred to as "winning medals", and the ratio of the number of paid-out medals ("winning medals") to the number of medals inserted (bet) may sometimes be referred to as the "winning medal rate".

[0035] As prizes for which a privilege of a replay game, which enables the next game to be played without inserting medals, is given, there are first to eleventh replay game prizes. As shown in FIG. 9, for these first to eleventh replay games, winning symbol combinations are respectively set.

[0036] The first replay game wins when the "Replay" symbol on the left reel 32L, the "Watermelon" symbol on the middle reel 32M, and the "Red 7" symbol, "White 7" symbol, "White Shell" symbol, or "Young Man" symbol on the right reel 32R stop on the active line ML. As shown in FIG. 10(d), when the symbol corresponding to the first replay game prize stops on the active line ML, the "Replay" symbols align and stop on the middle line L2. Therefore, the player can easily understand that the replay game prize corresponding to the replay has been won.

[0037] The second replay game wins when the "Replay" symbol on the left reel 32L, the "Bell" symbol on the middle reel 32M, and the "BAR" symbol or "Cherry" symbol on the right reel 32R stop on the active line ML. When the symbol corresponding to the second replay game prize stops on the active line ML, as shown in FIG. 12(a), the "BAR" symbols align and stop on the rising right line L5, or as shown in FIG. 12(b), the "Red 7" symbol, "Red 7" symbol, and "BAR" symbol stop in order from the left on the rising right line L5. When the second replay game prize is won, although there is no transition in the game state, a transition to an advantageous notification mode for the player occurs, and the AT mode, in which medal acquisition can be expected, is started. The AT mode will be described in detail later.

[0038] The third replay game and the fourth replay game are replay games for adjustment when a plurality of replay games are won repeatedly.

[0039] In the fifth replay game, a winning is established when the "bell" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "red 7", "white 7", "BAR", "cherry", "white shell" or "young man" symbol on the right reel 32R stop on the active line ML. As shown in FIG. 10(e), when the symbols corresponding to the fifth replay game winning stop on the active line ML, the "watermelon" symbol stops on the upper part of the left reel 32L and the upper part of the middle reel 32M, while the "watermelon" symbol does not stop on the upper part of the right reel 32R (the "watermelon" symbol stops on the lower part of the right reel 32R), resulting in a so-called off-state of the upper-row watermelon combination. Also, when the symbols corresponding to the fifth replay game winning stop on the active line ML, the "watermelon" symbol stops on the upper part of the left reel 32L and the lower part of the right reel 32R, while the "watermelon" symbol does not stop on the middle part of the middle reel 32M (the "watermelon" symbol stops on the upper part of the middle reel 32M), resulting in a so-called off-state of the downward-sloping watermelon combination.

[0040] In the sixth replay game, a winning is established when the "bell" symbol on the left reel 32L, the "white 7", "cherry", "red shell" or "young man" symbol on the middle reel 32M, and the "watermelon" or "red shell" symbol on the right reel 32R stop on the active line ML. As shown in FIG. 10(f), when the symbols corresponding to the sixth replay game winning stop on the active line ML, the "watermelon" symbol stops on the upper part of the left reel 32L and the upper part of the right reel 32R, while the "watermelon" symbol does not stop on the upper part of the middle reel 32M (the "watermelon" symbol stops on the middle part of the middle reel 32M), resulting in a so-called off-state of the upper-row watermelon combination. Also, when the symbols corresponding to the sixth replay game winning stop on the active line ML, the "watermelon" symbol stops on the upper part of the left reel 32L and the middle part of the middle reel 32M, while the "watermelon" symbol does not stop on the lower part of the right reel 32R (the "watermelon" symbol stops on the upper part of the right reel 32R), resulting in a so-called off-state of the downward-sloping watermelon combination.

[0041] The 7th replay game is a winning combination 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. 11(a), when the symbols corresponding to the 7th replay game winning combination stop on the valid line ML, the "Watermelon" symbols align and stop on the middle line L2.

[0042] The 8th replay game is a winning combination 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. 11(b), when the symbols corresponding to the 8th replay game winning combination 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 stop pattern that is outside the so-called middle section replay tempai.

[0043] For the 9th replay game, a winning combination is formed when the "BAR" symbol on the left reel 32L, the "White 7" symbol, "BAR" symbol, "Cherry" symbol, "Red Shell" symbol or "Young Man" symbol on the middle reel 32M, and the "Red 7" symbol, "White 7" symbol, "BAR" symbol, "Cherry" symbol, "White Shell" symbol or "Young Man" symbol on the right reel 32R stop on the valid line ML. Also, for the 11th replay game, a winning combination is formed when the "BAR" symbol on the left reel 32L, the "BAR" symbol on the middle reel 32M, and the "Bell" symbol, "Watermelon" symbol or "Red Shell" symbol on the right reel 32R stop on the valid line ML. As shown in FIGS. 11(c) and 11(d), when a symbol corresponding to the 9th replay game win or the 11th 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 9th replay game or the 11th 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 9th replay game, and the "Cherry" symbol stops at the middle or lower stage in the case of winning the 11th replay game. Therefore, it is possible to distinguish between the 9th replay game win and the 11th replay game win. The 10th replay game is a winning combination that is formed when it is not possible to win the 9th replay game or the 11th replay game, that is, when a miss may occur.

[0044] More specifically, the 10th replay game win is formed when winning the 9th replay game and it is not possible to form the 9th replay game win, and also when winning the 11th replay game and it is not possible to form the 11th replay game win. That is, when the 10th replay game win is formed, it becomes difficult to distinguish whether winning the 9th replay game or the 11th replay game. In other words, in order to determine which of the 9th replay game and the 11th replay game is won, it is necessary to operate aiming for the "Cherry" on the left reel 32L.

[0045] As state transition wins where only the game state transitions, there are the 1st BB win and the 2nd BB win.

[0046] When the "White 7" symbol on the left reel 32L, the "White Shell" symbol on the middle reel 32M, and the "Cherry" symbol on the right reel 32R stop on the active line ML, it results in a First BB win. When a First BB win is achieved, the game state transitions to the First BB state. As shown in Fig. 11(e), when the symbols corresponding to the First BB win stop on the active line ML, the "White 7" symbols align and stop on the middle line L2.

[0047] When the "White 7" symbol on the left reel 32L, the "White Shell" symbol on the middle reel 32M, and the "BAR" symbol on the right reel 32R stop on the active line ML, it results in a Second BB win. When a Second BB win is achieved, the game state transitions to the Second BB state. As shown in Fig. 11(f), when the symbols corresponding to the Second BB win stop on the active line ML, the "White 7" symbols stop in the middle sections of the left reel 32L and the middle reel 32M, and the "Red 7" symbol stops in the middle section of the right reel 32R.

[0048] A start lever 41 for starting the rotation of each of the reels 32L, 32M, 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, 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, the reels 32L, 32M, 32R start to rotate.

[0049] On the right side of the start lever 41, button-shaped stop switches 42 - 44 for individually stopping the rotating reels 32L, 32M, 32R are provided. Each of the stop switches 42 - 44 is disposed directly below the display windows 26L, 26M, 26R corresponding to the reels 32L, 32M, 32R to be stopped, respectively.

[0050] Stop switches 42 to 44 are each connected to stop detection sensors 42a to 44a (Fig. 15), and the stop detection sensors 42a to 44a and a main control device 101 described later are connected. Then, the main control device 101 grasps that the stop switches 42 to 44 have been operated based on the detection signals from the stop detection sensors 42a to 44a. Specifically, when the stop switches 42 to 44 are not operated, LOW signal detection signals are output from the stop detection sensors 42a to 44a, and when the stop switches 42 to 44 are operated, the detection signals are switched from LOW signals to HI signals. The main control device 101 grasps such a signal change and thus grasps that the stop switches 42 to 44 have been operated. When the main control device 101 grasps that the stop switches 42 to 44 have been operated, it controls to stop the rotation of the reel corresponding to the operated switch.

[0051] That is, when the left stop switch 42 is operated, the rotation of the left reel 32L stops; when the middle stop switch 43 is operated, the rotation of the middle reel 32M stops; and when the right stop switch 44 is operated, the rotation of the right reel 32R stops. The stop switches 42 to 44 constitute stop operation means that are operated to stop the variable display of the symbols based on the rotation of the reels 32L, 32M, and 32R.

[0052] Below the lower right side of the display windows 26L, 26M, and 26R, a medal insertion slot 45 for inserting medals is provided. The medal insertion slot 45 constitutes input means for inputting game media. Also, focusing on the fact that the medal insertion slot 45 involves the operation of directly inserting medals by the player, it can also be said to constitute direct input means for directly inputting game media.

[0053] 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 surface of the front door 12, to either 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.

[0054] 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, on the right side 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 guide 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 guide plate 52a is provided, such medals will be stored in the reserve tank 54.

[0055] 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.

[0056] Below the lower left sides of the windows 26L, 26M, and 26R, a first credit input switch 56 is provided for inputting a predetermined specific number of virtual medals credited as game media at one time, out of the specified number of medals for the game. The specific number is set according to the progress of the game. For example, when the specified number of medals for the game 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 medals 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 medals 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 medals 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 1 virtual medal. Each of the credit input switches 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 of the credit input switches 56, 57 only involves the operation of inputting virtual medals based on stored memory, it can also be said that they constitute an indirect input means for indirectly inputting game media. In this slot machine 10, no credit input switch is provided for inputting 2 virtual medals.

[0057] The first credit insertion switch 56 is set such that the operation surface operated by the player is larger than that of the second credit insertion switch 57, and the operability of the first credit insertion switch 56 is superior to that of the second credit insertion switch 57. Therefore, normally, it is assumed that the player operates the first credit insertion switch 56 to advance the game. That is, normally, it is considered that the game is played by inserting a specific number of the specified number of medals.

[0058] To the right of the first credit insertion switch 56 and the second credit insertion switch 57, there is an effect switch 66 that is operated when an effect occurs.

[0059] To the left of the start lever 41, there is a settlement switch 59. That is, this slot machine 10 has a credit function that stores and remembers surplus inserted medals and payout 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 remembered, the virtual medals are paid out as real medals from the medal payout port 49. 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 game media.

[0060] Below the display windows 26L, 26M, and 26R of the game panel 25, there are provided a credit display unit 60 that displays the number of credited virtual medals, a remaining payout medal number display unit 61 that displays the remaining number of medals to be paid out until the BB state ends, and a payout medal number display unit 62 that displays the number of medals paid out at the time of winning, respectively. These display units 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.

[0061] 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 an interval display for indicating a favorable interval which is an interval where the winning rate of a minor winning combination is changed by notifying the operation order to enable the player to play the game in a favorable situation. The instruction monitor 68 will be described in detail later.

[0062] On 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 produce 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 the one 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.

[0063] In the front door 12, below the game panel 25 and below the stop switches 42 to 44, there is a lower display section 69 where the model name of the gaming machine is described or which may constitute a predetermined display screen. Note that the lower display section 69 may be configured as a liquid crystal display section, an operation means for effects may be provided in the lower display section 6, or the entire lower display section 69 may be used as an operation means that can be operated.

[0064] Inside the housing 11, on the left side of the hopper device 51, a power supply box 70 is provided. The power supply box 70 houses a power supply device 91 inside and is equipped with a power switch 71, a reset switch 72, a setting key insertion hole 73, and the like. The power switch 71 is a start switch for supplying power to each part including the main control device 101. The reset switch 72 is a switch for resetting the error state of the slot machine 10. Also, the setting key insertion hole 73 is for a hall manager or the like to adjust the medal payout. That is, when a hall manager or the like inserts a setting key into the setting key insertion hole 73 and performs an ON operation, the winning probability (set value) of the slot machine 10 can be set. Note that the reset switch 72 is operated not only when resetting the error state but also when clearing various stored information of the slot machine 10 or when changing the winning probability.

[0065] Above the reel unit 31, a main control device 101 for overall management of the game is attached to the housing 11.

[0066] The main control device 101 is provided with a ratio monitor 77 for indicating the ratio between a game state advantageous to the player and a non-advantageous state. The ratio monitor 77 is installed on the side of the main control device 101 facing the front of the gaming machine so that it can be visually recognized from the front of the gaming machine when the front door 12 is in the open state and cannot be visually recognized when the front door 12 is in the closed state. More specifically, it is housed in the substrate box such that the display surface of the ratio monitor 77 can be visually recognized through the substrate box in which the main control device 101 is housed. Incidentally, when the front door 12 is in the closed state, the ratio monitor 77 cannot be visually recognized even through gaps such as the display windows 26L to 26R, and it is impossible to check the ratio monitor 77 unless the locked state is released by a predetermined key operation on the key cylinder 21 and the front door 12 is opened. Note that the ratio monitor 77 will be described in detail later.

[0067] Next, the electrical configuration of the present slot machine 10 will be described based on the block diagrams of FIGS. 13 and 14.

[0068] The main control device 101 is equipped with a microcomputer centered around a CPU 102 which is an arithmetic processing means. To the CPU 102, in addition to the power supply device 91, a clock circuit 103 that outputs a rectangular wave of a predetermined frequency, an input / output port 104, etc. are connected via an internal bus. Such a main control device 101 serves as a main board built into the slot machine 10.

[0069] On the input side of the main control device 101, there are connected various sensors such as a reel unit 31 (more specifically, a reel index sensor that individually detects that each of the reels 32L, 32M, 32R has rotated once), a start detection sensor 41a that detects the operation of the start lever 41, stop detection sensors 42a to 44a that individually detect the operations of the respective stop switches 42 to 44, a inserted medal detection sensor 45a that detects the medal inserted from the medal insertion slot 45, a payout detection sensor 51a that detects the medal 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 that a setting key has been inserted into the setting key insertion hole 73 and turned on. Signals from these various sensors are output to the CPU 102 via the input / output port 104.

[0070] Also, on the input side of the main control device 101, the power supply device 91 is connected via the input / output port 104. The power supply device 91 is equipped with a power supply unit 91a that supplies drive power to each electronic device of the slot machine 10 including the main control device 101, a power failure monitoring circuit 91b, etc.

[0071] The power failure monitoring circuit 91b monitors the power-off state and generates a power failure signal not only during a power failure but also when the power is cut off by the power switch 71. Therefore, the power failure monitoring circuit 91b monitors the stabilized drive voltage of 12 volts DC in this example output from the power supply unit 91a, and when this drive voltage drops to less than 10 volts, for example, it is determined that the power supply has been cut off and a power failure signal is output. The power failure signal is supplied to each of the CPU 102 and the input / output port 104, and the CPU 102 executes the power failure process described later by recognizing this power failure signal. Also, this power failure signal is configured to be supplied to the display control device 81 as well.

[0072] The power supply unit 91a is configured to output a stabilized voltage of 5 volts that is used as a drive voltage in the control system such as the main control device 101 even when the output voltage drops to less than 10 volts. The time for which this stabilized voltage is output ensures sufficient time for the main control device 101 to execute the power failure process.

[0073] On the output side of the main control device 101, there are an external centralized terminal board 121 etc. that can transmit information to a reel unit 31 (more specifically, a stepping motor for rotating each of the reels 32L, 32M, 32R), a medal passage switching solenoid 46a provided in a selector 46, a hopper device 51, a credit display unit 60, a remaining payout number display unit 61, a payout number display unit 62, an instruction monitor 68, a winning ratio monitor 77, a display control device 81, a hall management device (not shown), etc., and they are connected via the input / output port 104.

[0074] In the above-described CPU 102, in addition to a ROM 105 that stores various control programs and fixed-value data executed by this CPU 102, and a RAM 106 for securing a work area for temporarily storing various data when executing the control programs stored in this ROM 105, although not shown in the figure, as is well known, 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-described ROM 105 as a part of the control program.

[0075] 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 turned off, and data can be held (backed up). In the RAM 106, in addition to 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 stop information used when performing stop control of each reel 32L, 32M, 32R, a set value information storage area 106c for storing set values, etc., a backup area is provided.

[0076] 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, and at the time of power restoration (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. 15), and the restoration of each value written in the backup area is executed in the main process at the time of power-on.

[0077] Also, the NMI terminal (non-maskable interrupt terminal) of the CPU 102 is configured such that a power failure signal from the power failure monitoring circuit 91b is input when the power supply is cut off due to the occurrence of a power failure or the like. And when the power supply is cut off, NMI interrupt processing as power failure flag generation processing is immediately executed.

[0078] As shown in FIG. 14, 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.

[0079] 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 the indirect voice, lamp, and display related to the game, the burden on the main base is reduced.

[0080] 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 to 62, 68 may also be configured to be driven and controlled by the display control device 81.

[0081] Next, each control process executed by the CPU 102 of the main control device 101 will be described. The processes of such CPU 102 are roughly classified into a main process that is started when the power is turned on, a timer interrupt process that is started periodically (at a cycle of 1.49 msec in this embodiment), and an NMI interrupt process that is started when a power failure signal is input to the NMI terminal. Below, among these processes, the processes related to the progress of the game, that is, the timer interrupt process and the main process, will be described.

[0082] FIG. 15 is a flowchart of the timer interrupt process that is periodically executed by the main control device 101. A timer interrupt occurs, for example, every 1.49 msec by the CPU 102 of the main control device 101.

[0083] 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.

[0084] Here, an outline of the power failure process will be described.

[0085] 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.

[0086] 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 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 power supply being completely cut off and the process becoming inexecutable, 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.

[0087] 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.

[0088] 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 drive 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 bet medals and the number of paid-out medals to the external centralized terminal board 121.

[0089] In step S110, a command output process is performed to transmit various commands such as a lottery result command, which will be 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.

[0090] Next, the normal process for performing the main control related to the game will be described based on the flowchart of FIG. 16.

[0091] 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.

[0092] 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. After that, in step S204, a start waiting process is performed.

[0093] In the start waiting process, it is determined whether any replay winning has been established in the previous game. If any replay winning has been established, an automatic input process for automatically inputting the same number of virtual medals as the previous bet number is performed, and the start waiting process ends. Specifically, for example, when a replay winning is established in a 3-bet game, a process of automatically inputting 3 virtual medals is performed, and when a replay winning is established in a 2-bet game, a process of automatically inputting 2 virtual medals is performed.

[0094] In addition, in the automatic input process, the virtual medals are input without reducing the number of virtual medals displayed on the credit display unit 60. That is, if any replay winning has been established in the previous game, the player can play this game without reducing the medals owned and without inputting medals. If no replay winning has been established, a sensor abnormality confirmation process is performed to check whether an abnormality has occurred in the sensor reading result obtained in the sensor monitoring process step S107 of the timer interrupt process. If an abnormality has occurred, an abnormality occurrence process is performed to set the slot machine 10 to an error state and notify the occurrence of the error. Such an error state is maintained until the reset switch 72 is operated. If the sensor reading result is normal, it is determined whether the settlement switch 59 has been operated. If the settlement switch 59 has been operated, a medal return process for paying out the same number of medals as the credited virtual medals is performed.

[0095] 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.

[0096] 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 "3" is set as the specified number 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 an affirmative determination is also made in step S205 on the condition that the number of bets is "3" even outside the bonus state. In other words, if no medals are bet, or if medals are bet but the number of bets is "1" or "2", 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.

[0097] 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.

[0098] After executing the process of step S206, it is determined in step S207 whether the start lever 41 has been operated. If the start lever 41 has not been operated, the process returns to the start waiting process of step S204, and the processes after the sensor abnormality confirmation process among the processes are performed.

[0099] 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 situation where the specified 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 the non-excited state to prohibit medal reception. Then, 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.

[0100] Next, the lottery process of step S210 will be described based on the flowchart of FIG. 17.

[0101] In step S301, a random number used for determining whether 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 random numbers 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.

[0102] After obtaining a random number, in step S302, a lottery table for determining the success or failure of a role is obtained. In this slot machine 10, as game states, there are roughly a normal game state and a bonus state, and the lottery tables are set for each game state respectively.

[0103] That is, in step S302, a lottery table corresponding to the game state is selected. For example, when the current game state is the normal game state, the lottery table for the normal game state is selected. Also, in this slot machine 10, six levels of winning probabilities from "Setting 1" to "Setting 6" are prepared in advance. By inserting a setting key into the setting key insertion hole, performing an ON operation, and performing 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 value 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.

[0104] Here, a supplementary explanation will be given about the process regarding the setting of the winning probability.

[0105] 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 of the RAM 106 when the power is turned on while the setting key detection sensor 73a detects that the setting key is inserted into the setting key insertion hole and is in the ON operation state. In the winning probability setting process, as a predetermined operation, the set value is updated by 1 for each operation of the start lever 41. For example, each time the start lever 41 is operated, the set value is updated so that it becomes "Setting 1" → "Setting 2" → "Setting 3" → "Setting 4" → "Setting 5" → "Setting 6" → "Setting 1". Each set value is displayed on the credit display unit 60, for example, and the display is also updated each time the above set value is updated. Then, when the start lever 41 is operated with the setting key detection sensor 73a in the OFF operation state, it 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 set value information storage area 106c of 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.

[0106] In step S302, when the current game has not won a bonus such as the first BB or the second BB and is in the normal game state, the normal game state lottery table is acquired in step S302. FIG. 18 shows the normal game state lottery table acquired in the normal game state. An index value IV is set in the lottery table, and each index value IV is uniquely associated with a winning combination, and a point value PV is set.

[0107] After obtaining 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.

[0108] 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 second minor winning flag and the third minor winning flag are set. Also, when the determination value DV exceeds 65535 when IV = 24, in step S306, the first BB winning flag and the first replay winning flag are set, and when the determination value DV exceeds 65535 when IV = 25, in step S306, the second BB winning flag and the first replay winning flag are set.

[0109] 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.

[0110] When carrying over the first BB winning flag or the second BB winning flag, the lottery table for the carry-over state is referred to and the lottery process of the game is performed. In the lottery table for the carry-over state (Fig. 19), each index value IV and point value PV are set so as not to win the first BB or the second BB.

[0111] Note that instead of separately preparing the lottery table for the carry-over state, in step S306 in the state where the first BB winning flag or the second BB winning flag is carried over, if winning a winning combination other than the winning combinations corresponding to the first BB and the second BB (repeated first BB, repeated second BB), the corresponding winning flag is set, and if not winning a winning combination other than the winning combinations corresponding to the first BB and the second BB, the corresponding winning flag may not be set.

[0112] That is, for example, in the state where the first BB winning flag is carried over, when the determination value DV exceeds 65535 when the index value IV = 24, for example, the first BB winning flag and the first replay winning flag are not set, and in the state where the first BB winning flag is carried over, when the determination value DV exceeds 65535 when the index value IV = 11, for example, the first small winning combination flag, the fourth small winning combination flag, the fifth small winning combination flag, and the eighth small winning combination flag may be set.

[0113] If the determination value DV does not exceed 65535 in step S305, it means that the index value IV does not match 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 correct or incorrect. 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 correct or incorrect, the process returns to step S304 to continue the role correctness 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 in the previous role correctness determination to obtain a new determination value DV, and in step S305, the role correctness determination is performed based on the determination value DV.

[0114] Incidentally, when determining the success or failure of a role using the lottery table shown in Fig. 18, that is, when playing the game 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. 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 about 1 / 26.2. The probability of winning the chance target A (the probability of winning when IV = 4) is about 1 / 164, the probability of winning the chance target B (the probability of winning when IV = 5) is about 1 / 262, and the probability of winning the chance target C (the probability of winning when IV = 6) is about 1 / 16400. It is set so that the chance target B is more likely to win than the chance target C, and the chance target A is more likely to win than the chance target B. The probability of winning the cherry A (the probability of winning when IV = 7) is about 1 / 107. The probability of winning the cherry B (the probability of winning when IV = 8) is about 1 / 215, and the probability of winning the cherry C (the probability of winning when IV = 9) is about 1 / 13100. It is set so that the cherry B is more likely to win than the cherry C, and the cherry A is more likely to win than the cherry B. The probability of winning the common bell (the probability of winning when IV = 10) is about 1 / 6550. The probability of winning the sequential bell 1, sequential bell 2, side-press bell 1, side-press bell 2, middle-sequential bell 1, middle-sequential bell 2, middle-reverse bell 1, middle-reverse bell 2, reverse-side-press bell 1, reverse-side-press bell 2, reverse-press bell 1, reverse-press bell 2 (hereinafter, these are collectively referred to as the press-order bells) (the probability of winning when IV = 11 to 22) is about 1 / 18.2 each. The probability of winning the watermelon (the probability of winning when IV = 23) is about 1 / 219. The probability of winning the replay duplication 1BB (the probability of winning when IV = 24) is about 1 / 20.1. The probability of winning the replay duplication 2BB (the probability of winning when IV = 25) is about 1 / 6.7. The probability of winning either the replay duplication 1BB or the replay duplication 2BB (the probability of winning when IV = 24 or 25) is about 1 / 5 in total, which is set higher than the winning probabilities of other roles (re-play games, small roles, IV = 1 to 23).

[0115] In the lottery table for carry-over states (Fig. 19) obtained in the situation of winning the 1st BB or the 2nd BB, the winning probabilities of the replicated 1st BB and the replicated 2nd BB corresponding to the 1st BB and the 2nd BB are different from those of the lottery table for the normal game state, and the other lottery probabilities are the same in the normal game state and the carry-over state. That is, in the lottery table for the carry-over state, the probabilities of winning the replicated 1st BB and the replicated 2nd BB (the probabilities of winning when IV = 24, 25) are zero. And in the lottery table for the carry-over state, the probability of not winning any combination (the probability of getting a non-winning result) because the replicated 1st BB and the replicated 2nd BB are not won is about 1 / 5.02. Note that the lottery table for the normal game state and the lottery table for the carry-over state are obtained according to the state in the process of step S302.

[0116] Incidentally, in the normal game state, excluding the increase or decrease in the 1st BB state and the 2nd BB state, it is expected that about 0.91 medals will decrease per game (net increase number minus about 0.91 medals), and in the carry-over state, excluding the increase or decrease in the 1st BB state and the 2nd BB state, it is expected that about 1.51 medals will decrease per game (net increase number minus about 1.51 medals).

[0117] After setting the winning flag in step S306, or when it is determined in step S308 that there is no determination target to be judged, it means that the winning or losing determination of the combination has ended. In such a case, the process proceeds to step S309, and a freeze lottery process is performed to determine whether to execute a freeze effect that invalidates the operations of the stop switches 42 to 44 for a predetermined period.

[0118] In the subsequent step S310, lottery result corresponding processing is performed. In the lottery result corresponding processing, processing such as whether to shift the game state according to the lottery results of steps S301 to S308 and processing for notifying the pressing order combination are performed. The lottery result corresponding processing will be described in detail later.

[0119] After executing the process 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 hand. 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 process (step S110) of the timer interrupt process described above.

[0120] Then, in step S312, a stop information setting process is executed to set symbols that can stop on each of the reels 32L, 32M, and 32R based on the lottery result of the current game. In the stop information setting process, stop symbol information corresponding to a winning hand is set based on the winning flag set in step S306. For example, when winning on the push-order bell 1 (winning when IV = 11), and the first minor winning flag, the fourth minor winning flag, the fifth minor winning flag, and the eighth minor winning flag are set, the stop symbol information is set so that the symbols corresponding to winning on the first minor hand, the fourth minor hand, the fifth minor hand, and the eighth minor hand can stop on each of the reels 32L, 32M, and 32R. Also, when winning on the watermelon (winning when IV = 23), and the second minor winning flag and the third minor winning flag are set, the stop symbol information is set so that the symbols corresponding to winning on the second minor hand and the third minor hand can stop on each of the reels 32L, 32M, and 32R.

[0121] In the subsequent step S313, when a plurality of stoppable symbol information is set in step S312, a priority setting process for setting the priority thereof is executed. In the priority setting process, when winning on a plurality of hand types among the hand types of minor hands, replay, and bonus, the following priority is set. When winning on a minor hand and a bonus, the priority is set so that winning on the minor hand is prioritized, and when winning on the minor hand cannot be achieved, winning on the bonus is achieved. When winning on a replay and a bonus, the priority is set so that winning on the replay is prioritized.

[0122] For example, in a situation where the first BB is won (the first BB winning flag is set, in a game where the first BB is won or a situation where the first BB win is carried over), if the watermelon is further won and stop symbol information corresponding to the first BB win, the second minor win, and the third minor win is set, the priority is set so that the second minor win and the third minor win are established prior to the first BB win. Also, in a situation where the second BB is won (the second BB winning flag is set, in a game where the second BB is won or a situation where the second BB win is carried over), if the normal replay A is further won and stop symbol information corresponding to the second BB win, the first replay game, and the second replay game win is set, the priority is set so that each replay game win is established prior to the second BB win.

[0123] Here, when a replay game is won, the combination of symbols for winning is set so that any one of the won replay games will surely win. That is, when a replay game is won, the replay game win is surely established and no omission occurs. Therefore, when stop symbol information for a replay game and a bonus is set, any one of the set replay game wins is surely established and the bonus win does not occur. And in this embodiment, it is configured to win the first BB or the second BB by winning the replay duplicate first BB or the replay duplicate second BB. When winning the replay duplicate first BB or the replay duplicate second BB, not only the first BB or the second BB but also the first replay game is won. Therefore, in the game where the first BB or the second BB is won, the first replay game win is established instead of the first BB or the second BB.

[0124] After executing the process of step S313, the first interval display process is executed in step S314, and then the lottery process is terminated. The first interval display process is a process related to the display control of the instruction monitor 68 and the winning ratio monitor 77, and such a process will be described in detail later.

[0125] Next, the reel control process of step S211 will be described based on the flowchart of FIG. 20.

[0126] 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.

[0127] In the rotation start process, it is confirmed whether or not a predetermined wait time (for example, 4.1 seconds) has elapsed since the time when the reel started rotating in the previous game. If the wait time 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 a motor control initialization process for setting rotation start information in the motor control storage area provided in the RAM 106 is performed. By performing such a process, the acceleration process of the stepping motor is started in the stepping motor control process (step S106) of the timer interrupt process, and each of the reels 32L, 32M, and 32R starts rotating. For this reason, even if the player bets a specified number of medals and operates the start lever 41, the reels 32L, 32M, and 32R may not start rotating immediately. After that, 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.

[0128] Following the rotation start process, in step S403, it is determined whether any one of the stop switches 42 to 44 has been operated. If none of the stop switches 42 to 44 have been operated, wait until any one of the stop switches 42 to 44 is operated. If it is determined that any one of the stop switches 42 to 44 has been operated, proceed to step S404 and determine whether the stop switch corresponding to the rotating reel has been operated, that is, whether a stop command has been generated. If no stop command has been generated, return to step S403 and wait until any one of the stop switches 42 to 44 is operated. If a stop command has been generated, set a stop command in step S405. Here, the stop command is a command transmitted to the display control device 81 to identify which stop switch has been operated to generate the stop command. When the stop command is set, the stop control process shown in steps S406 to S412 is performed to stop the rotating reel.

[0129] In step S406, the symbol number of the reaching symbol that has reached the base position (the lower stage in this embodiment) at the timing when the stop switch is operated is confirmed. Specifically, the symbol number of the reaching symbol that has reached the base position is confirmed based on the number of excitation pulses output since the detection signal of the reel index sensor was input. In the subsequent step S407, based on the stop information stored in the stop information storage area 106b, the slip number of the reel to be stopped this time is calculated. In this slot machine 10, as the stop mode for stopping each of the reels 32L, 32M, and 32R, when the stop switches 42 to 44 are operated, there are five stop modes: a stop mode in which the reaching symbol that has reached the base position is stopped as it is, a stop mode in which the corresponding reel is stopped after slipping by one symbol, a stop mode in which the corresponding reel is stopped after slipping by two symbols, a stop mode in which the corresponding reel is stopped after slipping by three symbols, and a stop mode in which the corresponding reel is stopped after slipping by four symbols. Therefore, in step S407, a value of any one of 0 to 4 is calculated as the slip number based on the stop information stored in the stop information storage area 106b. Thereafter, 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. Thereafter, in step S411, it is determined whether or not all of the reels 32L, 32M, and 32R have stopped. If not all of the reels 32L, 32M, and 32R have stopped, a stop information second setting process is performed in step S412, and the process returns to step S403.

[0130] 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 result 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. 18 and 19), 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.

[0131] FIG. 21 is an explanatory diagram showing the correspondence between the winning combination, the operation order of the stop switches 42 to 44, and the winning mode. For example, when winning for the middle order push bell 1, when the stop switches 42 to 44 are 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 12th minor winning combination, the 13th minor winning combination, or the 16th minor winning combination is established. When operated in the order of middle → left → right, the stop information is set so that in addition to the 12th minor winning combination, the 13th minor winning combination, and the 16th minor winning combination, the 1st minor winning combination may also be established. However, even when the stop information is set in this way, depending on the operation timing of the stop switches 42 to 44, the corresponding winning combination may not be established.

[0132] <U+ 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 sliding a maximum of four symbols from the timing when the stop switches 42 to 44 are operated. Therefore, 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, for symbols arranged so that an interval of five or more symbols is formed, when stopping on the effective line, the player needs to operate the stop switches 42 to 44 aiming at the symbols.

[0133] 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, the stop control of each reel 32L, 32M, 32R is performed to establish the 12th minor winning, the 13th minor winning, or the 16th minor winning as described above.

[0134] The 12th minor symbols on the left reel 32L are the "red 7" symbol and the "BAR" symbol. Also, the 13th minor symbols on the left reel 32L are the "red shell" symbol and the "white shell" symbol. And the 16th minor symbols on the left reel 32L are the "replay" symbol and the "youth" symbol. On the left reel 32L, these 12th minor symbols, 13th minor symbols, and 16th 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 12th minor symbols, 13th minor symbols, and 16th 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 number of slipping commas 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 commas slipping), which is the 13th minor symbol, and the 5th "replay" symbol (3 commas slipping), which is the 16th 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 number of slipping commas, stops in the middle row. In this case, although there remains a possibility of establishing the 13th minor winning, the 12th minor winning and the 16th minor winning will not be established.

[0135] When the 13th 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 13th minor winning can be established.

[0136] The 13th 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, regardless of the operation timing of the middle stop switch 43, stop control is performed so that the "REPLAY" symbol stops at the upper stage of the middle reel 32M.

[0137] The 13th minor winning symbols on the right reel 32R are the "WHITE SHELL" symbol and the "YOUTH" symbol. On the right reel 32R, these symbols are arranged so that the interval between the "WHITE SHELL" symbol and the "YOUTH" 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 "YOUTH" symbol, which is the 13th 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, a 13th 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.

[0138] Here, when the "Red Clam" 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 case where the medium-push bell 1 is selected as described above and there is a possibility of winning the 13th minor prize, there may also be a case where the medium-push bell 2 is selected and the 15th minor prize is established. That is, the 15th minor prize symbol in the medium-push bell 2 is common to the left reel 32L and the middle reel 32M with the 13th minor prize symbol. And on the right reel 32R, while the 13th minor prize symbols are the "White Clam" symbol and the "Youth" symbol, the 15th minor prize symbols are the "Red 7" symbol and the "White 7" symbol, which are different. In particular, on the right reel 32R, the 13th minor prize symbol and the 15th minor prize symbol are arranged such that when the right stop switch 44 is operated at a timing when the 13th minor prize symbol can be stopped on the valid line, the 15th minor prize symbol cannot be stopped on the valid line, and when the right stop switch 44 is operated at a timing when the 15th minor prize symbol can be stopped on the valid line, the 13th minor prize symbol cannot be stopped on the valid line. Therefore, on the premise that it is not known whether the medium-push bell 1 or the medium-push bell 2 is selected, even if the left reel 32L and the middle reel 32M are stopped and the stop modes that may result in the 13th minor prize and the 15th minor prize are achieved, it is impossible to aim for and win the prize.

[0139] Next, taking the case where the medium-push bell 1 is selected 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 1st minor prize, the 12th minor prize, the 13th minor prize, or the 16th minor prize.

[0140] Here, in the present embodiment, in the priority setting process (step S313) of the lottery process (FIG. 17), when multiple small winning flags are set, the priority is set based on either symbol number priority control or number priority control. That is, as described above, for example, when a bonus and a small winning (the first small winning to the 27th small winning where medal payout can occur) overlap and win, it is set so that the winning of the small winning is preferentially established. When a bonus and a replay overlap and win, it is set so that the winning of the replay is preferentially established. On the other hand, when multiple small winnings overlap and win, after grouping small winnings with the same number of medals paid out as a privilege at the time of winning, the winning of the small winnings in the group with more symbol numbers associated as the winning symbol for each group is preferentially established. The priority is set by either symbol number priority control or number priority control, where number priority control is set so that the winning of the small winnings in the group with a larger number of medals paid out as a privilege at the time of winning is preferentially established.

[0141] For example, the case of the first minor prize win, the 12th minor prize win, the 13th minor prize win, and the 16th minor prize win associated with the operation order of center → left → right in the center-push bell 1 will be described. When the first minor prize win is established, 15 medals are paid out, whereas when the 12th minor prize win, the 13th minor prize win, or the 16th minor prize win is established, 1 medal is paid out. In this case, as a grouping of minor prizes where the number of medals paid out as a privilege at the time of winning is common, there is a first group (first minor prize) where 15 medals are paid out and a second group (12th minor prize, 13th minor prize, and 16th minor prize) where 1 medal is paid out. And in the symbol number priority control, for example, the winning symbol of the first group in the center reel 32M (the first minor prize symbol of the center reel 32M) is the "replay" symbol, and there are 4 of them provided in the center reel 32M. The winning symbols of the second group in the center reel 32M (the 12th minor prize symbol, the 13th minor prize symbol, and the 16th minor prize symbol of the center reel 32M) are the "replay" symbol and the "red shell" symbol, and there are 5 of them provided in the center reel 32M. Since there are more winning symbols in the second group, it is set so that the minor prize win of the second group is preferentially established. On the other hand, in the number priority control, it is set so that the minor prize win of the first group with a larger number of medal payouts is preferentially established. That is, when the center-push bell 1 is operated in the operation order of center → left → right, when the symbol number priority control is applied, it is controlled so that the 12th minor prize win, the 13th minor prize win, or the 16th minor prize win is established, whereas when the number priority control is applied, it is controlled so that the first minor prize win is established.

[0142] When the middle-push bell 1 is a winning combination and the stop switches 42 to 44 are operated in the order of middle → left → right corresponding to the first minor winning combination, when symbol number priority control is applied, the first minor winning combination symbol on the middle reel 32M is the "bell" symbol, the 12th minor winning combination symbol and the 13th minor winning combination symbol are the "replay" symbols, and the 16th minor winning combination symbol is the "white 7" symbol. In this case, when the middle stop switch 43 is operated first, if it is possible to stop the "bell" symbol and the "replay" symbol or the "white 7" symbol on the valid line (upper row) at the same time, stop control is performed so that the "replay" symbol or the "white 7" symbol is preferentially stopped on the valid line. Since the "replay" symbol and the "white 7" symbol are arranged so that the interval between the symbols is 4 symbols or less, regardless of the operation timing, any one of the 12th minor winning combination symbol, the 13th minor winning combination symbol, and the 16th minor winning combination symbol stops on the valid line. Then, the remaining left reel 32L and right reel 32R are subjected to stop control so as to maximize the winning of the minor winning combinations in relation to the symbols that have already stopped as described above. That is, when the middle-push bell 1 is a winning combination and symbol number priority control is applied, even if the middle stop switch 43 is operated first, there is no room for a first minor winning combination, and any one of a 12th minor winning combination, a 13th minor winning combination, and a 16th minor winning combination will be established.

[0143] On the other hand, when the middle-push bell 1 is selected and the stop switches 42 to 44 are operated in the order of middle → left → right corresponding to the first minor winning combination, and when the number priority control is applied, if the middle stop switch 43 is operated first, if it is possible to stop the "bell" symbol and the "replay" symbol or the "white 7" symbol simultaneously on the active line (upper row), stop control is performed to preferentially stop the "bell" symbol, which is the first minor winning combination symbol, on the active line. Since the "bell" symbols are arranged so that the interval between the symbols is 4 symbols or less, regardless of the operation timing, the first minor winning combination symbol stops on the active line. Regarding the first minor winning combination, not only the middle reel 32M, but also the left reel 32L and the right reel 32R are arranged so that the interval between the symbols is 4 symbols or less, so regardless of the operation timing, it is possible to stop the first minor winning combination symbol on the active line. Therefore, when the middle-push bell 1 is selected and operated in the order of middle → left → right, and when the number priority control is applied, a first minor winning combination is established regardless of the operation timing.

[0144] Not limited to the above middle-push bell 1, for each push-order bell, in the operation order corresponding to the first minor winning combination, a plurality of fourth to twenty-seventh minor winning combinations that result in the payout of 1 medal, in addition to the first minor winning combination itself, are set (Fig. 21). And for any push-order bell, in the operation order corresponding to the first minor winning combination, it is set so that the number of winning symbols in a group different from the first minor winning combination is larger.

[0145] In this embodiment, in any gaming state, such as the normal gaming state, the carry-over state of the first BB to the second BB, and the first BB state and the second BB state, basically, the number priority control is applied and the priority order among the minor winning combinations is set. That is, in any gaming state, even if the operation order at the time of winning the push-order bell corresponds to the fourth to twenty-seventh minor winning combinations in addition to the first minor winning combination, due to the number priority control, the winning of the first minor winning combination, which results in the payout of 7 medals, is preferentially established rather than the fourth to twenty-seventh minor winning combinations that result in the payout of 1 medal.

[0146] That is, in the game where the push-order bell is won, when the stop switches 42 to 44 are operated in the order corresponding to the operation order including the first minor winning combination, the first minor winning combination is established and 7 medals are paid out. On the other hand, in the game where the push-order bell is won, when the stop switches 42 to 44 are operated in the order corresponding to the operation order not including the first minor winning combination, the first minor winning combination is not established, and the fourth minor winning combination to the twenty-seventh minor winning combination is established and 1 medal is paid out, or none of the minor winning combinations is established and it is a miss and no medal is paid out.

[0147] Incidentally, when winning the common bell, the first minor winning combination flag is set, and the fourth minor winning combination to the twenty-seventh minor winning combination flags for the other 1 medal payout are not set. Therefore, when winning the common bell, even if the symbol number priority control is applied, the first minor winning combination is established regardless of the operation order and operation timing.

[0148] Returning to the explanation 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 combination is established on the valid line. If a winning combination is established, it is further determined whether or not it corresponds to the winning flag set in the winning flag storage area 106a of the winning combination. 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.

[0149] After performing the payout determination process, the bonus state process is executed in step S414. The bonus state process performs processes such as shifting to a bonus state such as the first BB state or the second BB state based on the winning result. The bonus state process will be described in detail later. In the subsequent step S415, the winning result corresponding process is performed. In the winning result corresponding process, processes such as causing a shift in the display mode based on the winning result are performed. The winning result corresponding process will be described in detail later.

[0150] After performing the winning result corresponding process, the section display second process is executed in step S416. The section display second process is a process related to the display control of the instruction monitor 68, and such a process will be described in detail later. Thereafter, in step S417, a winning result command is set so that the display control device 81 can grasp the winning established combination in the current game, and the reel control process ends.

[0151] Next, an overview of the medal payout process in step S212 will be described.

[0152] 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 minor winning did not occur. In such a case, based on the winning established combination set in the payout determination process, it is determined whether any one of the first replay winning to the eleventh replay winning has occurred. If none of the replay winnings have occurred, the medal payout process ends as it is. If any one of the replay winnings has occurred, a replay setting process is performed to set the game mode to the replay mode, and the medal payout process ends. Note that in the start waiting process (step S204) described above, when it is determined that the current game mode is the replay mode, the automatic input process is performed.

[0153] On the other hand, if the paid-out amount set in the payout information storage area is not zero, the same number of medals as the paid-out amount are paid out, and the medal payout process ends. Specifically regarding the payout of medals, if the count value of the credit counter has not reached the upper limit (the number of stored medals is 50), the paid-out amount is added to the count value of the credit counter, and the added value is displayed on the credit display unit 60. Also, if the count value of the credit counter has reached the upper limit, or if the count value reaches the upper limit during the addition of the paid-out amount, the medal payout rotating plate is driven, and medals are paid out from the hopper device 51 to the medal tray 50 through the medal discharge port 49. Note that in the medal payout process, a process of changing the paid-out number displayed on the paid-out number display unit 62 in accordance with the payout of medals is also performed. Further, if the current game state is the BB state, a process of subtracting the paid-out amount from the value of the remaining payout counter described later and subtracting the remaining payout number displayed on the remaining payout number display unit 61 is performed.

[0154] <Bonus State Process> The bonus state process in step S414 of the reel control process will be described based on the flowchart of FIG. 22. As described above, the bonus state process is a process that is started between the payout determination process (step S413) and the winning result corresponding process (step S415) in the reel control process (FIG. 20).

[0155] First, in step S501, it is determined whether the current game state is the bonus state, that is, whether the current game 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 the 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.

[0156] In step S502, it is determined whether the first BB winning flag or the second BB winning flag is set, i.e., whether the player has won any BB. If neither of the BB winning flags is set, the bonus state process ends as it is. If any of the BB winning flags is set, the process proceeds to step S503.

[0157] In step S503, it is determined whether the first BB win or the second BB win has occurred. If neither of the BB wins has occurred, the bonus state process ends as it is. On the other hand, if it is determined that the first BB win or the second BB win has occurred, the process proceeds to step S504. In step S504, the BB winning flag corresponding to the BB that won this time is cleared.

[0158] After that, in step S505, the BB state flag corresponding to the BB that won this time is set in the various flag storage areas 106d. That is, if the first BB win has occurred, the first BB state flag is set, and if the second BB win has occurred, the second BB state flag is set. As a result, a positive determination will be made in step S501 from the next game.

[0159] In the subsequent step S506, after executing the process of setting the BB start command corresponding to the BB that won this time as the output target to the display control device 81, this bonus state process ends. That is, if the first BB win has occurred, the first BB start command is set, and if the second BB win has occurred, the second BB start command is set. By receiving these first BB start commands and second BB start commands, the display control device 81 can grasp the type of bonus state to transition to, and execute the process for performing the BB start effect corresponding to the bonus state to transition to on the auxiliary display unit 65, etc.

[0160] If an affirmative determination is made in step S501 and it is in the first BB state or the second BB state, the process proceeds to step S507, and the process of incrementing the BB game counter provided in each counter area 106e by 1 is executed. The BB game counter is a counter for the CPU 102 to grasp the number of games in the bonus state (the first BB state or the second BB state), and is a type of special information that is updated according to the progress of the game from when a BB win occurs, which enables a transition to the BB state as a special state, until the BB state ends.

[0161] In the subsequent step S508, it is determined whether or not any minor winning has occurred as the game result of the current game.

[0162] Here, the lottery table for the BB state used in the lottery of each game in the first BB state and the second BB state will be described with reference to FIG. 23.

[0163] In the present embodiment, both the first BB state and the second BB state use the same lottery table for the BB state, and the content and winning probability of the lottery result of each game in the first BB state and the second BB state are common. Also, in the lottery table for the BB state, the point values PV with index values IV = 1 to 10, 12 to 23 are common to those in the lottery table for the normal game state and the carry-over state, and the probability of winning with these index values IV = 1 to 10, 12 to 23 is common in the normal game state, the carry-over state, the first BB state, and the second BB state. On the other hand, the point value PV is set such that the probability of winning with the common bell with index value IV = 11 is higher in the first BB state and the second BB state than in the normal game state and the carry-over state. In that regard, the first BB state and the second BB state are more advantageous for the player than the normal game state and the carry-over state.

[0164] In step S508, it is determined whether or not a winning combination for minor winning combinations with index values IV = 11 to 23 is established. If a replay winning combination with index values IV = 1 to 10 is established, or if it is a losing result, or even if any of the minor winning combinations with index values IV = 11 to 23 is selected but no winning combination is established and it is a miss, the bonus state process is terminated as it is. If any minor winning combination is established, the process proceeds to step S509, and a process of adding the number of medal payouts that are won and paid out in the current game to the BB payout counter provided in various counter areas 106e is executed. Note that such a number of medal payouts can utilize the result of the payout determination process in the immediately preceding step S412. The BB payout counter is a counter for the CPU 102 to grasp the number of medal payouts in the bonus state (first BB state or second BB state), and is a type of special information that is updated according to the progress of the game from when a BB winning combination is selected, which enables a transition to the BB state as a special state, until the BB state ends.

[0165] After executing the process of step S509, in step S510, it is determined whether or not the BB payout counter is 71 or more, which is set as the upper limit payout number in the BB state. If a negative determination is made in step S510, the bonus state process is terminated as it is. On the other hand, if an affirmative determination is made in step S510, the process proceeds to step S511, and a process for ending the bonus state is executed.

[0166] That is, in step S511, a process of initializing the BB game counter is executed. By such a process, the BB game counter as special information is set to the initial value (0). In the subsequent step S512, a process of initializing the BB payout counter is executed. By such a process, the BB payout counter as special information is set to the initial value (0). In the subsequent step S513, a process of clearing the BB state flag corresponding to the bonus state to be ended this time is executed. That is, when ending the first BB state, the first BB state flag is cleared, and when ending the second BB state, the second BB state flag is cleared. Then, in step S514, after executing a process of setting the BB end command corresponding to the bonus state to be ended this time as an output target to the display control device 81, this bonus state process is ended. That is, when ending the first BB state, the first BB end command is set, and when ending the second BB state, the second BB end command is set. The display control device 81 can grasp the type of the bonus state to be ended by receiving these first BB end commands and second BB end commands, and executes a process for performing a BB end effect corresponding to the bonus state to be ended on the auxiliary display unit 65 or the like.

[0167] In this embodiment, as described above, in the normal gaming state, carry-over state, first BB state, and second BB state, except for the winning probability of the common bell (IV = 11), the winning probabilities of each replay result and small winning combination are the same. And in the lottery table for the BB state, since the point values PV of the index values IV = 24, 25 corresponding to the first BB and the second BB are set to 0, in the first BB state and the second BB state, similarly, compared with the carry-over state where the point values PV of IV = 24, 25 are set to 0, the expected medal increase or decrease per game excluding the common bell is the same. The winning probability of the common bell is about 1 in 6550 in the carry-over state and about 1 in 3280 in the first BB state and the second BB state. Although it is easier to win in the first BB state and the second BB state, the difference is very small. And as shown in FIG. 24, assuming that when the order-push bell wins, it matches the operation order corresponding to the first small winning combination with a probability of 1 / 6, in the carry-over state, it can be expected that about 1.51 medals will decrease per game (net increase number minus about 1.51 medals), and also in the first BB state and the second BB state, it can be expected that about 1.51 medals will decrease per game (net increase number minus about 1.51 medals).

[0168] On the other hand, when order-push bell winning notification is performed when the order-push bell wins (AT mode), it becomes possible to establish all first small winning combination wins in the order-push bell that wins with a probability of about 1 in 1.5. In the carry-over state, it can be expected that about 2.06 medals will increase per game (net increase number plus about 2.06 medals), and also in the first BB state and the second BB state, it can be expected that about 2.06 medals will increase per game (net increase number plus about 2.06 medals). That is, even when order-push bell winning notification is performed, it is set so that there is almost no difference in the expected medal increase between the carry-over state and the first BB state and the second BB state. However, in this embodiment, it has a characteristic configuration that an event advantageous to the player can occur by causing a transition to the first BB state or the second BB state in a situation where order-push bell winning notification is performed. Therefore, first, the configuration for performing order-push bell winning notification will be described, and then the configuration related to the first BB state and the second BB state will be described.

[0169] <Lottery Result Corresponding Process> First, referring to the flowchart of FIG. 25, 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 an AT mode (assist time mode, navigation mode, specific state) as a mode in which a push order notification occurs based on the lottery result of the game.

[0170] First, in steps S601 to S603, a process of determining whether or not the bet number of the current game is a single specific specified number (specific set number) defined (set) in association with the game state is executed. That is, in step S601, it is grasped whether or not any one of the first BB state flag and the second BB state flag is set, and it is determined whether or not the game to be started this time is in any BB state. If it is not in the BB state, it is determined in step S602 whether or not the bet number is "3". If it is in the BB state, it is determined in step S603 whether or not the bet number is "3". If a negative determination is made in step S602 or step S603 and the bet number of the current game is not the specific specified number defined in association with the game state, the lottery result corresponding process is terminated without performing the process for the display mode (process related to the instruction function) after step S604.

[0171] As already described, in the present embodiment, only 3-bet games can be executed in any game state. Therefore, a negative determination is not made in step S602 or step S603, and an affirmative determination is made in both cases. That is, in any of the normal game state, carry-over state, first BB state, and second BB state, the process for the display mode (process related to the instruction function) after step S604 is executed in each game.

[0172] If a positive determination is made in step S602 or step S603, it is determined in step S604 whether an advantageous section flag is set in the various flag storage areas 106d. As described above, in this slot machine 10, regarding the presence or absence of occurrences such as push order notifications, an advantageous section where such push order notifications can occur and a normal section where they cannot occur are set. The advantageous section flag is a flag for the CPU 102 to recognize that the current game is in the advantageous section. It is a flag that is set based on a transition to the advantageous section and cleared based on a transition to the normal section.

[0173] If the advantageous section flag is not set, it means that the current game is in the normal section. In this case, after executing the advantageous section transition lottery process in step S605, this lottery result corresponding process ends.

[0174] In the advantageous section transition lottery process, as shown in the flowchart of FIG. 26, the lottery result of the current game is grasped in step S701. 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. 28, in the advantageous section transition lottery table, a transition rate to the advantageous section (winning probability of the advantageous section transition lottery) is set according to the lottery result of each game. As shown in FIG. 28, 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, push order bell, watermelon are set. That is, in any of the normal game state, carry-over state, first BB state, and second BB state, a result with a common winning probability is set as the trigger role for the advantageous section transition lottery.

[0175] After obtaining the lottery table in step S702, the process of obtaining a random number for the advantageous section transition lottery is executed in step S703. For the random number for the advantageous section transition lottery, a dedicated counter in each counter area 106e is used, and the dedicated counter is updated at a predetermined cycle. In step S703, the latest updated value of the counter is obtained. Then, the advantageous section transition lottery is executed in step S704, and in step S705, it is determined whether or not the player has won the transition lottery. If the player has not won, the advantageous section transition lottery process ends as it is. Incidentally, in this embodiment, the lottery table is set so that any trigger player can win the advantageous section transition lottery with a 100% probability. In this case, if it is determined in step S701 that the game result grasped is the trigger player for the transition lottery (not an off-result), the processes of steps S702 to S705 can also be omitted.

[0176] If it is determined in step S705 that the player has won the transition lottery, after executing the process of setting the advantageous section winning game flag in the various flag storage areas 106d in step S706, the advantageous section transition lottery process ends. The advantageous section winning game flag is a flag for the CPU 102 to recognize that the player has won the transition lottery to the advantageous section in the current game.

[0177] Returning to the explanation of the lottery result corresponding process, if it is determined in step S604 that the advantageous section flag is set, the process proceeds to step S606. In step S606, it is determined whether the AT mode winning flag or any of the AT mode flags 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 transition to that AT mode. Also, when transitioning to the AT mode, the AT mode flag is set according to the type of that AT mode. That is, in step S606, it is determined whether the situation is already a situation where the transition to the AT mode has been determined or a situation where the transition has already occurred. If none of the flags are set in step S606 and the situation is still one where the transition to the AT mode has not been determined, the AT lottery process is executed in step S607. On the other hand, if any of the flags are set in step S606, the AT topping-up process is executed in step S608.

[0178] <AT lottery process> First, the AT lottery process in step S607 will be described with reference to the flowchart in FIG. 27.

[0179] In step S801, a process of subtracting 1 from the ceiling counter provided in the various counter areas 106e is executed. The ceiling counter is a counter for causing a transition to the AT mode regardless of the result of the AT mode transition lottery (without winning) when the number of games after the advantageous section transition reaches the ceiling number of games, and is a counter for the CPU 102 to grasp the remaining number of games up to the ceiling number of games. The ceiling number of games is set at the time of the advantageous section transition. Incidentally, as described above, since the AT lottery process is executed when the bet number is a specific specified number according to the game state, the ceiling counter is subtracted in games where the bet number is a specific specified number according to the game state.

[0180] After executing the subtraction process of the ceiling counter in step S801, it is determined in step S802 whether the ceiling counter has reached 0. If it has not reached 0, the process for lottery selection for AT mode transition is executed in steps S803 to S807.

[0181] That is, in step S803, it is determined whether the CZ mode flag is set in the various flag storage areas 106d. In the present embodiment, as display modes with different winning probabilities for the AT mode transition lottery, a normal mode and a CZ mode in which it is easier to win the AT mode transition lottery than the normal mode are set, and the CZ mode flag is a flag for the CPU to recognize that it is the CZ mode.

[0182] If the CZ mode flag is not set in step S803, the process of acquiring the normal AT mode transition lottery table from the various table storage areas 105a is executed in step S804. On the other hand, if the CZ mode flag is set in step S803, the process of acquiring the CZ AT mode transition lottery table is executed in step S805.

[0183] As shown in FIG. 28, the normal AT mode transition lottery table and the CZ AT mode transition lottery table are each set with the winning probability of the AT mode transition lottery according to the lottery result of the game. For example, in the case of the AT mode transition lottery triggered by chance eye A, the winning probability of the AT mode in the normal case is 1%, and in the case of the CZ, it is 3%. That is, the CZ AT mode transition lottery table is set to be more likely to win the AT mode transition lottery than the normal AT mode transition lottery table. Also, for normal replays A, B, and C, it is set so that the AT mode cannot be won in the normal case, but can be won in the CZ case.

[0184] After obtaining the AT mode transition lottery table in step S804 or step S805, based on the obtained transition lottery table, an AT mode transition lottery process is executed in step S806. Then, it is determined in step S807 whether the AT mode transition is a winning selection.

[0185] If it is determined in step S807 that the AT mode transition is a winning selection, or if it is determined in step S802 that the ceiling counter is 0, the processes for the AT mode winning selection in steps S808 to S810 are executed. Also, if it is determined in step S807 that the AT mode transition is not a winning selection, the processes for the AT mode non-winning selection in steps S811 to S814 are executed.

[0186] In the process for the AT mode winning selection, in step S808, it is determined whether the CZ mode flag is set. If the CZ mode flag is set, a process of clearing the CZ mode flag is executed in step S809. By performing the process of step S809, the CZ mode will end. If the CZ mode flag is not set in step S808, or after clearing the CZ mode flag in step S809, a process of setting the AT mode winning selection flag is executed in step S810. By executing the process of step S810, an affirmative determination will be made in step S606 in the next lottery result corresponding process.

[0187] On the other hand, in the process of not selecting the AT mode, it is determined in step S811 whether the CZ mode flag is set. If it is not set, the CZ mode transition lottery process is executed in step S812. In the CZ mode transition lottery process, the CZ mode transition lottery table shown in FIG. 28 is obtained, and a lottery is conducted based on the lottery result of the current game and the random number for lottery to determine whether to transition to the CZ mode. In the CZ mode transition lottery table, the easier it is to win the AT mode transition lottery, the easier it is to win the CZ mode transition lottery. Therefore, even if the result was one that made it easy to win the AT mode transition lottery, if the player loses the AT mode transition lottery, they are more likely to win the CZ mode, providing relief to the player.

[0188] After executing the CZ mode transition lottery process, it is determined in step S813 whether the player has won the CZ mode transition lottery. If the player has won, the process of setting the CZ mode winning flag is executed in step S814. If it is determined in step S811 that the game is in the CZ mode, or if it is determined in step S813 that the player has lost the CZ mode transition lottery, the AT lottery process is terminated as it is.

[0189] After executing the process of step S810 or step S814, the process for setting the omen mode is performed in steps S815 to S818. The omen mode is a mode that gives a hint of winning these transition lotteries in a game before notifying that the player has won the AT mode transition lottery or the CZ mode transition lottery. In step S815, the process of determining the number of games in the omen mode by lottery is performed. In the process of step S815, for example, the number of games in the omen mode is randomly determined from 0 games to 32 games. Note that it may be set so that the number of games in the omen mode can vary according to the lottery result of the game that triggered the win, or it may be set so that the number of games in the omen mode can vary between winning the AT mode transition lottery and winning the CZ mode transition lottery even with the same game lottery result.

[0190] After executing the preliminary game number lottery process in step S815, in step S816, a process of inputting a numerical value corresponding to the preliminary game number into the preliminary counter provided in the various counter areas 106e is executed. The preliminary counter is a counter for the CPU 102 to grasp the remaining number of games in the preliminary mode, and it is a counter that is decremented by 1 each time one game in the preliminary mode is completed. After that, in step S817, a preliminary flag is set in the various flag storage areas 106d, and after executing the process of setting the preliminary command as an output target to the display control device 81 in step S818, this AT lottery process is terminated. The preliminary flag is a flag for the CPU 102 to grasp that it is in the preliminary mode. Further, the preliminary command includes information corresponding to the number of games in the preliminary mode, and by receiving such a preliminary command, the display control device 81 grasps the number of games in the preliminary mode and controls the auxiliary display unit 65 and the like to execute the corresponding presentation (preliminary presentation) during the preliminary mode.

[0191] <AT boosting process> Next, the AT boosting process executed in step S608 will be described with reference to the flowchart of FIG. 29. As already described, the AT boosting process is a process executed in a situation where the AT mode winning flag or any of the AT mode flags is set, and it is a process for boosting the number of consecutive games in the AT mode.

[0192] In the AT boosting process, first, in step S901, the lottery result of the current game is grasped. Then, in step S902, a process of acquiring the boosting lottery table from the various table storage areas 105a is executed.

[0193] Here, in this embodiment, as the AT mode, a first AT mode and a second AT mode with different additional winning probabilities are set, and the second AT mode is set to have a higher additional winning rate than the first AT mode. More specifically, as shown in FIG. 30, in the additional lottery table, the additional winning rate is set according to the lottery result of the game and the type of AT mode. For example, in the additional lottery triggered by Cherry A, in the first AT mode, the probability of winning the additional lottery is 5%, while in the second AT mode, the probability of winning the additional lottery is set to 10%.

[0194] In step S903, an additional lottery is executed, and in step S904, it is determined whether or not the additional lottery has been won. If the additional lottery is not won, the AT addition process is terminated as it is. If the additional lottery is won, in step S905, an additional game number lottery process is executed. In the additional game number lottery process, the additional game number table is acquired from the various table storage areas 105a, and the current additional game number is determined by lottery. As shown in FIG. 30, the additional game number table is set such that the additional game number is different according to the lottery result of the game that triggered the additional play. For example, when an additional play is triggered by Normal Reel A, an additional play of an average of 150 games occurs, while when an additional play is triggered by Cherry A, an additional play of an average of 15 games occurs. That is, the additional game number is set to be larger when the additional play is triggered by a trigger for which it is difficult to win the additional lottery.

[0195] After executing the additional game number lottery process in step S905, in step S906, a process of adding the current additional game number to the AT game counter provided in the various counter areas 106e is executed. The AT game counter is a counter for the CPU 102 to grasp the remaining game numbers in the AT mode. After executing the process of step S906, after executing the process of setting the additional command as an output target to the display control device 81 in step S907, the process for AT addition is terminated. The display control device 81 that has received the additional command executes a process for performing an additional notification effect corresponding to the addition on the auxiliary display unit 65 and the speaker 64.

[0196] The notification of the operation order of the stop switches 42 to 44 is executed in the processes of steps S609 to S612 in the lottery result corresponding process (Fig. 27). That is, after executing the AT lottery process or the AT addition process in the process of step S607 or step S608, the process for push order notification is executed in steps S609 to S612.

[0197] <Outline of push order notification> Prior to the explanation of the process for push order notification executed in steps S609 to S612, the outline of the push order notification executed on the instruction monitor 68 and the push order notification effect executed on the auxiliary display unit 65 will be explained. Note that the push order notification and the push order notification effect can also be referred to as, for example, push 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 push order notification. In contrast, the auxiliary display unit 65 is connected to the display control device 81, and the display control device 81 performs the push order notification effect.

[0198] First, the configuration of this instruction monitor 68 will be described with reference to Fig. 31. Fig. 31(a) is a front view of the instruction monitor 68, and Fig. 31(b) is a diagram for explaining the relationship between the display mode and the display content of the instruction monitor 68.

[0199] As shown in FIG. 31(a), the indication monitor 68 is provided with eight display segments N1 to N8. Each of the display segments N1 to N8 has an individual light source composed of an LED, and by controlling the on / off of these individual light sources, only any one of the display segments can be lit, and any combination of the display segments can be lit. As a result, on the indication monitor 68, predetermined symbols (including alphabets and numbers) are individually displayed. Since all of the above individual light sources irradiate light of the same color, the same color is displayed in each of the display segments N1 to N8.

[0200] Regarding each of the display segments N1 to N8 in detail, the first display segment N1 to the seventh display segment N7 are all linear display segments, and these first display segment N1 to the seventh display segment N7 are arranged so as to be able to display at least the numbers "1" to "6". Further, the eighth display segment N8 is a circular display segment, and is arranged horizontally in the lower right part of the area where the first display segment N1 to the seventh display segment N7 are provided. Therefore, on the indication monitor 68, at least "1" to "6", "1." to "6.", and "." can be displayed.

[0201] In addition, in the instruction monitor 68, if it is possible to individually display a plurality of patterns of symbols, the shapes and arrangements of the respective display segments N1 to N8 are arbitrary. Furthermore, a configuration using not eight segments but seven segments, nine segments, or the like may be employed. Also, it is not essential that the colors displayed in the respective display segments N1 to N8 be the same, and a configuration may be adopted in which the colors displayed in the respective display segments N1 to N8 can be appropriately changed. Moreover, a configuration for controlling the lighting or extinguishing of each of the display segments 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 of the display segments N1 to N8, a segment display device may be configured using 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 using other types of display devices such as a liquid crystal display device, an organic EL display device, a CRT, or a dot matrix.

[0202] The first display segment N1 to the seventh display segment N7 are display segments used for notifying the operation order of the push winning combination. For example, as shown in FIG. 31(b), when the stop switches 42 to 44 are operated in the order of "left" → "middle" → "right" to obtain a winning mode advantageous to the player, the sixth display segment N6 and the seventh display segment N7 are lit and "1" is displayed. Also, when the stop switches 42 to 44 are operated in the order of "right" → "left" → "middle" to obtain a winning mode advantageous to the player, the first display segment N1, the second display segment N2, the third display segment N3, the fifth display segment N5, and the sixth display segment N6 are lit and "5" is displayed. That is, the numbers (symbols) displayed in the respective display segments N1 to N7 are associated with the operation order of the stop switches 42 to 44 on a one-to-one basis. By stopping the stop switches 42 to 44 based on the numbers (symbols) displayed in the display segments N1 to N7, it is possible to achieve a winning in a mode advantageous to the player.

[0203] When a predetermined start condition including a notification condition that the segment N8 for the eighth display shifts to the advantageous section and a situation where push order notification can occur is satisfied, it is lit in the game in which the start condition is satisfied. Further, it is turned off when the AT mode ends and the game shifts from the advantageous section to the normal section.

[0204] That is, an advantageous section (advantageous state, specific state) is a section in which it becomes easier for the player to win in a manner advantageous to the player by making it easier to notify the operation order such as the push order bell. The segment N8 for the eighth display is a section indicator (specific notification means) that is lit during a specific section in which an actual benefit by push order notification can 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.

[0205] As already described, the instruction monitor 68 having the first display segment N1 to the seventh display segment N7 as the push order display and the eighth display segment N8 as the section indicator is arranged near the side of the payout number display section 62 on the game panel 25. That is, the instruction monitor 68 is arranged above the stop switches 42 to 44 and the like operated by the player. In other words, it is not arranged 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 segment N8 for the eighth display is suppressed from being hidden by the hand or the like operating the stop switches 42 to 44 and the like, and is arranged at a position where the player can easily view it. Also, since it is arranged near the payout number display section 62 which is easy for the player aiming to acquire medals to watch, it can be said that overlooking by the player is suppressed.

[0206] Furthermore, in the instruction monitor 68, particularly for the eighth display segment N8, the brightness of the corresponding LED is determined such that it is higher than the brightness of the surrounding display sections (for example, the payout number display section 62 or the backlight of the game panel 25) (more specifically, such that it is 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. Regarding the illuminance directed towards the front of the gaming machine as well, the illuminance of the corresponding LED is determined such that the eighth display segment N8 has a higher illuminance directed towards the front of the gaming machine than the surrounding display sections (more specifically, such that it is 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.

[0207] Next, the push order notification effect performed by the auxiliary display section 65 will be described with reference to FIG. 32. Here, as an example, the case where the operation order to be notified this time has been elected as the push order role when it is center → right → left will be taken, and the push order notification effect on the auxiliary display section 65 will be described.

[0208] As shown in FIG. 32(a), in the auxiliary display section 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 role (yellow for bell, blue for replay, etc.). Thereby, the player can recognize the role elected in this game and that the stop switch to be operated first is the middle stop switch 43. Also, in the auxiliary display section 65, the number 2 is attached to and displayed on the right button display, and the number 3 is attached to and displayed on the left button display so as to indicate that the stop switch to be operated next is the right stop switch 44 and the stop switch to be operated last is the left stop switch 42.

[0209] When the player operates the middle stop switch 43, as shown in FIG. 32(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 largely. Thereby, the player can confirm that the operation of the middle stop switch 43 has been completed and that the stop switch to be operated next is the right stop switch 44.

[0210] When the player operates the right stop switch 44, as shown in FIG. 32(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 largely. Thereby, the player can confirm that the operation of the right stop switch 44 has been completed and that the stop switch to be operated next is the left stop switch 42.

[0211] Regarding the execution timing of the push order notification, it is set so that the push order notification is executed during the invalid period of the stop switches 42 to 44 from the start of the rotation of each of the reels 32L, 32M, and 32R until reaching the constant speed rotation after passing through the acceleration period. By adopting such a configuration that the push order notification is executed at a timing before the operations of the stop switches 42 to 44 become valid, it becomes possible to make the player desire to operate the stop switches 42 to 44 after recognizing the operation order of the stop switches 42 to 44, and the game can proceed smoothly.

[0212] The processing for push order notification in steps S609 to S612 will be described.

[0213] That is, in step S609, it is determined whether the lottery result of the current game is a winning result for the bell pressing order. If it is a winning result for the bell pressing order, in step S610, it is determined whether the first AT mode flag or the second AT mode flag is set. If any of the AT mode flags is set, in step S611, the instruction monitor 68 is controlled so that a bell pressing order notification corresponding to the first minor winning is performed according to the type of the current bell pressing order. Then, in step S612, after executing the process of setting a bell pressing order notification command including information on the operation order corresponding to the first minor winning as an output target to the display control device 81, this process for bell pressing order notification is terminated. In the display control device 81 that has received this bell pressing order notification command, the auxiliary display unit 65 and the speaker 64 are controlled so that a bell pressing order notification effect corresponding to the first minor winning is performed.

[0214] If it is not a winning result for the bell pressing order in step S609, or if none of the AT mode flags is set in step S610, the lottery result corresponding process is terminated as it is.

[0215] <Winning result corresponding process> Next, the winning result corresponding process implemented in step S415 in the reel control process will be described with reference to the flowchart of FIG. 33. In the winning result corresponding process, processes for starting or ending the AT mode or the like are performed according to the game result of the game.

[0216] In the winning result corresponding process, first, in steps S1001 to S1003, in the same manner as steps S601 to S603, a process of determining whether the bet number of the current game is a specific specified number is executed. If the bet number of the current game is not the specific specified number, the winning result corresponding process is terminated without performing the subsequent display mode related processes (processes related to the instruction function).

[0217] When the bet amount of the current game is a specific specified number, the precursor flag is set in step S1004, and it is determined whether it is in the precursor mode. If it is in the precursor mode, in step S1005, a process of subtracting 1 from the precursor counter is executed. Then, in step S1006, it is determined whether the precursor counter has become 0. If it has not become 0, the prize-winning result corresponding process is terminated as it is. On the other hand, if the precursor counter has become 0, in step S1007, the precursor flag is cleared, and then, in step S1008, by grasping the presence or absence of the AT mode winning flag, it is determined whether the current precursor mode is based on winning the AT mode transition lottery. If it is the precursor mode based on winning the AT mode transition lottery, in step S1009, the AT type determination process is executed.

[0218] The AT type determination process in step S1009 is a process of determining whether the AT mode to be started this time is the first AT mode or the second AT mode. That is, as shown in the flowchart of FIG. 34, in step S1101, an AT type lottery process is performed, and which AT mode to be is determined by lottery. In such a lottery process, 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. In the subsequent step S1102, it is determined whether the processing result of step S1101 is the first AT mode. If the current AT mode is determined to be the first AT mode, in step S1103, a process of setting the first AT mode flag is executed, and in the subsequent step S1104, a process of setting the first AT command as an output target to the display control device 81 is executed, and then this AT type determination process is terminated. Based on receiving the first AT command, the display control device 81 controls so that an announcement effect indicating that the AT mode started this time is the first AT mode is performed on the auxiliary display unit 65 or the like.

[0219] If it is the second AT mode instead of the first AT mode in step S1102, the process of setting the second AT mode flag is executed in step S1105. Then, after executing the process of setting the second AT command as the output target to the display control device 81 in the subsequent step S1106, this AT type determination process ends. In the display control device 81, based on receiving the second AT command, it controls to perform a notification effect indicating that the AT mode started this time is the second AT mode on the auxiliary display unit 65 or the like.

[0220] In the winning result corresponding process, after executing the AT type determination process, the process of clearing the AT mode winning flag is executed in step S1010. Then, in step S1011, the process of setting the number of games of the AT mode is executed. More specifically, in step S1011, the process of inputting "50" as the initial value of the number of games of the AT mode into the AT game counter provided in the various counter areas 106e is executed. The AT game counter is a counter for the CPU 102 to grasp the remaining number of games of the AT mode, and it is a counter that is decremented by 1 every time one game is completed in the AT mode. That is, in this embodiment, regardless of the type of the starting AT mode, the initial number of games is uniformly set to 50 games. In the subsequent step S1012, after executing the process of setting the AT start command as the output target to the display control device 81, this winning result corresponding process ends. In the display control device 81, based on receiving the AT start command, it controls to perform a notification effect indicating that the AT mode is started on the auxiliary display unit 65 or the like. Note that when the AT start command is output, as described above, the first AT command or the second AT command has been output. When the display control device 81 performs a notification effect indicating that the AT mode is started, it is also possible to perform a notification effect of the type of the started AT mode together with the notification effect of the start.

[0221] When it is determined in step S1008 that the current precursor mode is not based on winning the AT mode transition lottery, it means that the current precursor mode is based on winning the CZ mode transition lottery. In this case, in step S1013, a process of clearing the CZ mode winning flag is executed. Then, in step S1014, a process of setting the CZ mode flag is executed, and in step S1015, a process of setting the number of games in the CZ mode is executed. More specifically, in step S1015, the process of inputting "10" as the initial value of the number of games in the CZ mode to the CZ game counter provided in the various counter areas 106e is executed. The CZ game counter is a counter for the CPU 102 to grasp the remaining number of games in the CZ mode, and it is a counter that is decremented by 1 each time one game is completed in the CZ mode. That is, in this embodiment, the CZ mode is set to continue uniformly for 10 games. After that, in step S1016, after executing the process of setting the CZ start command as the output target to the display control device 81, this winning result corresponding process is terminated. The display control device 81 controls so that an announcement effect indicating that the CZ mode is started is performed on the auxiliary display unit 65 or the like based on receiving the CZ start command.

[0222] If the precursor flag is not set in step S1004, the process proceeds to step S1017. In step S1017, by checking the presence or absence of the CZ mode flag, it is determined whether it is in the CZ mode. If it is in the CZ mode, in step S1018, a process of decrementing the CZ game counter by 1 is executed. Then, in step S1019, it is determined whether the CZ game counter has become 0. If it has not become 0, the winning result corresponding process is terminated as it is. If it has become 0, in step S1020, a process of clearing the CZ mode flag is executed, and in step S1021, after executing the process of setting the CZ end command as the output target to the display control device 81, the winning result corresponding process is terminated. The display control device 81 controls so that an announcement effect indicating that the CZ mode is ended is performed on the auxiliary display unit 65 or the like based on receiving the CZ end command.

[0223] When it is determined in step S1017 that it is not in the CZ mode, the process proceeds to step S1022. In step S1022, by grasping the presence or absence of each AT mode flag, it is determined whether it is in the AT mode. If it is in the AT mode, in step S1023, a process of decrementing the AT game counter by 1 is executed. Then, in step S1024, it is determined whether the AT game counter has become 0. If it has not become 0, the prize result corresponding process is terminated as it is. If it has become 0, in step S1025, a process of clearing the current AT mode flag is executed, and in step S1026, a process of setting the AT end flag in the various flag storage areas 106d is executed. The AT end flag is a flag for the CPU 102 to recognize that the AT mode has ended in the current game. In this embodiment, when the AT mode ends, the advantageous section also ends. The AT end flag can also be said to be a flag for the CPU 102 to recognize that one end condition of the advantageous section has been satisfied. Thereafter, in step S1027, after executing a process of setting the AT end command as an output target to the display control device 81, the prize result corresponding process is terminated. Based on receiving the AT end command, the display control device 81 controls the auxiliary display unit 65 and the like to perform a notification effect indicating that the AT mode has ended.

[0224] <Game Number and Difference Number Management of Advantageous Section> Next, the section display first process and the section display second process for controlling the eighth display segment N8 as the section display and managing the game number and difference number of the advantageous section will be described.

[0225] <Section Display First Process> First, the section display first process will be described with reference to FIG. 35. The section display first process is a process executed in step S314 in the lottery process (FIG. 17). After the lottery result of the game is determined based on the operation of the start lever 41 and the lottery for shifting the display mode (lottery result corresponding process) is performed based on the lottery result, this process is executed.

[0226] In step S1201, it is determined whether the eighth display segment N8 as the interval display is being displayed, or more specifically, whether the eighth display segment N8 is lit. As already described, the case where the eighth display segment N8 is lit indicates a specific interval in the advantageous interval in which at least the notification condition for the push order notification can occur is satisfied. If a negative determination is made in step S1201 and it is determined that the eighth display segment N8 is turned off, the process proceeds to step S1202.

[0227] In step S1202, it is determined whether the advantageous interval winning game flag is set. The advantageous interval winning game flag is a flag that is set when winning the advantageous interval transition lottery in the above-mentioned advantageous interval transition lottery process, and it 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 S1203, a process of clearing the advantageous interval winning game flag is executed. Then, in step S1204, the advantageous interval flag is set. By setting the advantageous interval flag, it will shift from the normal interval to the advantageous interval. Then, in step S1205, a process of starting to count the number of games in the advantageous interval, or more specifically, measuring the advantageous interval game number AG in each counter area 106e, is performed. The advantageous interval game number AG corresponds to a grasping means for grasping the number of executed games in the advantageous interval, and a process of adding 1 to each game in the advantageous interval is executed.

[0228] In the subsequent step S1206, the process at the time of advantageous interval transition is executed. The process at the time of advantageous interval transition is a process related to the instruction function performed when the transition to the advantageous interval occurs. The process at the time of advantageous interval transition will be described in detail later.

[0229] After executing the process of step S1206, in step S1207, the display of the section indicator is started by lighting the eighth display segment N8. Additionally, when the main control device 101 starts the display with the eighth display segment N8 as the section indicator in the lit state, a command for sound output is output to the display control device 81 so that a predetermined sound effect (for example, a mechanical sound "Gagok!") is output from the speaker 64. The display control device 81 controls the speaker 64 based on the sound output command so that the predetermined sound effect is emitted. Note that, when starting the display of the eighth display segment N8, it may be configured to generate an effect in the auxiliary display unit 65 or other display units. In this case, a corresponding command is output to the display control device 81, and the display control device 81 is configured to control the auxiliary display unit 65 and the like so that the corresponding effect is performed. That is, in the present embodiment, it is configured to start the display of the section indicator on the assumption that the notification condition under which the push order notification can occur is satisfied by shifting to the advantageous section, and the specific section in the advantageous section where the push order notification can occur is set to be equal to the advantageous section.

[0230] If it is determined in step S1201 that the eighth display segment N8 as the section indicator is being displayed, in step S1208, a process for continuing the display during the advantageous section is executed. Specifically, the situation where the eighth display segment N8 is in the lit state is continued.

[0231] If it is determined in step S1202 that the advantageous section winning game flag is not set, after the display start process of the section display is executed in step S1207, and after the display continuation process of the section display is executed in step S1208, the process proceeds to step S1209. In step S1209, it is determined whether the AT mode flag is set. If the AT mode flag is not set, the process proceeds to step S1210. In step S1210, a process of adding 1 to the ratio first counter provided in the various counter area 106e is executed. The ratio first counter is a counter for counting the number of games in which the push order notification is not performed or the medal increase is not expected even if the push order notification is performed.

[0232] On the other hand, if it is determined in step S1209 that the AT mode flag is set, the process proceeds to step S1211. In step S1211, a process of adding 1 to the ratio second counter provided in the various counter area 106e is executed. The ratio second counter is a counter for counting the number of games in which the medal increase can be expected by the push order notification.

[0233] After the process of step S1210 or step S1211 is executed, the ratio calculation process is executed in step S1212. In such a process, a process of dividing the value of the ratio second counter by the added value (total number of games) of the ratio first counter and the ratio second counter is performed. That is, the ratio calculation process is a process of calculating the ratio of the number of games in which the medal increase can be expected by the push order notification out of the total number of games. Then, in step S1213, a process for displaying the calculation result of the arithmetic process in step S1212 on the ratio monitor 77 is executed.

[0234] As shown in FIG. 5, the ratio monitor 77 has a plurality of 7-segment display units each composed of seven display segments. Specifically, the ratio monitor 77 has a first display unit 77a, a second display unit 77b, a third display unit 77c, a fourth display unit 77d, and a fifth display unit 77e as the 7-segment display units. The display segments in the first display unit 77a to the fifth display unit 77e have individual light sources made of LEDs, similar to the display segments N1 to N7 of the instruction monitor 68. By controlling the on / off of these individual light sources, only any one display segment can be lit, and any combination of display segments can be lit. As a result, the ratio monitor 77 can display predetermined symbols (including alphabets and numbers) individually, and in particular, the ratio monitor 77 can display five-digit numbers.

[0235] In step S1213, the result of the arithmetic processing in step S1212 is output to the ratio monitor 77, and the display control of each display unit 77a to 77e in the ratio monitor 77 is performed so that a four-digit number is displayed on the ratio monitor 77. Specifically, as the ratio of the number of games in which the order-of-push notification can occur out of the total number of games, for example, a number smaller than 1 such as "0.5012", and the numbers up to four digits after the decimal point are displayed on the ratio monitor 77. After the process of step S1213 is executed, the first interval display process ends.

[0236] Note that it may also be configured to perform the display control of the ratio monitor 77 after rounding the fifth digit after the decimal point in the arithmetic processing of step S1212. Also, in the ratio monitor 77, since the first display unit 77a basically displays "0", it may be configured not to have the first display unit 77a, or to always display "0" by printing or the like on the first display unit 77a. Further, it is preferable to configure the decimal point to be displayed by printing or the like between the first display unit 77a and the second display unit 77b.

[0237] <Second Interval Display Process> Next, the second interval display process will be described with reference to the flowchart of FIG. 36. As already described, the second interval display process is a process implemented in step S416 of the reel control process. At the end of one game, it is implemented after the medal payout (payout determination process) and the transition of the game state based on the winning result (bonus state process, winning result corresponding process) are performed.

[0238] In step S1301, it is determined whether the advantageous interval flag is set. If it is not set, the second interval display process is terminated as it is. If the advantageous interval flag is set, in step S1302, 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 S1302, in step S1303, an update process of the advantageous interval increase / decrease number MY (MY counter) provided in the various counter areas 106e is executed.

[0239] In the MY update process of step S1303, on the condition that the game result of this game is not any of the replay wins, the input number of medals (bet number) is subtracted from the payout number of medals, and the subtraction result is added to the advantageous interval increase / decrease number MY, thereby updating the advantageous interval increase / decrease number MY.

[0240] After executing the MY update process in step S1303, in step S1304, the remaining game count management process is executed, and in the subsequent step S1305, 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, at the start of the AT mode, based on the advantageous interval game count AG, the remaining game count in the AT mode, etc., it is determined whether or not, if the AT mode is continued as it is, the upper limit game count of the advantageous interval will be reached before the end condition of the AT mode. 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 pieces) 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, when the total of the expected medal increase number calculated from the remaining game count in the AT mode and the current advantageous interval increase / decrease number MY exceeds the upper limit increase number (2400 pieces), it is determined whether or not, if the AT mode is continued as it is, the upper limit increase number of the advantageous interval will be reached before the end condition of the AT mode. 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.

[0241] In the subsequent step S1306, 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 S1307, the advantageous interval game count AG and the advantageous interval increase / decrease number MY are cleared to 0. In the subsequent step S1308, a process for ending the display of the eighth display segment N8 as the interval display is performed. And in step S1309, after performing a process for initializing parameters and information such as various flags and counters in the advantageous interval, this interval display second process is ended.

[0242] Regarding the data initialization process in step S1309, more specifically, it is a process of resetting the flags, counters, etc. set during the transition to the current advantageous section and the flags, counters, etc. set during the current advantageous section to their initial values. For example, if the advantageous section flag, the AT mode winning flag, the AT mode flag, the CZ mode flag, etc. are not cleared and are set, these flags are cleared. Further, if the number of games in the advantageous section AG, the number of increases or decreases in the advantageous section MY, the precursor counter for the precursor mode, the counters for the number of consecutive games in the AT mode, CZ mode, etc. are greater than 0, all these counters are reset to 0. That is, in the initialization process, regarding the advantageous section as an advantageous state using the order-of-pressing notification, all variables or parameters affecting the performance related to the order-of-pressing notification are initialized, and it is a process of performing RAM clearing for such variables or parameters.

[0243] If it is determined in step S1306 that the number of games in the advantageous section AG has not reached the upper limit value and the number of increases or decreases in the advantageous section MY has not reached the upper increase number, the process proceeds to step S1310, and it is determined whether the AT mode end flag is set to determine whether the AT mode has ended in the current game. If the AT mode has ended, the process proceeds to step S1307, and after performing the processing for ending the advantageous section in steps S1307 to S1309, the second interval display process ends.

[0244] On the other hand, if the AT mode end flag is not set, it is determined whether it is in the AT mode by grasping the presence or absence of each AT mode flag in step S1311. If it is not in the AT mode, the second interval display process ends as it is.

[0245] On the other hand, when in the AT mode, at step S1312, it is determined whether the BB game counter is a specific number. As described above, the BB game counter corresponds to the number of games in the first BB state or the second BB state. When the BB game counter is a specific number, it means that it is the specific number of games in the first BB state or the second BB state. More specifically, since the interval display second process is executed after the stop of each reel 32L, 32M, 32R, at step S1312, it is determined whether it is the end of the specific number of games in the first BB state or the second BB state. In this embodiment, 1 is set as the specific number, and at step S1312, it is determined whether the BB game counter is 1, and it is determined whether it is the end of the first game in the first BB state or the second BB state.

[0246] When it is the end of the first game in the first BB state or the second BB state during the AT mode, after performing the process for ending the advantageous interval in steps S1307 to S1309, the interval display second process is ended. On the other hand, when it is not in the first BB state or the second BB state even during the AT mode, or when it is not the end of the first game even in the first BB state or the second BB state during the AT mode, for example, when it is the end of the second game, the interval display second process is ended as it is without proceeding to step S1307.

[0247] That is, in this embodiment, as the end condition of the advantageous interval, in addition to reaching the upper limit number of games (1500 games) or the upper limit increase number (2400 sheets), or the end of the AT mode, it is also set that it is the end of the first game when shifting to the first BB state or the second BB state during the AT mode. In other words, during the AT mode, if it shifts to the first BB state or the second BB state, even if there are remaining games, the AT mode also ends along with the end of the advantageous interval.

[0248] As shown in FIG. 24, in the present embodiment, even if a transition is made to the first BB state or the second BB state during the AT mode, the expected number of medal increases per game does not change. Moreover, as described above, when a transition is made to the first BB state or the second BB state during the AT mode, regardless of the remaining number of games in the AT mode, the AT mode ends together with the advantageous section in the first game of that BB state. Therefore, it is conceivable that making a transition to the first BB state or the second BB state during the AT mode is not advantageous for the player. On the other hand, in the present embodiment, in order for a transition to the first BB state or the second BB state during the AT mode to be advantageous for the player, an advantageous section transition process that is executed when transitioning from the normal section to the advantageous section is set.

[0249] <Advantageous section transition process> The advantageous section transition process in the present embodiment will be described with reference to the flowchart of FIG. 37. The advantageous section transition process is a process executed in step S1206 in the section display first process, and is a process executed when the game is started based on the operation of the start lever 41. More specifically, it is a process executed when winning the advantageous section transition lottery in the lottery result corresponding process of the started game.

[0250] In step S1401, it is determined whether the first BB state flag or the second BB state flag is set and whether the game started this time is in either the first BB state or the second BB state. If neither of the BB state flags is set, the process proceeds to step S1402, and a process of setting the ceiling number of games in the advantageous section to be transitioned this time is performed.

[0251] That is, in step S1402, a lottery process for the ceiling game number is executed. In such a lottery process for the ceiling game number, the ceiling game number table is acquired from various table storage areas 105a, and based on the acquired ceiling game number table, the current ceiling game number is determined by lottery. As shown in FIG. 38, the ceiling game number table is set such that one ceiling game number is randomly determined between 100 games and 999 games, and game numbers that are easily selectable in units of approximately 100 games, such as 100 games, 200 games, 300 games,..., 999 games, are set. Also, in the ceiling game number table, the ceiling game numbers that are easily selectable vary depending on the set value, and it is set such that as the set value increases (as the set value with a higher payout rate increases), shorter ceiling game numbers are more likely to be selected.

[0252] In the subsequent step S1403, a process of inputting the value corresponding to the ceiling game number lottery-selected in step S1402 into the above ceiling counter is executed. As already explained, each time 1 game is consumed in the AT lottery process, the ceiling counter is decremented by 1, and when it becomes 0, a transition to the AT mode occurs without going through the AT mode transition lottery. Then, in step S1404, after executing a process of setting the ceiling command including the information on the above ceiling game number as an output target to the display control device 81, the process at the time of advantageous section transition is terminated.

[0253] When shifting to the advantageous section during any of the BB states in step S1401, in step S1405, it is determined whether the BB payout counter is a predetermined specific number. As already explained, the BB payout counter is a counter for the CPU 102 to grasp the number of medal payouts during the BB state, and is a counter used to determine whether to end the BB state. In the present embodiment, in step S1405, it is determined whether the BB payout counter is the specific number "7". That is, in step S1405, it is determined whether the process at the time of shifting to the advantageous section has been executed in a situation where the number of medal payouts in the BB state is 7. The case of 7 means that either the first small winning of the push-order bell or the winning of watermelon (the second small winning, the third small winning) has occurred only once in the BB state.

[0254] If an affirmative determination is made in step S1405 and the BB payout counter is the specific number (7), in step S1406, the AT mode shift lottery process at the time of shifting is executed. In the present embodiment, in the process at the time of shifting to the advantageous section, when the BB payout counter is the specific number, the AT mode shift lottery is configured to be performed. In other words, at the time of shifting to the advantageous section, when the BB payout counter is not the specific number, the AT mode shift lottery is not executed. The winning probability of the AT mode shift lottery in step S1406 is arbitrary, but in the present embodiment, it is set so as to win the AT mode with a uniform probability (for example, a probability of about 33% regardless of the lottery result or setting value of the game).

[0255] In the subsequent step S1407, it is determined whether the lottery in step S1403 has been won. If the BB payout counter is not the specific number in step S1405, or if it is determined that the AT mode shift lottery in step S1407 is not won, the process proceeds to step S1402, the ceiling game number is set, and then the process at the time of shifting to the advantageous section ends.

[0256] On the other hand, if the BB payout counter is a specific number and wins the AT mode transition lottery during the transition, the process proceeds to step S1408, and performs processing to start the AT mode. That is, in step S1408, an AT type determination process is executed. The AT type determination process is the same as the process in step S1009 (FIG. 34) described above. Then, 50 is input to the AT game counter in step S1409, and after executing the process of setting the AT start command as an output target to the display control device 81 in step S1410, the process during the transition to this advantageous section ends.

[0257] That is, in the present embodiment, when a transition to an advantageous section occurs during the BB state, an AT mode transition lottery may be performed using the value of the BB payout counter. If the AT mode transition lottery is won, the configuration is such that a transition to the AT mode occurs. As described above, in the present embodiment, in the AT mode, the advantageous section ends in the first game of the first BB state or the second BB state. Therefore, for example, if a first minor winning is established in the first game of the BB state that is the end game of the advantageous section, causing 7 medals to be paid out, and a transition to the advantageous section occurs in the next game, since the BB payout counter is a specific number (7), a transition to the AT mode will occur with a probability of about 33%. In the AT mode, since a push order notification corresponding to the first minor winning occurs when the push order bell wins, if a transition to any BB state occurs during the AT mode, there is a high possibility of causing a transition to the advantageous section with the BB payout counter being a specific number, and it becomes possible to reset to the AT mode.

[0258] That is, rather than the advantageous section ending due to the remaining number of games in the AT mode becoming 0, by deliberately causing the advantageous section in a situation where the remaining number of games in the AT mode still exists, there is a possibility of being reset to the AT mode when re-transitioning to the advantageous section. In the present embodiment, the continuity of the AT mode is realized using such a configuration.

[0259] <Presentation setting process> Next, the production setting process executed by the CPU 181 of the display control device 81 will be described based on the flowchart of FIG. 39. The production setting process is a process started by the CPU 181 at a predetermined cycle (for example, a 2 msec cycle).

[0260] In the production setting process, first, in step S1501, it is determined whether a new command has been received from the main control device 101. If a new command has been received, in step S1502, a process of storing the received command in the RAM 183 is executed. The RAM 183 is provided with a command storage area, and the command storage area is configured as a ring buffer capable of storing a plurality of commands individually and readable from the previously stored commands.

[0261] If a negative determination is made in step S1501, or after the process of step S1502 is executed, in step S1503, 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 occurrence of a bet operation, and is a bet command set in step S206 of the normal process, etc. If it is a bet-time command, in step S1504, a bet-time production setting process is executed. In the bet-time production setting process, processes for controlling the auxiliary display unit 65 and the speaker 64 are performed so that an effect based on the current bet operation is performed.

[0262] If a negative determination is made in step S1503, or after the process of step S1504 is executed, in step S1505, it is determined whether the newly received command is a start command. The start command is a command output from the main control device 101 based on the operation of the start lever 41. In addition to the lottery result command set in step S311 of the lottery process, there are a precursor command, a superimposed command, a push order notification command set in the lottery result corresponding process (FIG. 25), an AT start command, a ceiling command, etc. set in the section display first process (FIG. 35). If it is one of these start commands, the start effect setting process is executed in step S1506.

[0263] If a negative determination is made in step S1505, or after the process of step S1506 is executed, in step S1507, it is determined whether the newly received command is a command at each stop operation. The command at each stop operation is a command output from the main control device 101 based on the stop operation of each of the reels 32L, 32M, and 32R, and is a stop command set in step S405 of the reel control process (FIG. 20). If it is a stop command as such a command at each stop operation, the production setting process at each stop operation is executed in step S1508. In the production setting process at each stop operation, processing for controlling the auxiliary display unit 65 and the speaker 64 is performed so that an effect based on the current stop operation is performed.

[0264] If a negative determination is made in step S1507, or after the process of step S1508 is executed, in step S1509, 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 20), there are a first AT command, a second AT command, an AT start command, an AT end command, a CZ start command, a CZ end command, etc. set in the winning result corresponding process (Figure 33). If it is one of these full stop commands, the full stop performance setting process is executed in step S1510.

[0265] If a negative determination is made in step S1509, or after the process of step S1510 is executed, in step S1511, other processes are executed and then the performance setting process ends. In step S1511, settings for performances based on commands from the main control device 101 other than during betting, starting, and stopping (for example, performances based on operations of the settlement switch 59), settings for performances based on signals from sensors (such as performance switch detection sensors) connected without going through the main control device 101, settings for error notifications, etc. are performed.

[0266] Hereinafter, the start performance setting process and the full stop performance setting process will be described. In the description of each performance setting process, it will be described while referring to the schematic diagrams of the display performances in Figures 44 to 48.

[0267] <Start Performance Setting Process> The start performance setting process of step S1506 will be described based on the flowchart of Figure 40.

[0268] In step S1601, based on the received lottery result command, it is determined whether the lottery result of the game started this time is a winning position in the push order. If it is a winning position in the push order, in step S1602, it is determined whether a push order notification command is being received. If a push order notification command is being received, in step S1603, the auxiliary display unit 65, the speaker 64, etc. are controlled so that a push order notification effect corresponding to winning the first minor prize is performed.

[0269] If it is determined in step S1601 that the lottery result of the current game is not a winning position in the push order, in step S1604, it is determined whether the lottery result of the current game is a winning position for a specific role. The specific role is a lottery result called a so-called rare role that rarely (is difficult to win) appears as the lottery result of each game. In this embodiment, as the specific role, chance eyes A to C, cherries A to C, and watermelon are set. As shown in FIG. 28, 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 the specific role. If the lottery result of the current game is a winning position for a specific role, in step S1605, a process for specific role notification is executed. In the process for specific role notification, it is controlled so that the specific role notification that the lottery result of the current game is any of the above specific roles is performed by the auxiliary display unit 65 and the speaker 64. As the specific role notification, for example, as shown in FIG. 44(a), 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. As described above, since the probability of winning the AT mode transition varies depending on the type of the specific role, high interest is paid to the type of the specific role. When the specific role notification is performed as described above, it is considered that an attempt is made to determine which result is the winning one.

[0270] Here, among the specific symbols, especially between Cherry A and Cherry B on the one hand, and Cherry C on the other hand, when the former, Cherry A and Cherry B, are selected, a ninth replay win, which is a weak cherry replay, becomes possible. In contrast, when the latter, Cherry C, is selected, in addition to the ninth replay win which is a weak cherry replay, an eleventh replay win which is a strong cherry replay also becomes possible. There is such a difference. And, regardless of whether it is Cherry A to Cherry C, there is a common point that a tenth replay win, which is a cherry spill replay, becomes possible. That is, when the ninth replay win or the tenth replay win is achieved, any of Cherry A to Cherry C may be selected. When the eleventh replay win is achieved, it is certain that Cherry C among Cherry A to Cherry C was selected. In this case, in order to determine which of Cherry A to Cherry C was selected, by aiming at the symbol corresponding to the eleventh replay win and having the corresponding symbol stop on the valid line, it can be determined that it is a selection of Cherry C. If, despite aiming, the corresponding symbol does not reach the valid line, it can be determined that it is Cherry A or Cherry B. On the left reel 32L, the symbol corresponding to the eleventh replay win is the "BAR" symbol. That is, in this case, it is possible to determine whether it is Cherry C or not by aiming at least at the ninth "BAR" symbol on the left reel 32L and performing a stop operation. Incidentally, when the stop operation of the left stop switch 42 is performed at the timing when the eighth "BAR" symbol on the left reel 32L reaches the middle stage from the timing when the fifth "REPLAY" symbol on the left reel 32L reaches the middle stage, it is possible to stop the "BAR" symbol in the middle stage of the left reel 32L.

[0271] On the other hand, when the "White 7" symbol, "White Shell" symbol, and "Cherry" symbol stop on the valid line from the left, the first BB win is established. When the "White 7" symbol, "White Shell" symbol, and "BAR" symbol stop from the left, the first BB win is established. However, if the stop operation of the stop switch 42 is performed at the timing when the "White 7" symbol cannot stop on the valid line (middle section) of the left reel 32L, the first BB or second BB win cannot be established. More specifically, if the stop operation is performed while avoiding the timing from when the 19th "White Shell" symbol of the left reel 32L reaches the middle section to when the 3rd "White 7" symbol reaches the middle section, the first BB or second BB win cannot be established.

[0272] That is, in this embodiment, when the stop operation of the stop switches 42 to 44 is performed at the operation timing for discriminating the type of special combination, it is set so that the first BB win or the second BB win cannot be established.

[0273] If a negative determination is made in step S1602 or step S1604, or after the processing of step S1603 or step S1605 is executed, the process proceeds to step S1606. In step S1606, it is determined whether the AT flag is set in the various flag storage areas 183a. The AT flag is a flag for the CPU 181 to recognize that it is in the AT mode. If it is in the AT mode, in step S1607, the AT effect setting process is executed. The AT effect setting process will be described in detail later.

[0274] If a negative determination is made in step S1606, or after the process of step S1607 is executed, the process proceeds to step S1608. In step S1608, it is determined whether a ceiling command is received as the current start command. If a ceiling command is received and it is an advantageous interval transition game, in step S1609, production setting processing is executed to execute an advantageous interval start production according to the number of ceiling games on the auxiliary display unit 65 and the speaker 64. As the advantageous interval start production, as shown in FIGS. 45(a) to 45(c), a cut-in production in which the face of the main character is displayed up is set. FIG. 45(b) shows a cut-in production in which the normal face of the main character is displayed, FIG. 45(a) shows a cut-in production in which the dejected face of the main character is displayed, and FIG. 45(b) shows a cut-in production in which the face of the main character with spirit is displayed. In relation to the number of ceiling games, the cut-in production of FIG. 45(a) is likely to be selected when the number of ceiling games is relatively large, and the cut-in production of FIG. 45(c) is likely to be selected when the number of ceiling games is relatively small. That is, each of these advantageous interval start productions is a suggestive production that suggests the current number of ceiling games, and the player can predict the number of ceiling games in the advantageous interval that has been transitioned this time by the advantageous interval start production.

[0275] If a negative determination is made in step S1608, or after the process of step S1609 is executed, BB production setting processing is executed in step S1610. The BB production setting processing will be described in detail later. Thereafter, in step S1611, after setting processing for other start productions is performed, the start production setting processing is terminated. In step S1611, for example, production corresponding to the game state is set to be performed on the auxiliary display unit 65 and the speaker 64, production suggesting the lottery result is set in response to the start of the game, processing such as turning off the lamps around the start lever 41 to notify that the operation has been accepted is performed.

[0276] <Production setting processing at full stop> Next, the all-stop performance setting process executed in step S1510 will be described based on the flowchart of FIG. 41. The all-stop performance setting process is a process for setting the performance executed at the end of one game.

[0277] In step S1701, it is determined whether a CZ start command has been received. If a CZ start command has been received, in step S1702, a process of setting a CZ flag in the various flag storage areas 183a is executed. The CZ flag is a flag for the CPU 181 to recognize that it is in the CZ mode. In a game started in a situation where the CZ flag is set, the performance for the CZ mode is controlled to be performed by the auxiliary display unit 65 and the speaker 64 (step S1611). In the subsequent step S1703, the auxiliary display unit 65 and the speaker 64 are controlled so that a CZ start performance is performed. In the CZ start performance, for example, a character display such as "Entering the Chance Zone!!" is performed on the auxiliary display unit 65, and the player is notified that the game is shifted to a state (CZ mode) where it is easy to win the lottery for shifting to the AT mode.

[0278] If a CZ start command has not been received in step S1701, the process proceeds to step S1704, and it is determined whether a CZ end command has been received. If a CZ end command has been received, in step S1705, a process of clearing the above CZ flag is executed. Then, in step S1706, the auxiliary display unit 65 and the speaker 64 are controlled so that a CZ end performance is performed. In the CZ end performance, for example, a character display such as "End of the Chance Zone!!" is performed on the auxiliary display unit 65, and the player is notified that the CZ mode has ended without winning the lottery for shifting to the AT mode.

[0279] If the CZ end command has not been received in step S1704, it is determined whether the AT start command has been received in step S1707. As already described, in the present embodiment, the AT start command is output not only when the premonition mode ends in the winning result corresponding process on the main control device 101 side at the end of the game, but also when the AT mode transition lottery is won in the transition process at the advantageous section transition on the main control device 101 side at the start of the game. In this case, in step S1707, the command storage area of the RAM 183 is referred to, and it is confirmed whether the AT start command has been received not only at the end of the current game (when all stops), but also at the start of the current game.

[0280] If it is determined in step S1707 that the AT start command has been received, in step S1708, a process of inputting the initial number of games (50 games) of the AT mode to be started this time into the display AT game counter is executed. Then, in step S1709, a process of setting the AT flag in the various flag storage areas 183a is executed. As described above, the AT flag is a flag for the CPU 181 to recognize that it is in the AT mode. In the game started in the situation where the AT flag is set, the effect for the AT mode is controlled to be performed by the auxiliary display unit 65 and the speaker 64 (step S1611).

[0281] In the subsequent step S1710, it is determined whether the AT mode to be started this time is the first AT mode by checking whether the first AT command is being received. If it is the first AT mode, in step S1711, the auxiliary display unit 65 and the speaker 64 are controlled so that the first AT start effect is performed. On the other hand, if it is the second AT mode, in step S1712, the auxiliary display unit 65 and the speaker 64 are controlled so that the second AT start effect is performed. In these first AT start effect and second AT start effect, character display such as "AT START!!" is performed on the auxiliary display unit 65 to notify the player that the AT mode has started. Then, by making the background, characters, etc. different between the first AT start effect and the second AT start effect, the player can be notified so that they can identify which AT mode is being started this time.

[0282] If the AT start command has not been received in step S1707, it is determined in step S1713 whether the AT end command has been received. If the AT end command has been received, after executing the process of clearing the AT flag in step S1714, the auxiliary display unit 65 and the speaker 64 are controlled so that the AT end effect is performed in step S1715. In the AT end effect, for example, character display such as "AT END!!" is performed on the auxiliary display unit 65 to notify the player that the AT mode has ended. Note that in the AT end effect, it is advisable to also notify the number of medals paid out, the increase number, the number of continuous games in the AT mode, etc. in the AT mode that is ending this time.

[0283] If the AT end command has not been received in step S1713, it is determined whether any BB start command has been received in step S1716. If any BB start command has been received, it is determined in step S1717 whether the AT flag is set. If the AT flag is set and it is a BB win during the AT mode, as described above, the advantageous section ends in the next game (the first game in the BB state). In this case, the auxiliary display unit 65 and the speaker 64 are controlled so that the first end notice effect is performed in step S1718. In the first end notice effect, for example, as shown in FIG. 47(a), together with a predetermined character, a character display such as "If the next game is a bell, it's a chance!!" is performed on the auxiliary display unit 65, and by making the BB payout counter, which is used in the transition-time AT mode transition lottery process in the advantageous section transition process, reach a specific number, the player is notified that the AT mode may be reset.

[0284] If a negative determination is made in step S1717, or after the process of step S1718 is executed, in step S1718, a process of setting the BB flag in the various flag storage areas 183a is executed. The BB flag is a flag for the CPU 181 to recognize that it is in the BB mode. In the game started in the situation where the BB flag is set, the effect for the BB state is controlled to be performed on the auxiliary display unit 65 and the speaker 64 (step S1611). However, in the present embodiment, even in the situation where the BB flag is set, if the CZ flag and the AT flag are set together, the effects corresponding to these CZ flag and AT flag are preferentially executed. That is, when it is in the CZ mode and the BB state, the effect for the CZ mode is performed, and when it is in the AT mode and the BB state, the effect for the AT mode is performed. As described above, this is because there is substantially no difference in the expected number of medal increases in the BB state compared to the carry-over state. Note that, as a notification of the occurrence of a BB win, a configuration may be adopted in which a display such as "777 GET!!" is performed on the auxiliary display unit 65 as shown in FIG. 47(a).

[0285] If no BB start command is received in step S1716, it is determined whether any BB end command is received in step S1720. If any BB end command is received, the process of clearing the BB flag is executed in step S1721.

[0286] In step S1703, step S1706, step S1711, step S1712, step S1715, step S1719 or step S1722, after performing the setting process of other all-stop performances, this all-stop performance setting process ends. In step S1722, for example, control is performed so that the upper lamp 63 lights up in a color corresponding to the winning combination, control is performed so that a sound effect corresponding to the payout number of the winning combination is emitted from the speaker 64, or control is performed so that a sound effect corresponding to the automatic bet during replay is emitted from the speaker 64.

[0287] <AT Performance Setting Process> Next, the AT performance setting process (step S1607) in the start performance setting process will be described with reference to the flowchart of FIG. 42.

[0288] In step S1801, a process of subtracting 1 from the display AT game counter provided in each counter area 183b is executed. In this embodiment, the remaining game number in the AT mode is displayed as the remaining game number display (see FIG. 46) in the auxiliary display unit 65, and the display AT game counter is a counter for performing the remaining game number display. The CPU 181 controls to update the remaining game number display of the auxiliary display unit 65 every time the display AT game counter is updated.

[0289] After executing the process of step S1801, at step S1802, it is determined whether a carry-on command is received as the current start command. If a carry-on command is received, at step S1803, a post-carry-on lottery process is executed. In the post-carry-on lottery process, for a game after the game in which the carry-on lottery is won, for example, it is determined by lottery whether to perform a so-called post-carry-on effect, which is to perform a carry-on effect after the remaining number of games in the displayed AT mode reaches a predetermined number (remaining 1 game). The winning probability of the post-carry-on lottery is arbitrary. For example, the winning probability of the post-carry-on lottery may vary according to the lottery result of the game that triggered the carry-on win. For example, it may be easier to win the post-carry-on lottery when winning the carry-on with a non-specific role (Normal Rep A to Normal Rep C) than when winning the carry-on with a specific role, and vice versa. Also, the winning probability of the post-carry-on lottery may vary according to the set value set in the winning probability setting process. For example, it may be configured such that the higher the setting, the easier it is to win the post-carry-on lottery, and vice versa. Furthermore, the winning probability of the post-carry-on lottery may vary according to the type of AT mode. For example, it may be configured such that it is easier to win the post-carry-on lottery in the second AT mode than in the first AT mode, and vice versa.

[0290] After performing the post-carry-on lottery at step S1803, at step S1804, it is determined whether the post-carry-on lottery is won. If not won, at step S1805, in the current game, it is set so that the carry-on effect is performed by the auxiliary display unit 65 or the speaker 64. As the carry-on effect, for example, as shown in FIG. 44(b), the auxiliary display unit 65 displays a numerical value corresponding to the number of carry-on games as "+10". In addition, in the carry-on effect, the speaker 64 is controlled to emit a corresponding sound effect (for example, "kyukyukyukyukyukyuin!" in electronic sound). In the subsequent step S1806, the value of the above-described display AT game counter is updated by adding a numerical value corresponding to the current carry-on.

[0291] If it is determined in step S1804 that the re-boarding has been selected, the process of setting the re-boarding flag in the various flag storage areas 183a is executed in step S1807. The re-boarding flag is a flag for the CPU 181 to recognize that a re-boarding effect should be performed when the remaining number of games in the displayed AT mode reaches a predetermined number, that is, the re-boarding effect is to be performed retrospectively. Then, in step S1808, after executing the process of adding the current number of additional games to the re-boarding counter provided in the various counter areas 183b, this AT effect setting process is terminated. The re-boarding counter is a counter for the CPU 181 to recognize the number of games to be added as a re-boarding effect. That is, the sum of the value of the re-boarding counter and the value of the display AT game counter corresponds to the remaining number of games in the actual AT mode and is equal to the value of the AT game counter on the main control device 101 side.

[0292] If it is determined in step S1802 that the additional ride command has not been received, then in step S1809, it is determined whether or not the above-mentioned rear ride flag is set. If the rear ride flag is set, then in step S1810, it is determined whether or not the rear ride counter is 100 or more as a predetermined number. If the rear ride counter is less than 100 and it is certain that additional rides will be made in less than 100 games, then in step S1811, it is determined whether or not the above-mentioned display AT game counter is the first predetermined number (11). If the display AT game counter is the first predetermined number, then after performing the process of clearing the rear ride flag in step S1812, the process proceeds to step S1805, and the process for performing the additional ride effect is executed. On the other hand, even if the rear ride flag is set, if the rear ride counter is 100 or more and it is certain that additional rides will be made in 100 or more games, then the process proceeds to step S1813, and it is determined whether or not the display AT game counter is the second predetermined number (1) which is set to a value smaller than the first predetermined number. If the display AT game counter is the second predetermined number, then after performing the process of clearing the rear ride flag in step S1812, the process proceeds to step S1805, and the process for performing the additional ride effect is executed. If a negative determination is made in step S1811 or step S1813 and it is not the game in which the rear ride effect should be performed, then this AT effect setting process is terminated as it is.

[0293] That is, in the present embodiment, the game in which the rear ride effect occurs differs depending on the number of games to be additionally ridden during the rear ride effect, and the more the number of games to be additionally ridden, the more it is executed in a game where the remaining number of games in the AT mode is small.

[0294] After performing the update process of the display AT game counter in step S1806, it is determined in step S1814 whether the hitchhiking flag is not set and the hitchhiking counter is greater than 0. The process of step S1814 is a process for determining whether the stacking effect set in step S1805 is based on the current stacking command or is a hitchhiking effect. That is, if the hitchhiking counter is greater than 0 even though the hitchhiking flag is not set, it means that the stacking effect has been performed as a hitchhiking effect. In this case, the process of clearing the hitchhiking counter to 0 is executed in step S1815. If the negative determination is made in step S1814, or after the process of step S1815 is executed, the AT effect setting process ends.

[0295] <BB effect setting process> Next, the BB effect setting process performed in step S1610 in the start-up effect setting process (Figure 40) will be described with reference to the flowchart of Figure 43.

[0296] In step S1901, it is determined whether the BB flag is set. If the BB flag is not set and the game to be started this time is a carry-over state or a normal game state where the game is not in the BB state, it is determined in step S1902 whether the AT flag is set. If the AT flag is set, it is determined in step S1903 whether the display AT game counter is less than or equal to a predetermined third constant. In this embodiment, 10 is set as the third constant, and in step S1903, it is determined whether the remaining number of games in the AT mode displayed on the auxiliary display unit 65 is 10 games or less. The third constant is set as a number smaller than the first constant (11) determined in step S1811 and larger than the determination number second constant (1) determined in step S1813.

[0297] When the display of the remaining number of games in the AT mode is 10 games or less, at step S1904, it is determined whether or not the carry-on flag is set. When the display of the remaining number of games in the AT mode is 10 games or less, but the carry-on flag is set, it means that a carry-on of 100 games or more occurs as a carry-on effect. When the carry-on flag is not set, at step S1905, it is determined whether or not the current state is a carry-over state. When it is in the carry-over state, at step S1906, it is determined whether or not the lottery result of the current game is a result that can establish the carry-over BB win.

[0298] As already explained, in the priority setting process (step S313) on the main control device 101 side, when the first BB or the second BB overlaps with a replay or a minor winning combination, the respective reels 32L, 32M, 32R are controlled to give priority to stopping the replay or the minor winning combination. That is, a result that can establish a BB win basically means that the lottery result of the current game is a non-winning result.

[0299] When it is not a non-winning result, at step S1907, as a notification that it is a situation where the winning BB should be won and the lottery result of the current game is a result that cannot establish a BB win, a notification lottery process is executed to determine whether or not to execute a winning wait effect. The winning probability of the notification lottery process is arbitrary, but in this embodiment, it is configured to win the notification lottery with a probability of about one-third. Then, at step S1908, it is determined whether or not the player has won the notification lottery. When the player has won the notification lottery, at step S1909, it is controlled so that the winning wait effect is performed on the auxiliary display unit 65 and the speaker 64, and then the BB effect setting process is terminated. In the winning wait effect, for example, as shown in FIG. 46(a), together with a predetermined character, a character display such as "It's a chance to continue winning with a bonus win until the end!!" is performed on the auxiliary display unit 65, and it is notified to the player that the AT mode can be reset with the re-transition to the advantageous section by establishing a bonus win.

[0300] In step S1906, if the lottery result of the current game is a result that can establish a carry-over BB win, in step S1910, control is performed so that a winning instruction effect is performed on the auxiliary display unit 65 and the speaker 64, and then the BB effect setting process is terminated. In the winning instruction effect, for example, as shown in FIG. 46(b), together with a predetermined character, character display such as "I'm aiming!!" and display corresponding to the type of carry-over BB (the first BB notification in the figure) are performed on the auxiliary display unit 65 to notify the player that it is a situation where a BB win should be established.

[0301] On the other hand, if it is not in the AT mode in step S1902, if the display of the remaining game number in the AT mode is not less than the third predetermined number in step S1903, if the carry-over flag is set even when the remaining game number is not less than the third predetermined number in step S1904, if it is in the normal game state before winning a BB in step S1905, or if it is determined that the player has not won the notification lottery in step S1908, the BB effect setting process is terminated as it is without performing a winning waiting effect or a winning instruction effect.

[0302] As already described, in this embodiment, there is no substantial difference in the expected value of medal increase or decrease between the carry-over state and the BB state. Further, since winning a BB during the AT mode causes the AT mode to end regardless of the remaining game number of the AT mode, basically there is no merit in winning a BB. Rather, if a BB win is achieved in a situation where there are still a large number of remaining game numbers in the AT mode, even if the AT mode is reset, the remaining game number of the AT mode before reset may be larger than that of the reset AT mode, which may result in a disadvantageous situation for the player. Therefore, in this embodiment, since the notification that a BB win should be established is performed after the remaining game number of the AT mode becomes small (not more than the third predetermined number), it is possible to prevent the reset of the AT mode from being disadvantageous to the player.

[0303] In this embodiment, the probability of a losing result in each game during the carry-over state is set to approximately 1 / 5.03. That is, the remaining number of games in the AT mode where a winning waiting effect or a winning instruction effect can occur is set as the number of games sufficient for a lottery result that can establish a BB win (the number of games approximately twice the denominator of the probability). By doing so, even when attempting to establish a BB win near the end of the AT mode, it is possible to make it less likely to cause inconveniences such as the AT mode ending without establishing a BB win because it is difficult to get a losing result.

[0304] As described above, when it is certain that a carry-on effect will occur (when the carry-on flag is set), the remaining number of games in the AT mode displayed on the auxiliary display unit 65 is different from the actual remaining number of games in the AT mode. Also, when the number of games added during the carry-on effect is less than 100 games, the carry-on effect occurs in a game (remaining 11 games) before the game (remaining 10 games) in which the winning waiting effect or the winning instruction effect is to be performed. Therefore, even though there are still many remaining games in the AT mode, it is avoided that a BB win is established and the AT mode is ended.

[0305] On the other hand, when the number of games added during the carry-on effect is 100 games or more, the winning waiting effect or the winning instruction effect does not occur even in the game (remaining 10 games) where the winning waiting effect or the winning instruction effect is to be performed. That is, it is possible to expect that a carry-on effect of 100 games or more will occur by not having the winning waiting effect or the winning instruction effect occur even though the remaining number of games display in the AT mode has become equal to or less than the third predetermined number.

[0306] However, the winning-prize waiting performance is configured not to be executed unless the player has won the notification lottery even when the carry-over flag is not set. That is, the situation where the winning-prize waiting performance does not occur even when the remaining game count display in the AT mode is 10 games or less means that there is a carry-over performance of 100 games or more pending, or the player has not won the notification lottery.

[0307] Furthermore, since the winning-prize indication performance is configured to be executed without going through the notification lottery, it is avoided that, even though there is no pending carry-over performance, the BB winning cannot be established and the chance to reset the AT mode is missed. That is, when the winning-prize indication performance occurs when the remaining game count display in the AT mode is 10 games or less and the lottery result of the game is a non-winning result, it is certain that there is no pending carry-over performance. Conversely, when the remaining game count display is 10 games or less and, despite being a non-winning result, the winning-prize indication performance does not occur, it is certain that there is a pending carry-over performance. By doing so, it becomes possible to dramatically enhance the fun of the game after the remaining game count display in the AT mode becomes 10 games or less.

[0308] If the BB flag is set in step S1901 and it is in the BB state, the process proceeds to step S1911. In step S1911, a process of incrementing the BB game count counter provided in the various counter area 183b by 1 is executed. The BB game count counter is a counter for the CPU 181 to grasp the number of games in the BB state and corresponds to the BB game counter on the main control device 101 side. In the subsequent step S1912, it is determined whether the AT flag is set. If the AT flag is set, in step S1913, it is determined whether the BB game count counter is 1. That is, it is determined whether the game starting this time is the first game in the BB state during the AT mode. If it is not during the AT mode or if it is during the AT mode but not the first game in the BB state, the first process for this BB performance is terminated as it is.

[0309] As described above, when a transition to the BB state occurs during the AT mode, a first end notice effect is performed as an effect when the game completely stops (step S1718, FIG. 47(a)). The case where an affirmative determination is made in step S1913 is the start of the next game after the first end notice effect is performed. In this case, in step S1914, it is determined whether or not the lottery result of the current game is a winning of the push order bell. If it is a winning of the push order bell, in step S1915, the auxiliary display unit 65 and the speaker 64 are controlled so that a second end notice effect is performed, and then the first process for the BB effect ends. In the second end notice effect, for example, as shown in FIG. 47(b), together with a predetermined character, a character display such as "You did it!!" is performed on the auxiliary display unit 65, and it is notified that the BB payout counter has been successfully set to a specific number (7). Note that the second end notice effect is executed so as not to overlap with the push order notification effect, and even when the second end notice effect is being performed, the push order corresponding to the first minor role is set so that the player can easily grasp it.

[0310] If a negative determination is made in step S1914 and the lottery result of the current game is not the push order bell, in step S1916, the auxiliary display unit 65 and the speaker 64 are controlled so that a third end notice effect is performed, and then the first process for the BB effect ends. In the third end notice effect, for example, as shown in FIG. 48(a), together with a predetermined character, a character display such as "Don't give up yet!!" is performed on the auxiliary display unit 65, and it is notified that although the lottery result of the current game is not a winning of the push order bell, there is still a chance to set the BB payout counter to a specific number (7). That is, in the present embodiment, if the lottery result of the game is a winning of the watermelon and the second minor role winning or the third minor role winning can be established, 7 medals are paid out, and in this case, it is possible to set the BB payout counter to a specific number (FIG. 48(b)). Therefore, even if the lottery result of the first game in the BB state is not a winning of the push order bell, there is a chance to receive a lottery for the transition-time AT mode transition during the advantageous section transition process, and it is possible to maintain the sense of anticipation until the stop switches 42 to 44 are operated to stop.

[0311] On the other hand, if the lottery result of this game is a non-winning result or a winning result in any of the replay results, the BB payout counter cannot be set to a specific number, and the AT mode transition lottery cannot be received during the processing at the time of advantageous section transition (Fig. 48(c)).

[0312] In this embodiment, as described above, in the BB state, the probability of winning the bell in the pressing order is about 1 / 1.5, and the probability of winning the watermelon is about 1 / 219. When these are the lottery results, the BB payout counter becomes a specific number and the AT mode transition lottery at the time of transition is executed. And since the probability of winning the AT mode transition lottery at the time of transition is about 1 / 3, when a BB win occurs during the AT mode, the AT mode will be reset with a probability of about 1 / 4.5.

[0313] Incidentally, even when winning the bell in the pressing order, if the stop switches 42 to 44 are not operated in the order of pressing notification, instead of winning the first minor combination, winning the fourth minor combination to the twenty-seventh minor combination may occur or it may be missed, and the BB payout counter will be a number different from the specific number (0, 1). Also, even when winning the watermelon, if neither the second minor combination win nor the third minor combination win can be achieved depending on the operation timing of the stop switches 42 to 44 and it is a so-called miss, the BB payout counter will be a number different from the specific number (0). In these cases, the AT mode transition lottery at the time of transition is not carried out. Therefore, more careful operation of the stop switches 42 to 44 is encouraged, and it becomes possible to improve the interest in the game. Also, by doing so, it becomes possible to avoid the AT mode transition lottery at the time of transition until the player wants to end the AT mode, and it is possible to realize the consecutive winning property of the AT mode within the range of not eradicating the so-called enjoyment of the slot machine where the game is started by the player's operation and the game is ended by the player's operation.

[0314] In addition, when a specific role is selected in the first game in the BB state during the AT mode, the configuration may be such that the execution of the specific role notification effect (step S1605) is restricted. By doing so, before the operation of the stop switches 42 to 44, it becomes difficult or impossible to distinguish whether the game is a losing result or a specific role, and when the third end notice effect is performed, it is possible to enhance the effect of maintaining the expectation of winning the watermelon.

[0315] <Relationship between the AT mode transition lottery at the time of transition and the BB payout counter> Regarding the relationship between the AT mode transition lottery at the time of transition and the BB payout counter in the present embodiment, it will be described with reference to the timing chart of FIG. 49.

[0316] For example, when a transition to the advantageous section occurs at the timing of t1, which is a situation where it is not in the BB state, in the process at the time of transition to the advantageous section, the AT mode transition lottery at the time of transition is not executed and the ceiling game number is set. When a transition to any BB state occurs at the timing of t2, which is before the AT mode transition, the end process of the advantageous section is not executed at the timing of t3, which is the first game in the BB state. Also, since it is not during the AT mode, the push order notification effect does not occur, and even if a push order bell win occurs during the BB state, the first minor winning does not occur unless the operation order of the stop switches 42 to 44 happens to match the first minor winning.

[0317] The BB state ends when the number of medal payouts during the BB state becomes equal to or more than a predetermined number. The BB payout counter is a counter for the CPU 102 to recognize that the end condition of the BB state is satisfied. When a medal payout occurs at the timing of t4 during the BB state, the number of medals paid out is added to the BB payout counter. Then, at the timing of t5 when the BB payout counter becomes equal to or more than a predetermined number (71), the BB state ends.

[0318] Also, in the advantageous section, a transition to the AT mode occurs at the timing of t6. When the remaining number of games in the AT mode becomes 0 at the timing of t7, or when the upper limit number of games or the upper limit increase number in the advantageous section is reached, the advantageous section ends along with the end of the AT mode. In the normal section, an advantageous section transition lottery is executed, and a transition to the advantageous section occurs by winning the lottery. The advantageous section transition lottery is executed based on the lottery results other than the common bell, and since the winning probability is 100%, it is possible to transition to the advantageous section with a relatively small number of games. For example, when a transition to the advantageous section occurs at the timing of t8, since it is not in the BB state at that timing, similar to the timing of t1, the AT mode transition lottery process is not executed at the time of transition, and the ceiling number of games is set.

[0319] Assume that a transition to the AT mode occurs at the timing of t9, and a transition to the BB state occurs at the timing of t10 when the remaining number of games in the AT mode becomes small. In this case, the advantageous section ends at the timing of t11, which is the end of the first game in the BB state, and the AT mode also ends. For example, if the lottery result of the first game in the BB state is a win for the push order bell, since it is before the end of the AT mode, a push order notification effect occurs, and it becomes possible to establish a winning of the first minor winning combination. Then, when the advantageous section ends at the timing of t11, the BB payout counter becomes 7.

[0320] The BB payout counter is special information that is not subject to the initialization process at the end of the advantageous section and is maintained even at the timing of t12 when a re-transition to the advantageous section occurs. Then, when the process at the time of transition to the advantageous section is executed at the timing of t12, it is a transition to the advantageous section during the BB state. Since the BB payout counter is 7 and is a specific number, the AT mode transition lottery at the time of transition is executed, and a transition to the AT mode occurs with a probability of about one-third. Then, the BB state ends at the timing of t13 when the BB payout counter becomes 71. When the BB state ends, the initialization process of the BB payout counter is executed, and at the timing of t13, the BB payout counter becomes 0, which is the initial value.

[0321] According to the present embodiment described in detail above, the following excellent effects can be achieved.

[0322] Since the BB payout counter updated according to the progress of the game during the first BB state or the second BB state is used for the advantageous section transition process, it is possible to associate the game property of transitioning to the BB state based on the BB winning and the game of transitioning to the advantageous section where the push order notification can occur based on the advantageous section transition winning. By doing so, the game properties of the BB state and the advantageous section that progress in parallel are associated, and the interest of the game is improved.

[0323] The BB payout counter is updated according to the game result of each game in the bonus state process regardless of whether or not there is a transition to the advantageous section. More specifically, the BB payout counter is a counter that is updated according to the game result of each game, whether it is a game in which the advantageous section transition process is performed, a game in the advantageous section, or a game in the normal section. And the BB payout counter is a counter that is not subject to the initialization process of the advantageous section information at the end of the advantageous section. By using such a counter, it is possible to associate the game that progresses in parallel regardless of the advantageous section with the advantageous section, and for example, it is also possible to inherit the information of the game in the normal section to the advantageous section or inherit the information of the game in one advantageous section to the subsequent advantageous section.

[0324] Since the configuration is such that the advantageous section is ended in the first game of the BB state, which is a game before the game in which the BB state ends, if the player wins the advantageous section transition lottery during the BB state, a re-transition to the advantageous section will occur in the BB state. By doing so, it is possible to associate one advantageous section with the subsequent advantageous section by using the counter updated in one BB state.

[0325] In this embodiment, the advantageous section is ended in the first game of the BB state shifted during the AT mode. By doing so, it is possible to make the BB payout counter likely to reach a specific number when the advantageous section ends. That is, when the push order bell win is selected in the first game of the BB state shifted during the AT mode, since the first game of the BB state is in the AT mode, a push order notification corresponding to the first small winning prize occurs. Therefore, when the advantageous section ends in the first game of the BB state, the BB payout counter becomes 7 as a specific number. By doing so, it is possible to associate a plurality of advantageous sections with a novel configuration in which the BB payout counter is set to a specific number by using the push order notification and the BB payout counter is used in the process of shifting to the next advantageous section.

[0326] And if the BB payout counter is 7, a transition-time AT mode transition lottery is executed in the process of shifting to the advantageous section, and by winning the transition lottery, it is reset to the AT mode. That is, even if the BB payout counter is 7, it is not necessarily reset to the AT mode. By adopting a configuration in which it is reset through the transition-time AT mode transition lottery, it is possible to achieve the soundness of the game without excessively increasing the consecutive winning property of the AT mode.

[0327] When the advantageous section ends in the first game of the BB state shifted during the AT mode, if the lottery result of the game is not the push order bell win but any of the replay results win or a losing result, the BB payout counter does not reach a specific number and the advantageous section simply ends as it is. In this case, the transition-time AT mode transition lottery is not performed in the process of shifting to the next advantageous section. By doing so, it is possible to make the player pay great attention to the lottery result of the first game of the BB state when shifting to the BB state during the AT mode.

[0328] In the first game in the BB state, if the winning is determined by the push order bell and a push order notification occurs, a game is allowed in which, even if the push order notification is not followed, the first minor winning is not established. Also, even if the first game in the BB state is a watermelon win, a game is allowed in which neither the second minor winning nor the third minor winning corresponding to the watermelon is established and is missed. By adopting such a configuration, careful operation of the stop switches 42 to 44 in the first game in the BB state is promoted, and the enjoyment of the game is enhanced.

[0329] Furthermore, unless a transition to the BB state occurs at the end of the AT mode, the advantageous section ends as the AT mode ends, and the AT mode transition lottery at the time of the next advantageous section transition is not executed either. That is, as described above, in a game in which the advantageous section is ended based on the player's operation and the AT mode is reset at the time of the advantageous section transition based on the player's operation, the end of the advantageous section and the reset of the AT mode can be freely performed according to the player's intention. By doing so, it is possible to realize the gameplay of ending the advantageous section and resetting as described above within a range that does not impair the essence of the slot machine, in which the game starts based on the player's operation and ends based on the player's operation.

[0330] Also, even if an attempt is made to cause a transition to the BB state at the end of the AT mode, it is not possible to transition to the BB state unless it is a deviation result that allows the BB winning to be established. Therefore, depending on the lottery result of each game at the end of the AT mode, the AT mode may end without causing a transition to the BB state. By doing so, it is possible to improve the gameplay at the end of the AT mode.

[0331] <Modification Example 1> In this modification example, the condition for executing the AT mode transition lottery at the time of transition is different from that in the first embodiment. First, while referring to FIG. 50, the relationship between the winning modes and the benefits granted and the changes in the lottery table in this modification example will be described.

[0332] As shown in FIG. 50(a), in this modification, the benefits given when the second minor winning is established and the benefits given when the third minor winning is established are different from those in the first embodiment. That is, in this modification, when the second minor winning is established, 5 medals are paid out, and when the third minor winning is established, 3 medals are paid out. Also, as shown in FIG. 50(b), in this modification, the corresponding winning combination at the time of watermelon winning is different. When winning at the index value IV = 23, only the second minor winning can be established, and the third minor winning cannot be established. Accordingly, the winning combination with the index value IV = 26 is set. When winning at the index value IV = 26, the third minor winning can be established. The index value IV = 23 is set to be easier to win than the index value IV = 26, and the second minor winning is more likely to be established than the third minor winning.

[0333] The process at the time of advantageous section transition in this modification will be described with reference to the flowchart of FIG. 51.

[0334] The process of setting the ceiling game number in steps S2001 to S2003 is the same as the process in steps S1402 to S1404. In this modification, first, in step S2004, a process of obtaining a transition-time AT mode transition lottery table from the various table storage areas 105a is executed. As shown in FIG. 50(c), the transition-time AT mode transition lottery table is set such that the winning probability of the transition-time AT mode transition varies according to the value of the BB payout counter. Specifically, when the BB payout counter is 7, the probability of winning the AT mode transition is 20%, when the BB payout counter is 5, the probability of winning the AT mode transition is 50%, and when the BB payout counter is 3, the probability of winning the AT mode transition is 80%.

[0335] When the BB payout counter is 7, as described above, it means that in the first draw result of the BB state in one game, the winning of the first minor winning combination is established. When the BB payout counter is 5, it means that the winning of the second minor winning combination is established. When the BB payout counter is 3, it means that the winning of the third minor winning combination is established. That is, the less likely the winning result in the first game of the BB state is, the more likely it is to win the AT mode transition lottery.

[0336] Also, in the AT mode transition lottery table at the time of transition in this modified example, the case where the BB payout counter is 0 as the initial value is also set. And when the BB payout counter is 0, it is set so as not to win the AT mode transition. That is, when the first game of the BB state is a non-winning result or a replay result, it does not win the AT mode transition lottery at the time of transition.

[0337] After obtaining the AT mode transition lottery table at the time of transition in step S2004, in step S2005, a process of grasping the BB payout counter is executed, and in step S2006, the AT mode transition lottery process at the time of transition is executed. Then, in step S2007, it is determined whether or not the AT mode transition is a winning result. If it is a winning result, the process for starting the AT mode is executed in steps S2008 to S2010, and then the process at the time of transition to the advantageous section ends. On the other hand, if the AT mode transition is not a winning result, the process proceeds to step S2001, the ceiling game number is set, and then the process at the time of transition to the advantageous section ends.

[0338] Here, in the process at the time of transition to the advantageous section in this modified example, a process of determining whether or not the transition to the advantageous section has occurred during the BB state (step S1401) is not set, and the AT mode transition lottery at the time of transition (step S2006) is executed regardless of whether it is the BB state or not. As described above, in this modified example, the AT mode transition lottery at the time of transition is configured to be executed using the AT mode transition lottery table at the time of transition. In the AT mode transition lottery table at the time of transition, it is set so that the AT mode is not selected when the BB payout counter is at the initial value (0). Since the BB payout counter is set to the initial value at the end of the BB state, the BB payout counter is always at the initial value outside the BB state. Therefore, when a transition to the advantageous section occurs outside the BB state, although the AT mode transition lottery at the time of transition is executed, the AT mode will not be selected. By doing so, the process at the time of transition to the advantageous section has a common process configuration regardless of the state at the time of transition to the advantageous section, and it becomes possible to simplify the process configuration of the process at the time of transition to the advantageous section.

[0339] In other words, a configuration is adopted in which the AT mode transition lottery at the time of transition, which is a process related to the instruction function, is executed using the BB payout counter, and it is assumed that the AT mode transition lottery at the time of transition can be won if the BB payout counter is 7 as a specific number. On top of that, the BB payout counter can be updated to 7 as a specific number in the BB state, while it is not updated to 7 as a specific number in states other than the BB state. By doing so, in order to be selected in the AT mode transition lottery at the time of transition, it becomes necessary to perform the AT mode transition lottery at the time of transition during the BB state, and it becomes possible to suitably enhance the superiority of the BB state.

[0340] Even when a small winning such as a push-order bell is achieved in a normal gaming state or carry-over state other than the BB state, the BB payout counter is not updated. However, the winning probability of the push-order bell and the benefits (number of medals) awarded at the time of winning are common between the BB state, the normal gaming state, and the carry-over state. By adopting such a configuration, it is possible to enhance the superiority of the BB state with a configuration completely different from the conventional configuration that enhances the superiority of the BB state by the winning probability of small winning and the benefits conferred, and it can greatly contribute to the realization of novel gameplay.

[0341] The BB payout counter is configured to be updated by any small winning. When the BB payout counter reaches the upper limit payout number (71) due to a small winning, the BB state ends. By doing so, the content of the game with a specific number of BB payout counters and the game in which the BB state ends are made common, and it becomes possible to suitably increase the attention to the game in which a small winning occurs during the BB state.

[0342] Regardless of whether the BB payout counter is updated to a specific number in the first game of the BB state, by adopting a configuration in which the advantageous section ends, it is possible to draw great interest as to whether the BB payout counter is updated to a specific number at the end of the advantageous section. Therefore, it is possible to suitably increase the attention to the end game of the advantageous section.

[0343] And in this modification example, different game results with different payout numbers are provided, and in the AT mode transition lottery table at the time of transition, the probability of winning the AT mode transition varies according to the value of the BB payout counter. Therefore, it is possible to draw higher interest to the game result of the first game of the BB state. Thus, it is possible to greatly improve the gameplay in performing the AT mode transition lottery at the time of transition using the BB payout counter.

[0344] <Modification Example 2> In this modification example, the execution timing of the process at the time of advantageous section transition is made different. FIG. 52 is a flowchart showing the first interval display process in this modification example.

[0345] In this modified example, when it is determined in step S2101 that the interval display is not in the display state, it is determined in step S2102 whether the advantageous interval winning game flag is set. If the advantageous interval winning game flag is set, the advantageous interval flag is set in step S2102, and the measurement start process of the advantageous interval game number AG is executed in step S2103. Then, the display of the interval display is started in step S2104. That is, in this modified example, the process at the time of advantageous interval transition is not performed in the advantageous interval transition game.

[0346] On the other hand, in this modified example, when it is determined in step S2101 that the interval display is in the display state, it is determined in step S2106 whether the advantageous interval winning game flag is set. If it is set, the process of clearing the advantageous interval winning game flag is executed in step S2107. Then, the process at the time of advantageous interval transition is executed in step S2108.

[0347] The process at the time of advantageous interval transition in this modified example is the same as the process at the time of advantageous interval transition (FIG. 51) in the above-described modified example 1. However, in the transition-time AT mode transition lottery table in this modified example, as shown in FIG. 53, the value of the BB payout counter is set as the value for two BB state games. That is, the cases where the value of the BB payout counter is 7, 8, and 14 are set.

[0348] As described above, when the advantageous section ends in the first game in the BB state during the AT mode, by winning the bell according to the push order in the first game in the BB state, the winning of the first minor winning combination is established, the BB payout counter becomes 7, and the advantageous section ends. Then, even if the advantageous section flag is set in the next game, no push order notification occurs in that game, and even if it is a winning of the bell according to the push order, the winning of the first minor winning combination may not be established. That is, the case where the BB payout counter is 7 means that the first minor winning combination is established in the first game in the BB state where the advantageous section ends, and the second game in the BB state where the advantageous section flag is set is a non-winning result, a winning result of a replay, or an omission of the winning minor winning combination. The case where the BB payout counter is 8 means that the first minor winning combination is established in the first game in the BB state, and the first minor winning combination cannot be established when winning the bell according to the push order in the second game in the BB state, but the fourth minor winning combination to the twenty-seventh minor winning combination can be established. The case where the BB payout counter is 14 means that the first minor winning combination is successfully established in the first and second games in the BB state.

[0349] In the AT mode transition lottery table at the time of transition in this modified example, when the BB payout counter is 7 or 8 and at least the first minor winning combination can be established in the advantageous section end game, the probability of winning the AT mode transition is 30%. When the BB payout counter is 14 and the first minor winning combination can be established not only in the advantageous section end game but also in the next game, it is set so that the probability of winning the AT mode transition is 60%, which is higher than the case where the BB payout counter is 7 or 8.

[0350] When the negative determination is made in step S2106, or after the process of step S2108 is executed, the display continuation process of the section indicator is performed in step S2109. The processes of steps S2109 to S2114 are the same as the processes of steps S1208 to S1213 described above.

[0351] That is, in this modified example, the process at the time of advantageous section transition is configured to be executed at the start of the game following the game that has transitioned to the advantageous section. In other words, the process at the time of advantageous section transition is executed at the start of the first game among the games after the transition to the advantageous section.

[0352] As described above, in this slot machine 10, the advantageous section flag can be set in the game following the last game of the advantageous section. If the game that ends the advantageous section is regarded as a game within the advantageous section and the game in which the advantageous section flag is set is also regarded as a game within the advantageous section, there may be no game in the normal section between two advantageous sections. And if the game in which the advantageous section flag is set is regarded as a game within the normal section, the process at the time of advantageous section transition will be executed in the game within the normal section, and the significance of distinguishing between the advantageous section where the push order notification as an instruction function can occur and the normal section where the push order notification as an instruction function does not occur and the process related to the instruction function is not executed may be lost.

[0353] In that regard, by adopting the configuration of executing the process at the time of advantageous section transition in the game following the game in which the advantageous section flag is set as in the above modified example, even if the game in which the advantageous section flag is set is regarded as the normal section, the process at the time of advantageous section transition will be implemented within the advantageous section, and it becomes possible to suitably execute the process at the time of advantageous section transition while ensuring the significance of distinguishing between the advantageous section and the normal section.

[0354] In the process at the time of advantageous section transition, the process of setting the ceiling game number in the advantageous section to which the transition is made can be executed. If the ceiling game number is determined during the normal section, advantages or disadvantages will occur in the normal section depending on the determined ceiling game number, which is not preferable. In that regard, in this modified example, since the configuration is such that the setting of the ceiling game number is performed after more surely transitioning to the advantageous section, it becomes possible to prevent a situation where there are advantages or disadvantages in the normal section.

[0355] Also, in the process of shifting to the advantageous section, a lottery for shifting the AT mode at the time of shifting can be executed to determine whether to shift the advantageous section to be shifted as the AT mode. If it is determined during the normal section that the advantageous section will start as the AT mode, advantages and disadvantages will occur in the normal section, which is not preferable. In this regard, in this modified example, since the configuration is such that the shift to the AT mode occurs after more surely shifting to the advantageous section, it is possible to prevent a situation where there are advantages or disadvantages in the normal section.

[0356] By adopting a configuration in which the process for shifting to the advantageous section is performed at the start of the next game when the advantageous section flag is set, it becomes a configuration in which the process for shifting to the advantageous section is executed at the earliest after surely shifting to the advantageous section and after shifting to the advantageous section, and it is possible to minimize a situation where the process for shifting to the advantageous section is not performed despite having shifted to the advantageous section.

[0357] <Modified Example 3> In this modified example, although the process for shifting to the advantageous section is performed in the game when the advantageous section flag is set, it is configured to be performed at the end of the game. FIG. 54 is a flowchart showing the first process of section display in this modified example, and FIG. 55 is a flowchart showing the second process of section display in this modified example.

[0358] As shown in FIG. 54, in the first process of section display in this modified example, when it is determined in step S2201 that the section display is not in progress, it is determined in step S2202 whether the advantageous section winning game flag is set. If the advantageous section winning game flag is set, the advantageous section flag is set in step S2203, the measurement start process of the advantageous section game number AG is executed in step S2204, and the display start process of the section display is executed in step S2205. Also, when it is determined in step S2201 that the section display is in progress, the display continuation process is executed in step S2206. The processes in steps S2207 to S2211 are the same as the processes in steps S1209 to S1213.

[0359] That is, in this modification example, the advantageous section transition process is not performed in the first section display process executed at the start of the game.

[0360] In contrast, as shown in FIG. 55, in the second section display process in this modification example, when the advantageous section flag is set in step S2301, it is determined in step S2302 whether the advantageous section winning game flag is set. If the advantageous section winning game flag is set and the advantageous section flag was set at the start of the game to be ended this time, the process proceeds to step S2303. After clearing the advantageous section winning game flag, the advantageous section transition process is executed in step S2304. The advantageous section transition process in step S2304 is the same process as the advantageous section transition process in the above modification example 2, and the transition-time AT mode transition lottery table is also the same as the table (FIG. 53) in modification example 2.

[0361] If a negative determination is made in step S2302, or after the process in step S2304 is executed, various processes during the advantageous section are executed in steps S2305 to S2315. The processes in steps S2305 to S2315 are the same as the processes in steps S1302 to S1312 above.

[0362] By doing this, when a game started in a situation where the advantageous section flag is set is defined as the advantageous section and a game started in a situation where it is not set is defined as the normal section, it becomes possible to adopt a configuration in which the advantageous section transition process is performed until the game is started in a situation where the advantageous section flag is set.

[0363] <Modification Example 4> In this modification example, the winning probability of the transition-time AT mode transition lottery differs depending on the type of BB state when the advantageous section transition process is executed. FIG. 56 is a flowchart showing the advantageous section transition process in this modification example.

[0364] In this modification example, compared with the process at the time of shifting the advantageous section in the above modification example 1, the processes from step S2401 to step S2405 and from step S2407 to step S2411 are the same as the processes from the above step S2001 to step S2010. After grasping the BB payout counter in step S2405, it is different in that the confirmation process of each BB state flag is executed in step S2406.

[0365] FIG. 57(a) shows the AT mode shift lottery table at the time of transition in this modification example. In this modification example, if the BB payout counter is 7 as a specific number, the AT mode shift is selected with a predetermined probability, and if it is a value other than that, the AT mode shift is not selected. When the BB payout counter is 7, if the BB state is the first BB state, the AT mode shift is selected with a 20% probability, and if the BB state is the second BB state, the AT mode shift is selected with a 50% probability. It is set so that the probability of being selected for the AT mode shift in the lottery at the time of transition is higher in the case of the second BB state than in the case of the first BB state.

[0366] As already described, in this embodiment, regardless of any BB state, it is set so that there is no substantial difference in the degree of advantage compared to the carry-over state. Basically, regardless of whether or not there is a transition to the AT mode, it is assumed that the game is played in the carry-over state. However, as described above, from the point of view of making it advantageous to reset the AT mode, it is more advantageous for the player to proceed with the AT mode in the state where the second BB win is carried over than to proceed with the AT mode in the carry-over state with the first BB win.

[0367] And, since the player may suffer a disadvantage if a BB win is established before the situation where the AT mode should be reset after the transition to the AT mode occurs, the case where the AT mode can be proceeded in the state where the second BB win is carried over means that the second BB win occurs after the AT mode is reset during the BB state and the BB state ends, or the second BB win is carried over from before the transition to the AT mode occurs. Either pattern is the main one.

[0368] That is, after resetting the AT mode by winning the BB at the end of the AT mode, if the BB state ends during the AT mode, it becomes possible to vary the reset probability of the AT mode according to the type of the winning BB, and it becomes possible to provide new interest during the AT mode.

[0369] Also, before shifting to the AT mode, it is possible to grasp the type of the winning BB by performing a stop operation aiming for a BB win in a game with a losing result. That is, if a stop operation is performed aiming for the first BB win and the first BB win is achieved, it means that the first BB win has been carried over, and if the first BB win is not achieved, it is either that the second BB win has been carried over or it is the normal game state before the BB win. Since the first BB win and the second BB win do not overlap in winning, when the first BB win has been carried over, it is preferable for the player from the viewpoint of obtaining a chance to become the second BB win again by winning the first BB and quickly exhausting the first BB state.

[0370] Here, when digesting the first BB state during the AT mode, since the first small winning combination payout of 7 reels occurs with a probability of about 1 / 1.5, it is possible to end the first BB state in about 15 games. On the other hand, when digesting the first BB state during the non-AT mode, the first small winning combination payout of 7 reels occurs with a probability of about 1 / 9, and the winning combinations from the fourth small winning combination payout to the twenty-seventh small winning combination payout of 1 reel occur with a probability of about 1 / 2.4. Therefore, it is possible to end the first BB state in about 55 games, and it takes more games to end the first BB state compared to during the AT mode.

[0371] Then, when it is found that the first BB win is carried over before the transition to the AT mode, the game is made more interesting by shifting to the first BB state and then ending the first BB state as soon as possible to aim for the state of carrying over the second BB win. In this case, as described above, regardless of which BB win is carried over, there is no difference in the degree of advantage in each game before the transition to the AT mode. Also, regardless of which BB state it is, there is no difference in the degree of advantage in each game before the transition to the AT mode compared to the carried-over state. Therefore, it is possible to create a difference in the degree of advantage after the transition to the AT mode while not creating a difference in the degree of advantage in each game before the transition to the AT mode, and while concentrating the player's interest on the AT mode due to the difference in the degree of advantage, it is also possible to maintain the player's interest even in places where there is no difference in the degree of advantage.

[0372] Moreover, when digesting the first BB state before the transition to the AT mode, it is possible to make the player perform a game such as establishing a winning combination of the first minor winning combination relying on their own intuition when the bell winning by push order is selected, in order to end the first BB state as soon as possible. By doing so, it is possible to generate the merit of establishing the winning combination of the first minor winning combination when the bell winning by push order is selected, not only in terms of the increase in the number of held medals, but also to further improve the game performance before the transition to the AT mode.

[0373] In the AT type determination process (step S2409) of the process at the time of transition to the advantageous section, the selection rate of the AT mode may be varied according to the type of the BB state. FIG. 57(b) is a diagram showing an example of an AT type lottery table. In FIG. 57(b), when the process at the time of transition to the advantageous section is performed during the first BB state, the second AT mode is more likely to be selected than the first AT mode, and when the process at the time of transition to the advantageous section is performed during the second BB state, the first AT mode is more likely to be selected than the second AT mode.

[0374] As described above, the second AT mode is set so that the winning probability of the superposition lottery is higher than that of the first AT mode, and it can be said that the second AT mode is more advantageous for the player than the first AT mode. That is, in this example, the second AT mode is more likely to be selected in the AT type determination process in the first BB state than in the second BB state. From the perspective of the type of AT mode selected, the first BB state is more advantageous for the player.

[0375] And, since the winning probability of the AT mode transition lottery at the time of transition is higher in the second BB state than in the first BB state, when the advantageous section transition process is performed in the first BB state, it is difficult to win the AT mode transition. On the other hand, the second AT mode is likely to be selected. When the advantageous section transition process is performed in the second BB state, it is easy to win the AT mode transition. On the other hand, the second AT mode is difficult to be selected. Thus, it is possible to provide a feature to the AT mode according to the type of BB state in which the advantageous section transition process is performed. In this way, for example, a player who wants to aim for the second AT mode, even if it is difficult to win the AT mode transition, will come to desire the first BB win, and it becomes possible to meet various needs of the players.

[0376] <Modification Example 5> In this modification example, the occurrence rate of the push order notification for the first game of the BB state differs according to the remaining number of games of the AT mode. FIG. 58 is a flowchart showing the lottery result corresponding process in this modification example.

[0377] In this modification example, the process after the case where the push order bell wins (step S2509: YES) and any of the AT mode flags is set (step S2510: YES) is different from the lottery result corresponding process in the first embodiment, and the other processes (step S2501 to step S2508) are the same as the corresponding processes (step S601 to step S608) in the first embodiment.

[0378] That is, in this modified example, when the push order bell is selected during the AT mode, at step S2511, it is determined whether any of the BB state flags is set. If it is set, then at step S2512, it is determined whether the BB game counter is 0. As already explained, the BB game counter is a counter that is incremented by 1 in the bonus state process, and the bonus state process is a process executed at the end of the game (step S414). On the other hand, the lottery result corresponding process is a process executed at the start of the game (step S310). That is, when the BB state flag is set and the BB game counter is 0 at step S2512, it means the start of the first game in the BB state, and it means the end of the advantageous section in that game.

[0379] If it is the first game in the BB state during the AT mode, at step S2513, the notification lottery table is acquired from the various table storage area 105a, and at step S2514, the notification lottery process is executed. Then, at step S2515, it is determined whether it is a notification win. If it is a notification win, at step S2516, the push order notification corresponding to the first minor winning combination is performed, and after executing the process of setting the push order notification command at step S2517, the lottery result corresponding process ends. If a negative determination is made at step S2511 or step S2512, without going through the notification lottery, the process proceeds to step S2516, and the process for performing the push order notification is executed.

[0380] In this modification example, as shown in FIG. 59, in the notification lottery table, the probability of winning the notification varies according to the value of the AT game counter, and the smaller the value of the AT game counter, the easier it is to win the notification. For example, if the remaining number of games in the AT mode is 5 to 9, the probability of winning the notification is 80%, if it is 2 to 4, the probability of winning the notification is 90%, and if it is 1, the probability of winning the notification is 100%. That is, even if the remaining number of games in the AT mode reaches 10 and a winning waiting effect or a winning instruction effect occurs, it is easier to generate a push order notification in the first game in the BB state and it is easier to successfully reset the AT mode by extending the BB win as much as possible. However, since a BB win is possible in a game with a losing result, if the BB win is extended too much, there is a possibility that the AT mode will end without a BB win. By adopting such a configuration, it is possible to provide an exciting game that determines at what timing to establish a BB win in relation to the reset rate of the AT mode and the remaining number of games until the end of the AT mode.

[0381] Also, in the notification lottery table in this modification example, it is set such that the higher the value of the AT game counter, the easier it is to win the notification. For example, if it is equal to or more than the initial number of games (50 games) in the AT mode, it is set to win the notification with a probability of 50%. By doing so, it is possible to provide relief in the case where a BB win is unintentionally established in a situation where there are still remaining games in the AT mode, such as in the early stage of the AT mode.

[0382] <Modification Example 6> In this modification example, when it is previously known that the advantageous section ends by reaching the upper limit number of games or the upper limit increase number, the configuration is such that the occurrence rate of the push order notification in the first game in the BB state is different. FIG. 60 is a flowchart showing the remaining game number management process, and FIG. 61 is a flowchart showing the remaining number management process. These remaining game number management process and remaining number management process are processes (step S1304, step S1305) implemented in the section display second process (FIG. 36).

[0383] In the remaining game count management process, by checking the number of games AG in the advantageous section at step S2601, a process of grasping the number of games since the transition to the advantageous section is executed. In the subsequent step S2602, by checking the AT game counter, a process of grasping the remaining number of games (G1) in the AT mode is executed. In the subsequent step S2603, for example, a process of grasping the remaining number of games (G2) of a mode that has already been scheduled during the advantageous section, such as the remaining number of games in the CZ mode or the remaining number of games in a specialized zone, is executed. Then, at step S2604, a process of calculating the scheduled end game number (GS) of the advantageous section is executed by adding the number of games AG in the advantageous section, the remaining number of games (G1) in the AT mode, and the remaining number of games (G2) of other modes.

[0384] At step S2605, it is determined whether or not the scheduled end game number (GS) calculated at step S2604 is equal to or greater than the upper limit game number (1500) of the advantageous section. If it is 1500 or more, at step S2606, it is determined whether or not the first excess flag is set in the various flag storage area 106d. The first excess flag is a flag for the CPU 102 to grasp that the upper limit game number of the advantageous section will be reached without exhausting all the remaining game numbers even if the AT mode or the like is executed as it is. If the first excess flag is not set, at step S2607, the first excess flag is set, and at step S2608, a process of setting the first excess command as an output target to the display control device 81 is executed, and then this remaining game count management process is terminated. The first excess command is a command for the display control device 81 to grasp that the first excess flag is set. If a negative determination is made at step S2605 or a positive determination is made at step S2606, the remaining game count management process is terminated as it is.

[0385] In the remaining number management process, as shown in FIG. 61, first, in step S2701, a process of grasping the number of medals increased or decreased in the advantageous section MY is executed. In the subsequent step S2702, a process of calculating the expected increase in medals (expected increase in number of medals, M1) that can be expected based on the remaining number of games (G1) in the AT mode grasped in step S2602 from the increase in medals that can be expected per game during the AT mode (net increase in number of medals) is executed. In step S2703, a process of calculating the expected increase in medals (expected increase in number of medals, M2) that can be expected based on the remaining number of other games (G2) grasped in step S2603 from the increase in medals that can be expected per game in other games (net increase in number of medals) is executed. Then, in step S2704, a process of calculating the planned increase or decrease in medals (MS) is executed by adding the number of medals increased or decreased in the advantageous section MY, the expected increase in medals (M1) in the AT mode, and the expected increase in medals (M2) in other games.

[0386] In step S2705, it is determined whether or not the planned increase or decrease in medals (MS) calculated in step S2704 is equal to or greater than the upper limit increase in the advantageous section (2400). If it is 2400 or more, in step S2706, it is determined whether or not the second excess flag is set in the various flag storage areas 106d. The second excess flag is a flag for the CPU 102 to grasp that there is a high possibility of reaching the upper limit increase in the advantageous section without exhausting all the remaining number of games even if the AT mode or the like is executed as it is. If the second excess flag is not set, in step S2707, the second excess flag is set, and in step S2708, a process of setting the second excess command as an output target to the display control device 81 is executed, and then this remaining number management process is terminated. The second excess command is a command for the display control device 81 to grasp that the second excess flag is set. If a negative determination is made in step S2705 or a positive determination is made in step S2706, the remaining number management process is terminated as it is.

[0387] In this modified example, similar to the above-described modified example 5, when a winning bell for the push order is selected in the first game in the BB state during the AT mode, a push order notification is executed through a notification lottery. In the notification lottery table in this modified example, as shown in FIG. 62, the probability of winning the notification is set to be different depending on the presence or absence of the first excess flag and the second excess flag. Specifically, when neither of the excess flags is set, the probability of winning the notification is 50%, while when both excess flags are set, the probability of winning the notification is 10%. In terms of both the number of games and the number of medals, in a situation where the upper limit will be reached, the occurrence rate of the push order notification in the first game in the BB state is configured to be low. By doing so, it becomes possible to ensure the significance of reducing the continuous winning property and setting an upper limit in the advantageous section.

[0388] On the other hand, when the first excess flag is set while the second excess flag is not set, the probability of winning the notification is 80%, and the push order notification in the first game in the BB state is more likely to occur than when neither of the excess flags is set. The case where the first excess flag is set while the second excess flag is not set is a case where it is predicted that, although the upper limit number of games will be reached, the upper limit increase number will not be reached. For example, when a large number of games are required from the transition to the advantageous section until the transition to the AT mode, or when there is a possibility that a large number of medals have not been obtained at the forced end of the advantageous section. Therefore, by setting the occurrence rate of the push order notification in the first game in the BB state high as described above, the reset rate of the AT mode can be increased, and the sense of loss of the player can be well compensated.

[0389] On the one hand, when the first over flag is not set but the second over flag is set, there is a 5% chance of winning the notification, and the notification of the push order in the first game of the BB state is less likely to occur than when neither over flag is set. The case where the first over flag is not set while the second over flag is set means that it is predicted that the upper limit increase number will be reached before the upper limit game number is reached, and there is a high possibility that a rapid medal increase has occurred. Therefore, as described above, by lowering the reset rate in the AT mode, the medal increase speed can be slowed down, and the soundness of the game can be ensured.

[0390] <Variant Example 7> In this variant example, in the process of shifting to the advantageous section, information regarding the number of games from when winning the BB to when winning the BB prize is used as special information for the process related to the instruction function. FIG. 63 is a flowchart showing the bonus state process in this variant example.

[0391] In step S2801, it is determined whether it is in any BB state, and in step S2802, it is determined whether it is in the carry-over state. If it is in the carry-over state, in step S2803, it is determined whether the BB prize has been won in this game. If the BB prize has been won, the process for shifting to the BB state is executed in steps S2804 to S2806. The processes of these steps S2801 to S2806 are the same as the processes of the above steps S501 to S506. However, in this variant example, when it is determined in step S2803 that the BB prize has not been won, after executing the process of incrementing the RT game counter provided in each counter area 106e by 1, this bonus state process is terminated. The RT game counter is a counter for the CPU 102 to grasp the number of games from when winning the BB to when winning the BB prize, and is a type of special information that is updated according to the progress of the game of the number of games from when winning the BB, which enables the transition to the BB state as a special state, until the end of the BB state.

[0392] Also, in the bonus state process, if in any BB state in step S2801, the BB game counter is incremented by 1 in step S2808, and it is determined in step S2809 whether a small winning combination has been achieved. If a small winning combination has been achieved, the payout number is added to the BB payout counter in step S2810, and it is determined in step S2811 whether the BB end condition is satisfied. If the BB end condition is satisfied, the process of clearing the RT game counter to 0 as the initial value is executed in step S2812. Then, in steps S2813 to S2816, other bonus end processes are executed and then the bonus state process ends. The processes in steps S2808 to S2811 and steps S2813 to S2816 are the same as the processes in steps S507 to S514 described above.

[0393] That is, in this modified example, the number of games from BB winning selection to BB winning is grasped as the RT game counter. And the RT game counter is initialized when the BB state ends, and during the BB state, the number of games required to transition to the BB state can also be grasped as the RT game counter.

[0394] Note that in the carry-over state with a carried-over BB winning selection, it may be configured to be set to the RT state where the probability of any replay winning selection is improved. In this case, the RT game counter can be said to be a counter that counts the number of games in the RT state as the carry-over state. In this case, an upper limit may be set for the number of games in the RT state. For example, it may be configured to be set to the RT state with an upper limit of 200 games as a predetermined number of games, and when the predetermined number of games as the upper limit is reached, the RT state ends and the probability of a replay winning selection returns to the same probability as in the normal game state.

[0395] A part of the lottery table for the normal game state in this modification example is shown in Fig. 64(a). In this modification example, when winning the first BB or the second BB, in addition to the overlapping win with the first replay game with the index value IV = 25, 26, the single wins of these first BBs and second BBs also occur at the index values IV = 27, 28. That is, in this modification example, it is possible to establish a first BB winning or a second BB winning in the game that has won the first BB or the second BB.

[0396] The process at the time of advantageous section transition in this modification example is the same as the process at the time of advantageous section transition in the above modification example 1 (Fig. 51). However, in the transition-time AT mode transition lottery table in this modification example, in addition to the value of the BB payout counter, the RT game counter is used to set the winning probability of the transition-time AT mode transition lottery. Specifically, when the BB payout counter is 7, the RT game counter is 5% when it is 1 to 99, 30% when it is 100 to 999, 50% when it is 1000 to 1499, and 100% when it is 1500 or more, so that the winning of the AT mode transition is set, and the higher the value of the RT game counter, the easier it is to win the AT mode transition. Also, when the value of the BB payout counter is other than 7, it is set so that the AT mode transition does not win if the RT game counter is any value other than 0.

[0397] That is, the higher the number of games required until the situation where the BB winning should result in a BB prize occurs, the higher the winning probability of the transition-time AT mode transition lottery is set. The situation where the BB prize should be established is the situation at the end stage of the AT mode. The case where a large number of games are required until such a situation occurs is either the case where the AT mode continues for a long time or the case where a large number of games are required until the AT mode transition. Therefore, as described above, by making it easier to win the AT mode transition as the value of the RT game counter increases, while improving the game playability by the chain of advantages that the longer the AT mode continues, the easier it is to reset the AT mode, it is possible to relieve the jam that requires a large number of games until the AT mode transition with the reset rate of the AT mode.

[0398] As described above, in this embodiment, although it is configured to be able to challenge the reset of the AT mode by causing a BB win at the end of the AT mode, there is a configuration in which the AT mode may end without causing a BB win, such as the lottery result of the game not deviating easily even at the end of the AT mode. In that regard, as described above, since the reset rate of the AT mode increases as the RT game counter increases, it is possible to relieve the situation of being unable to challenge the reset of the AT mode. By doing so, it is possible to relieve the player in a different dimension from the ceiling counter that relieves the situation where the transition to the AT mode does not occur easily. Therefore, it is possible to use that relief to give a boost to the continuation of the game.

[0399] The RT game counter is a counter that is not subject to the initialization process at the end of the advantageous section. Even if the advantageous section ends without causing a BB win even once during one advantageous section, the RT game counter is not reset. Therefore, the RT game counter may exceed the upper limit number of games in the advantageous section. In that regard, in this modification example, assuming that the RT game counter is more than the upper limit number of games in the advantageous section, the winning probability of the AT mode transition lottery at the time of transition is set (winning probability 100%). That is, the relief for the situation of being unable to challenge the reset of the AT mode is effective even for the situation that spans the advantageous section, and it is also possible to relieve the situation that exceeds the upper limit number of games in the advantageous section. Therefore, it is possible to follow the situation that lasts for a longer period and suppress the decrease in the player's gaming motivation.

[0400] Also, in this modified example, when the RT game counter is 0 and a BB win is successfully achieved in the BB winning game, it is set to be an AT mode transfer winning with a high probability (100% probability) regardless of the value of the BB payout counter. The cases where a BB win can be achieved in the BB winning game and the advantageous section transition process is performed during that BB state mainly include the case where the reset of the AT mode using the BB state transition is successful and the BB state ends during the reset AT mode. That is, if a BB win can be achieved in the game where BB is won again after the BB state ends in the reset AT mode, the AT mode is reset. On the other hand, if a BB win cannot be achieved in the game where BB is won, the game playability is such that the BB win is carried over as it is and the AT mode proceeds.

[0401] That is, as described above, it takes about 15 games to end the BB state during the AT mode. As shown in Fig. 64(c), once the AT mode is reset, the AT mode during the BB state of about 15 games is repeated until a BB win fails in the BB winning game. And even if a BB win fails in the BB winning game, it is possible to continue the AT mode until the number of games in the AT mode at the time of reset is completed. Furthermore, at the end of the AT mode, it is also possible to achieve a BB win again and challenge the reset of the AT mode. By doing so, it becomes possible to realize the consecutive winning of the AT mode across the advantageous section, and it is possible to suitably improve the interest of the game.

[0402] In this case, since the winning modes of the first BB and the second BB are set so that they cannot establish wins simultaneously, when the stop switches 42 to 44 are operated aiming for the first BB win, the second BB win cannot be established, and when the stop switches 42 to 44 are operated aiming for the second BB win, the first BB win cannot be established. With such a configuration, the difficulty of establishing a BB win in the BB winning game is increased, and it becomes possible to realize a gameplay such that, as long as the player correctly guesses which BB is the winning one and does not make a mistake in the operation, the AT mode can be continued for the duration of the BB state.

[0403] In addition, when performing the above game, it is preferable that it is difficult or impossible for the player to identify which BB is the winning one through effects such as the auxiliary display unit 65 and the speaker 64. Specifically, the same effects may be performed by the auxiliary display unit 65, the speaker 64, etc., regardless of which BB is the winning one. Also, in order to realize a game that allows the player to anticipate the winning games of the first BB and the second BB, it is advisable to adopt a configuration in which a suggestive effect that suggests the winning games of the first BB and the second BB is performed. For example, in the winning games of the first BB and the second BB, a configuration in which the notification for the winning game is performed with a predetermined probability may be adopted. In this case, the notification for the winning game may be the same as the specific winning combination notification effect in Fig. 44(a), or it may be a different effect. When a configuration is adopted in which the same effect as the specific winning combination notification effect is performed in the BB winning game, as described above, in the operation modes of the stop switches 42 to 44 in which the type of the specific winning combination can be determined, the first BB win or the second BB win cannot be established. Therefore, it is also possible to conduct a game that allows the player to choose whether to operate in an operation mode that establishes the first BB win or the second BB win, or in an operation mode that determines the type of the specific winning combination.

[0404] Here, in the process for shifting to the advantageous section in this modification example, the same process as the process for shifting to the advantageous section in Modification Example 1 is adopted. That is, regardless of whether the process for shifting to the advantageous section is performed during the BB state, a lottery for shifting to the AT mode is conducted during the shift. In other words, regardless of whether the shift to the advantageous section is during the BB state, if the RT game counter is 0, it is possible to cause a shift to the AT mode. Then, for example, after the setting value is changed or the like by the winning probability setting process, when each BB winning flag and advantageous section flag are cleared and the game starts from the normal section in the normal game state, if the shift to the advantageous section is successfully caused before the BB win, it is also possible to cause a shift to the AT mode. Therefore, the early morning session at the game hall becomes a chance, and it is possible to expect the customer attraction effect of the early morning session.

[0405] Note that although the advantageous section flag is cleared by the winning probability setting process, the configuration may be such that each BB winning flag is not cleared, and it may be possible to select whether to clear each BB winning flag when clearing the advantageous section flag. By adopting these configurations, it is also possible to prevent the early morning session from being too advantageous.

[0406] <Modification Example 8> In this modification example, as in the above Modification Example 3, the process for shifting to the advantageous section is performed at the end of the game in which the advantageous section flag is set, and the advantageous section ends in the game in which a BB win is established during the AT mode. FIG. 65 is a flowchart showing the second section display process in this modification example.

[0407] In this modification example, in the same manner as in steps S2301 to S2312 above, in steps S2901 to S2912, the update process of various information during the advantageous section and the process for ending the advantageous section based on the establishment of the forced end condition are executed. Further, when it is determined in step S2913 that the forced end condition is not established, it is determined in step S2914 whether the AT mode end flag is set. If it is set, the process proceeds to step S2910, and the process for ending the advantageous section is executed, which is the same as in the first embodiment above.

[0408] If the AT mode end flag is not set in step S2913, it is determined in step S2914 whether any AT mode flag is set. If it is set and the device is in the AT mode, it is determined in step S2915 whether any BB state flag is set. If the device is in the AT mode and in the BB state, the process proceeds to step S2916 to determine whether the BB game counter is 0. The case where the BB state flag is set and the BB game counter is 0 means that it is the game in which the BB winning is established. In this case, the process proceeds to step S2910 to execute the process for ending the advantageous section. If a n...

Claims

【Claim 1】 A plurality of rotating bodies with a plurality of patterns attached in the circumferential direction, A display unit that makes some of the patterns visible for each of the rotating bodies, A starting operation means that starts the rotation of each of the rotating bodies when operated, A lottery means that conducts a lottery to determine whether to grant a privilege to the player based on the operation of the starting operation means, A stop operation means that stops the rotation of each of the rotating bodies when operated, A drive control means that starts the rotation of each of the rotating bodies when the starting operation means is operated and stops the rotation of each of the rotating bodies when the stop operation means is operated, A privilege granting means that can grant a privilege corresponding to the predetermined result when the lottery result in the lottery means is a predetermined result, A gaming machine comprising: As a lottery result by the lottery means, a first result that enables winning when the stop operation means is operated in a first operation mode, and a second result that enables winning when the stop operation means is operated in a second operation mode different from the first operation mode, Comprising a mode notification means capable of executing mode notification including the first operation mode and the second operation mode by a predetermined notification means, A specific state in which the mode notification by the mode notification means can be executed is set, Means capable of transitioning to the specific state based on a predetermined transition condition, Means capable of ending the specific state based on a predetermined end condition, Means capable of executing a transition determination that enables the transition condition to be satisfied based on the lottery result by the lottery means, Comprising: The transition determination is set such that the case of determining that the transition condition is satisfied is more frequent than the case of determining that the transition condition is not satisfied, When the lottery result by the lottery means is the first result, it is possible to determine that the transition condition is satisfied, When the lottery result by the lottery means is the second result, it is possible to determine that the transition condition is satisfied, A gaming machine characterized by comprising means capable of executing a predetermined process related to the mode notification in the next game of the game in which the transition condition is satisfied.

Citation Information

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