Pachinko machine

The gaming machine enhances entertainment value by incorporating rotating bodies with visible patterns, lottery systems, and mode notifications to offer dynamic gameplay and varied rewards, addressing the need for improved player engagement in existing machines.

JP7715242B2Active Publication Date: 2025-07-30SANYO BUSSAN KK
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Patent Information

Application Number
JP2024076591
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-05-09
Publication Date
2025-07-30
Estimated Expiration
2040-05-28

AI Technical Summary

Technical Problem

Existing gaming machines, such as pachinko and slot machines, lack sufficient entertainment value and require enhancements to increase player enjoyment.

Method used

A gaming machine with rotating bodies featuring visible patterns, start and stop operations, lottery mechanisms, and mode notification systems that grant varying numbers of game values based on pattern combinations and operation modes, allowing for enhanced gameplay experiences.

Benefits of technology

The solution enhances the amusement value of the game by providing dynamic gameplay elements and varied rewards, increasing player engagement and enjoyment.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine which can improve the interest for a game.SOLUTION: In a winning of a special combination, when stop switches 42-44 are operated in a first operation mode, a thirty-third small combination is formed and processing more likely to win a transition lottery to an AT mode is executed, whilst when the stop switches 42-44 are operated in a second operation mode, a first small combination to a sixth small combination are formed and processing more unlikely to win the transition lottery to the AT mode is executed. In a CZ mode, a notification control is different between a notification corresponding to the AT mode transition lottery in the winning of the special combination and a notification corresponding to the AT mode transition lottery in a winning resulting from other than the special combination.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

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

[0002] Known types of gaming machines include pachinko machines and slot machines, which are known to have a configuration in which an internal lottery is held when predetermined lottery conditions are met, and a bonus is awarded to the player depending on the result of the internal lottery.

[0003] Specifically, in a slot machine, when a start lever is operated while medals as gaming media have been bet, an internal lottery is conducted and the reels start to rotate. If a stop switch is operated while the reels are rotating, the reels stop rotating. If the reels stop as a result of the internal lottery, a bonus according to the result is awarded (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2008-295707 Summary of the Invention [Problem to be solved by the invention]

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

[0006] The present invention has been made in consideration of the circumstances exemplified above, and aims to provide a gaming machine that can increase the enjoyment of the game. [Means for solving the problem]

[0007] The present invention provides A plurality of rotating bodies with a plurality of patterns attached in the circumferential direction, a display unit that makes some of the patterns visible for each of the rotating bodies, starting operation means that starts the rotation of each of the rotating bodies when operated, stopping operation means for performing a stop operation to stop the rotation of each of the rotating bodies, drive control means that executes start drive control to start the rotation of each of the rotating bodies when the starting operation means is operated, and executes stop drive control to stop the rotation of the corresponding rotating body when the stopping operation means is operated, lottery means for conducting a lottery to grant a privilege to the player based on the operation of the starting operation means, granting means capable of granting a number of game values corresponding to the lottery result in the lottery means, A gaming machine comprising: As a lottery result by the lottery means, when the stopping operation means is operated in a first operation mode, a first combination of patterns can be stopped at a predetermined position visible through the display unit, and a first number of game values are granted by the granting means, while when the stopping operation means is operated in a second operation mode different from the first operation mode, a second combination of patterns different from the first combination of patterns can be stopped at a predetermined position visible through the display unit, and a specific result is set such that a second number of game values greater than the first number are granted by the granting means, mode notification means capable of executing mode notification of the operation mode of the stopping operation means by a predetermined notification means, specific processing means capable of executing specific processing related to the function of mode notification by the mode notification means, means for performing a process that enables the execution of the specific processing when the stopping operation means is operated in the first operation mode in a specific game where the lottery result by the lottery means is the specific result, and means for performing a process that disables the execution of the specific processing when the stopping operation means is operated in the second operation mode in the specific game, means capable of executing notification corresponding to the specific processing at a specific timing after the operation of the stopping operation means in the specific game, means capable of executing notification about the predetermined content of the specific processing at a timing earlier than the specific timing in the specific game and after a branch timing when the operation of the stopping operation means is performed in either the first operation mode or the second operation mode, Comprising: In a predetermined case, it is configured such that notification regarding predetermined content of the specific process is not executed in the specific game.

Advantages 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 of a rotary gaming machine, which is a type of gaming machine, specifically when applied to a slot machine, will be described in detail with reference to the drawings. FIG. 1 is a front view of the slot machine 10, FIG. 2 is a perspective view of the slot machine 10 with the front door 12 closed, FIG. 3 is a perspective view of the slot machine 10 with the front door 12 open, FIG. 4 is a rear view of the front door 12, and FIG. 5 is a front view of the housing 11.

[0011] As shown in FIGS. 1 to 5, the slot machine 10 includes a housing 11 that forms its outer shell. The housing 11 is formed in a box shape with an open front as a whole, and is attached by driving nails or the like to so-called island equipment when installed in a game hall.

[0012] On the front side of the housing 11, a front door 12 is attached so as to be openable and closable. That is, the housing 11 is provided with a pair of upper and lower support shafts 13a and 13b on the left side when viewed from the front, and the front door 12 is provided with bearing portions 14a and 14b at positions corresponding to the respective support shafts 13a and 13b. When each support shaft 13a, 13b is inserted into each bearing portion 14a, 14b, the front door 12 is supported rotatably about an opening and 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. A key cylinder 21 integrated with the locking device 20 is provided at the upper right end side of the front door 12, and the locked state is configured to be released by a predetermined key operation on the key cylinder 21.

[0013] A game panel 25 for notifying the player of the game state is provided near the upper center of the front door 12. The game panel 25 is formed with three vertically long display windows 26L, 26M, and 26R arranged side by side, and the inside of the slot machine 10 can be viewed through each display window 26L, 26M, and 26R. Note that the display windows 26L, 26M, and 26R may be combined into one common display window.

[0014] As shown in FIG. 3, the interior of the housing 11 is vertically divided into two parts by a partition plate 30, and a reel unit 31 that constitutes variable display means is attached to the upper part of the partition plate 30. The reel unit 31 includes left reel 32L, middle reel 32M, and right reel 32R, each formed in a cylindrical (annular) shape. Each of the reels 32L, 32M, 32R is rotatably supported such that its central axis becomes the rotation axis of the reel. The rotation axes of the respective reels 32L, 32M, 32R are arranged on the same axis extending in a substantially horizontal direction, and the respective reels 32L, 32M, 32R correspond one-to-one with the respective display windows 26L, 26M, 26R. Accordingly, a part of the surface of each of the reels 32L, 32M, 32R is visible through the corresponding display windows 26L, 26M, 26R. Further, when the reels 32L, 32M, 32R rotate forward, the surfaces of the reels 32L, 32M, 32R are projected as if they are moving downward from above through the respective 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 excitation pulses). 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 in each of the reels 32L, 32M, and 32R of 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, and 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, and 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 25 pulses (= 500 pulses ÷ 20 patterns) of excitation pulses. Further, the main control device 101 can perform control to grasp the pattern visible from the display windows 26L, 26M, and 26R based on the number of excitation pulses output after the detection signal of the reel index sensor is input, or to stop a predetermined pattern at a position visible from the display windows 26L, 26M, and 26R.

[0018] Next, the patterns drawn on each of the reels 32L, 32M, and 32R will be described.

[0019] Figure 6 shows the symbol arrangements of the left reel 32L, the middle reel 32M, and the right reel 32R. As shown in this figure, on each of the reels 32L, 32M, and 32R, 20 symbols are arranged in a row. Also, numbers from 0 to 19 are assigned corresponding to each of the reels 32L, 32M, and 32R. However, these numbers are for the main control device 101 to recognize the symbols that can be visually recognized from the display windows 26L, 26M, and 26R, and are not actually attached to the reels 32L, 32M, and 32R. However, in the following description, these numbers will be used for explanation.

[0020] As symbols, there are 10 types, 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 Figure 6, the number and arrangement order of various symbols on each of the reels 32L, 32M, and 32R are completely different.

[0021] Each of the display windows 26L, 26M, and 26R is formed such that 3 symbols out of the 20 symbols attached to the corresponding reel can be visually recognized in their entirety. For this reason, when all of the reels 32L, 32M, and 32R are stopped, 3×3 = 9 symbols are in a state where they can be visually recognized 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, there are cases where the game starts with 3 medals bet and cases where the game starts with 2 medals bet. When the game starts with 3 or 2 medals bet, only the bent line L6 is set as the 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 with 3 medals bet is called a 3-bet game, a game started with 2 medals bet is called a 2-bet game, and a game started with 1 medal bet is called a 1-bet game. Note that in this embodiment, a 1-bet game is not set.

[0025] Figures 8 to 10 are diagrams showing the correspondence between the combinations of winning symbols and the benefits given when winning.

[0026] As minor winning awards for which medal payouts are made, there are the first minor winning award to the 32nd minor winning award.

[0027] When the "REPLAY" symbols on the left reel 32L, the "REPLAY" symbols on the middle reel 32M, and the "REPLAY" symbols on the right reel 32R stop on the effective line ML, the first minor winning award is obtained. When the first minor winning award is established, 8 medals are paid out in a 3-bet game and 5 medals are paid out in a 2-bet game.

[0028] As shown in FIG. 11(a), when the symbol corresponding to the first minor winning award stops on the effective line ML, the "BELL" symbols are aligned and stop on the downward right line L4. Therefore, the player can easily understand that the minor winning award corresponding to the bell has been established.

[0029] When the "REPLAY" symbol on the left reel 32L, the "BELL" symbol on the middle reel 32M, and the "BELL" symbol on the right reel 32R stop on the effective line ML, it results in a winning of the second minor combination. When the winning of the second minor combination is achieved, 8 medals are paid out in a 3-bet game and 5 medals are paid out in a 2-bet game.

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

[0031] When the "BELL" symbol on the left reel 32L, the "REPLAY" symbol on the middle reel 32M, and the "WATERMELON" symbol or "RED SEA BREAM" symbol on the right reel 32R stop on the effective line ML, it results in a winning of the third minor combination. When the winning of the third minor combination is achieved, 8 medals are paid out in a 3-bet game and 5 medals are paid out in a 2-bet game.

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

[0033] When the "WATERMELON" symbol on the left reel 32L, the "REPLAY" symbol on the middle reel 32M, and the "BELL" symbol on the right reel 32R stop on the effective line ML, it results in a winning of the fourth minor combination. When the winning of the fourth minor combination is achieved, 8 medals are paid out in a 3-bet game and 5 medals are paid out in a 2-bet game.

[0034] As shown in FIG. 11(d), when the symbol corresponding to the fourth minor winning combination stops on the active line ML, the "bell" symbols align and stop on the rising right line L5. Therefore, the player can easily understand that the minor winning combination corresponding to the bell has been achieved, and from the difference in the line where the "bell" symbols align, it can also be understood that a minor winning combination different from the above first to third minor winning combinations has been achieved.

[0035] When the "watermelon" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "replay" symbol on the right reel 32R stop on the active line ML, it becomes the fifth minor winning combination. When the fifth minor winning combination is achieved, 8 medals are paid out in a 3-bet game and 5 medals are paid out in a 2-bet game.

[0036] As shown in FIG. 11(e), when the symbol corresponding to the fifth minor winning combination stops on the active line ML, the "bell" symbols align and stop on the lower line L3. Therefore, the player can easily understand that the minor winning combination corresponding to the bell has been achieved, and from the difference in the line where the "bell" symbols align, it can also be understood that a minor winning combination different from the above first to fourth minor winning combinations has been achieved.

[0037] When the "watermelon" symbol on the left reel 32L, the "replay" symbol on the middle reel 32M, and the "replay" symbol on the right reel 32R stop on the active line ML, it becomes the sixth minor winning combination. When the sixth minor winning combination is achieved, 8 medals are paid out in a 3-bet game and 5 medals are paid out in a 2-bet game.

[0038] As shown in FIG. 11(f), when the symbol corresponding to the sixth minor winning combination stops on the active line ML, the "bell" symbols stop respectively at the lower part of the left reel 32L, the middle part of the middle reel 32M, and the lower part of the right reel 32R (stop in a small mountain shape). Therefore, the player can easily understand that the minor winning combination corresponding to the bell has been achieved, and from the difference in the stop positions of the "bell" symbols, it can also be understood that a minor winning combination different from the above first to fifth minor winning combinations has been achieved.

[0039] When the "Bell" symbol on the left reel 32L, the "White 7" symbol, "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, it is a winning of the 7th minor winning combination. When the winning of the 7th minor winning combination is established, in the 3-bet game, 3 medals are paid out, and in the 2-bet game, 3 medals are paid out.

[0040] As shown in Fig. 12(a), when the symbol corresponding to the winning of the 7th minor winning combination stops on the effective line ML, the "Watermelon" symbols are aligned and stop on the downward right line L4. Therefore, it becomes easy for the player to understand that the winning of the minor winning combination corresponding to the watermelon has been established.

[0041] When the "Bell" symbol on the left reel 32L, the "Watermelon" symbol on the middle reel 32M, and the "Watermelon" symbol on the right reel 32R stop on the effective line ML, it is a winning of the 8th minor winning combination. When the winning of the 8th minor winning combination is established, in the 3-bet game, 3 medals are paid out, and in the 2-bet game, 3 medals are paid out.

[0042] As shown in Fig. 12(b), when the symbol corresponding to the winning of the 8th minor winning combination stops on the effective line ML, the "Watermelon" symbols are aligned and stop on the upper line L1. Therefore, it becomes easy for the player to understand that the winning of the minor winning combination corresponding to the watermelon has been established, and from the difference in the lines where the "Watermelon" symbols are aligned, it also becomes understandable that a different minor winning combination from the above-mentioned 7th minor winning combination has been established.

[0043] The 9th minor winning combination to the 32nd minor winning combination are so-called missed winning combinations that mainly win when the 1st minor winning combination to the 6th minor winning combination are missed. When the 9th minor winning combination to the 32nd minor winning combination are achieved, one medal payout is made in the 3-bet game and one medal payout is made in the 2-bet game. The 9th minor winning combination to the 32nd minor winning combination are based on the "REPLAY" symbol, "RED 7" symbol, "BAR" symbol, "RED SHELL" symbol, "WHITE SHELL" symbol, "YOUNG MAN" symbol or "BELL" symbol on the left reel 32L, the "WHITE 7" symbol, "CHERRY" symbol, "RED SHELL" symbol, "YOUNG MAN" symbol, "RED 7" symbol, "WATERMELON" symbol, "REPLAY" symbol, "BAR" symbol, "BELL" symbol or "WHITE SHELL" symbol on the middle reel 32M, and the "RED 7" symbol, "WHITE 7" symbol, "WHITE SHELL" symbol, "YOUNG MAN" symbol, "WATERMELON" symbol, "RED SHELL" symbol, "BAR" symbol or "REPLAY" symbol on the right reel 32R. A winning combination is achieved when the corresponding combinations stop on the valid line ML. As shown in FIGS. 8 and 9, the symbol combinations corresponding to these 9th minor winning combination to the 32nd minor winning combination are all set so that the "BELL" symbol does not align and stop on the straight lines (L1 to L5), making it easy to understand that the minor winning combination corresponding to the bell has not been achieved.

[0044] When the "BAR" symbol on the left reel 32L, the "BELL" symbol on the middle reel 32M, and the "BELL" symbol on the right reel 32R stop on the valid line ML, it results in a 33rd minor winning combination. When the 33rd minor winning combination is achieved, one medal payout is made in the 3-bet game and one medal payout is made in the 2-bet game.

[0045] As shown in FIG. 12(f), when the symbol corresponding to the 33rd minor winning combination stops on the valid line ML, it is set such that the "BAR" symbol may align and stop on the middle line L2.

[0046] Incidentally, in a configuration where medals are paid out based on the above-mentioned first minor prize win to 33rd minor prize win, the minor prizes to be paid out are a type of privilege (game value) given according to the result of the game. In this specification, the paid-out medals may sometimes be referred to as "payout medals", and the ratio of the number of payout medals (payout medals) to the number of medals inserted (bet) may sometimes be referred to as the "payout rate".

[0047] As prizes for which a privilege (game value) of a replay that allows the next game to be played without inserting medals is given, there are a first replay prize to a 12th replay prize. As shown in FIG. 10, for these first replay to 12th replay, winning symbol combinations are respectively set.

[0048] The first replay prize is won when the "REPLAY" symbol on the left reel 32L, the "WATERMELON" symbol on the middle reel 32M, and the "RED 7", "WHITE 7", "WHITE SHELL" or "YOUTH" symbol on the right reel 32R stop on the active line ML. As shown in FIG. 12(c), when the symbol corresponding to the first replay prize stops on the active line ML, the "REPLAY" symbol aligns and stops on the middle line L2. Therefore, the player can easily understand that the replay prize corresponding to the replay has been won.

[0049] The second replay prize is won when the "WHITE 7" symbol on the left reel 32L, the "WHITE SHELL" symbol on the middle reel 32M, and the "CHERRY" symbol on the right reel 32R stop on the active line ML. When the symbol corresponding to the second replay prize stops on the active line ML, as shown in FIG. 13(e), the "WHITE 7" symbol aligns and stops on the middle line L2.

[0050] The third replay prize is won when the "WHITE 7" symbol on the left reel 32L, the "WHITE SHELL" symbol on the middle reel 32M, and the "BAR" symbol on the right reel 32R stop on the active line ML. When the symbol corresponding to the third replay prize stops on the active line ML, as shown in FIG. 13(f), the "WHITE 7" symbol stops in the middle section of the left reel 32L and the middle reel 32M, and the "RED 7" symbol stops in the middle section of the right reel 32R.

[0051] The 4th replay game and the 5th replay game are replay games for adjustment when a plurality of replay games are won repeatedly.

[0052] In the 6th replay game, a winning is established when the "bell" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "red 7", "white 7", "BAR", "cherry", "white shell", or "young man" symbol on the right reel 32R stop on the valid line ML. As shown in FIG. 12(d), when the symbols corresponding to the 6th replay game winning stop on the valid line ML, the "watermelon" symbol stops on the upper part of the left reel 32L and the upper part of the middle reel 32M, while the "watermelon" symbol does not stop on the upper part of the right reel 32R (the "watermelon" symbol stops on the lower part of the right reel 32R), resulting in a so-called off-state of the upper watermelon combination. Also, when the symbols corresponding to the 6th replay game winning stop on the valid line ML, the "watermelon" symbol stops on the upper part of the left reel 32L and the lower part of the right reel 32R, while the "watermelon" symbol does not stop in the middle part of the middle reel 32M (the "watermelon" symbol stops on the upper part of the middle reel 32M), resulting in a so-called off-state of the downward-sloping watermelon combination.

[0053] In the 7th replay game, a winning is established when the "bell" symbol on the left reel 32L, the "white 7", "cherry", "red shell", or "young man" symbol on the middle reel 32M, and the "watermelon" or "red shell" symbol on the right reel 32R stop on the valid line ML. As shown in FIG. 12(e), when the symbols corresponding to the 7th replay game winning stop on the valid line ML, the "watermelon" symbol stops on the upper part of the left reel 32L and the upper part of the right reel 32R, while the "watermelon" symbol does not stop on the upper part of the middle reel 32M (the "watermelon" symbol stops in the middle part of the middle reel 32M), resulting in a so-called off-state of the upper watermelon combination. Also, when the symbols corresponding to the 7th replay game winning stop on the valid line ML, the "watermelon" symbol stops on the upper part of the left reel 32L and the middle part of the middle reel 32M, while the "watermelon" symbol does not stop on the lower part of the right reel 32R (the "watermelon" symbol stops on the upper part of the right reel 32R), resulting in a so-called off-state of the downward-sloping watermelon combination.

[0054] For the 8th replay game, a winning combination is formed when the "Watermelon" symbol on the left reel 32L, the "White 7", "Cherry", "Red Clam" or "Young Man" symbol on the middle reel 32M, and the "Replay" symbol on the right reel 32R stop on the active line ML. As shown in Fig. 13(a), when the symbols corresponding to the 8th replay game winning combination stop on the active line ML, the "Watermelon" symbols align and stop on the middle line L2.

[0055] For the 9th replay game, a winning combination is formed when the "Replay" symbol on the left reel 32L, the "Watermelon" symbol on the middle reel 32M, and the "Watermelon" or "Red Clam" symbol on the right reel 32R stop on the active line ML. As shown in Fig. 13(b), when the symbols corresponding to the 9th replay game winning combination stop on the active line ML, the "Replay" symbols stop in the middle sections 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 so-called off-state stop pattern for the middle replay tempai.

[0056] The 10th replay game results in a winning when the "BAR" symbol on the left reel 32L, the "White 7" symbol, "BAR" symbol, "Cherry" symbol, "Red Shell" symbol or "Young Man" symbol on the middle reel 32M, and the "Red 7" symbol, "White 7" symbol, "BAR" symbol, "Cherry" symbol, "White Shell" symbol or "Young Man" symbol on the right reel 32R stop on the active line ML. Also, the 12th replay game results in a winning when the "BAR" symbol on the left reel 32L, the "BAR" symbol on the middle reel 32M, and the "Bell" symbol, "Watermelon" symbol or "Red Shell" symbol on the right reel 32R stop on the active line ML. As shown in FIGS. 13(c) and 13(d), when a symbol corresponding to the 10th replay game win or the 12th replay game win stops on the active line ML, the "Cherry" symbol stops at the lower stage of the left reel 32L. When winning the 10th replay game or the 12th replay game, if a stop operation is performed aiming for the "Cherry" symbol on the right reel 32R, the "Cherry" symbol stops at the upper stage in the case of winning the 10th replay game, and the "Cherry" symbol stops at the middle or lower stage in the case of winning the 12th replay game. Therefore, it is possible to distinguish between the 10th replay game win and the 12th replay game win. The 11th replay game results in a winning when it is not possible to win the 10th replay game or the 12th replay game, that is, when a miss may occur.

[0057] As state transition wins where only game state transitions occur, there are the 1st BB win and the 2nd BB win.

[0058] When the "Replay" symbol on the left reel 32L, the "Bell" symbol on the middle reel 32M, and the "BAR" symbol on the right reel 32R stop on the active line ML, the 1st BB win occurs. When the 1st BB win is achieved, the game state transitions to the 1st BB state. When a symbol corresponding to the 1st BB win stops on the active line ML, as shown in FIG. 14(a), the "BAR" symbols align and stop on the rising right line L5, or as shown in FIG. 14(b), the "Red 7" symbol, "Red 7" symbol, and "BAR" symbol stop in order from the left on the rising right line L5.

[0059] When the "Red Clam" symbol on the left reel 32L, the "Bell" symbol on the middle reel 32M, and the "Bell" symbol on the right reel 32R stop on the effective line ML, a second BB win occurs. When a second BB win is achieved, the game state shifts to the second BB state. When the symbols corresponding to the second BB win stop on the effective line ML, as shown in Fig. 14(c), the "White 7" symbols align and stop on the lower line L3, or as shown in Fig. 14(d), the "White 7" symbol, "White 7" symbol, and "Red 7" symbol stop in order from the left on the lower line L3.

[0060] A start lever 41 for operating to start the rotation of each of the reels 32L, 32M, 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 symbols. When the start lever 41 is operated with a predetermined number of medals inserted, each of the reels 32L, 32M, 32R starts to rotate.

[0061] Button-shaped stop switches 42 to 44 for operating to individually stop the rotating reels 32L, 32M, 32R are provided on the right side of the start lever 41. Each of the stop switches 42 to 44 is disposed directly below the display windows 26L, 26M, 26R corresponding to the reels 32L, 32M, 32R to be stopped, respectively.

[0062] 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 are connected to a main control device 101 described later. Based on the detection signals from the stop detection sensors 42a to 44a, the main control device 101 grasps that the stop switches 42 to 44 have been operated. Specifically, when the stop switches 42 to 44 are not operated, the stop detection sensors 42a to 44a output detection signals of LOW signals. 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 switch and grasps that the stop switches 42 to 44 have been operated. When the main control device 101 grasps that the stop switches 42 to 44 have been operated, it controls to stop the rotation of the reel corresponding to the operated switch.

[0063] That is, when the left stop switch 42 is operated, the rotation of the left reel 32L stops; when the middle stop switch 43 is operated, the rotation of the middle reel 32M stops; 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 operated to stop the variable display of the symbols based on the rotation of the reels 32L, 32M, and 32R.

[0064] Stop lamps 42b to 44b are built into the stop switches 42 to 44 respectively. The light from the stop lamps 42b to 44b partially penetrates the operation surfaces of the stop switches 42 to 44, and the light of the stop lamps 42b to 44b can be visually recognized through the stop switches 42 to 44. When the operation of the stop switches 42 to 44 becomes effective, the stop lamps 42b to 44b are controlled to light up. When the operation of the stop switches 42 to 44 becomes ineffective, the corresponding stop lamps 42b to 44b are controlled to turn off respectively.

[0065] Below the lower right side of the windows 26L, 26M, and 26R, a medal insertion slot 45 for inserting medals is provided. The medal insertion slot 45 constitutes an 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 be said that it constitutes a direct input means for directly inputting game media.

[0066] The medals inserted from the medal insertion slot 45 are guided by a selector 46, which is a passage switching means provided on the back 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 not 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 led to a hopper device 51 housed inside the housing 11. On the other hand, the medals guided to the discharge passage 48 are led from a medal discharge port 49 provided at the lower front of the front door 12 to a medal tray 50 and returned to the player.

[0067] The hopper device 51 is composed of a storage tank 52 for storing medals and a payout device 53 for paying out medals to the player. The payout device 53 rotates a medal payout rotating plate (not shown) to discharge medals to an opening 48a provided in the discharge passage 48 and pays out medals to the medal tray 50 through the discharge passage 48. Also, to the right of the hopper device 51, a reserve tank 54 is provided to avoid storing more than a predetermined amount of medals in the storage tank 52. Inside the storage tank 52 of the hopper device 51, a 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.

[0068] Below the medal insertion slot 45, there is a button-shaped return switch 55. When the return switch 55 is operated under the condition that the medals inserted into the medal insertion slot 45 are jammed in the selector 46, the selector 46 mechanically operates in conjunction, and the medals jammed in the selector 46 are returned from the medal discharge port 49.

[0069] Below the lower left sides of the windows 26L, 26M, and 26R, a first credit input switch 56 is provided for inputting a specific number of virtual medals credited as game media at one time, which is a predetermined specific number among the specified number of games. The specific number is set according to the progress of the game. For example, when the specified number of games is set to 3 and the specific number is set to 3, if the first credit input switch 56 is operated, 3 virtual medals are input on the condition that there is credit. When the specified number of games is set to 2 and the specific number is set to 2, if the first credit input switch 56 is operated, 2 virtual medals are input on the condition that there is credit. When the specified number of games is set to 3 or 2 and the specific number is set to 3, if the first credit input switch 56 is operated, 3 virtual medals are input on the condition that there is credit. When the specified number of games is set to 3 or 2 and the specific number is set to 2, if the first credit input switch 56 is operated, 2 virtual medals are input on the condition that there is credit. Also, a second credit input switch 57 is provided to the left of the first credit input switch 56. The second credit input switch 57 is for inputting 2 virtual medals. Each of the credit input switches 56 and 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 and 57 only involves the operation of inputting virtual medals based on stored memory, it can also be said to constitute an indirect input means for indirectly inputting game media. In this slot machine 10, no credit input switch is provided for inputting 1 virtual medal.

[0070] The first credit insertion switch 56 is set 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.

[0071] 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.

[0072] 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.

[0073] Below the display windows 26L, 26M, and 26R of the game panel 25, there are provided a credit display section 60 for displaying the number of credited virtual medals, a remaining payout medal number display section 61 for displaying the number of remaining medals to be paid out until the BB state ends, and a payout medal number display section 62 for displaying the number of medals paid out at the time of winning, respectively. These display sections 60 to 62 are constituted by 7-segment displays, but it is of course possible to replace them with liquid crystal displays or the like.

[0074] Below the display windows 26L, 26M, and 26R in the game panel 25 and to the right of the payout number display section 62, there is an instruction monitor 68 having a push order display for notifying the operation order of the stop switches 42 to 44 and a section display for indicating a favorable section, which is a section where the winning rate of a minor combination is changed by notifying the operation order and the game can be advanced in a favorable situation for the player. The instruction monitor 68 will be described in detail later.

[0075] 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 emit various sound effects and notify the player of the game state as the game progresses, and an auxiliary display section 65 that provides various information to the player. The auxiliary display section 65 is for executing various display effects as the game progresses. Since the game by each reel 32L, 32M, 32R can be considered as the one by the main display section, it is referred to as the auxiliary display section 65 in this embodiment. On the back 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.

[0076] In the front door 12, below the game panel 25 and below the stop switches 42 to 44, there is provided a lower display section 69 on which the model name of the gaming machine is described or which constitutes a predetermined display screen. Note that the lower display section 69 may be configured as a liquid crystal display section, operation buttons for effects may be provided on the lower display section 69, or the entire lower display section 69 may be configured to be operable.

[0077] 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. 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 also operated when changing the winning probability of the slot machine 10 in addition to resetting the error state.

[0078] Above the reel unit 31, a main control device 101 for overall management of the game is attached to the housing 11.

[0079] The main control device 101 is provided with a ratio monitor 77 for indicating the ratio 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 the gaps of the display windows 26L to 26R, and it is impossible to check the ratio monitor 77 unless the locked state is released by a predetermined key operation on the key cylinder 21 and the front door 12 is opened. The ratio monitor 77 will be described in detail later.

[0080] Next, the electrical configuration of this slot machine 10 will be described based on the block diagrams of FIGS. 15 and 16.

[0081] The main control device 101 is equipped with a microcomputer centered around the 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.

[0082] On the input side of the main control device 101, there are connected various sensors such as a reel unit 31 (more specifically, a reel index sensor that individually detects that each of the reels 32L, 32M, 32R has rotated once), a start detection sensor 41a that detects the operation of the start lever 41, stop detection sensors 42a - 44a that individually detect the operations of the respective stop switches 42 - 44, a inserted medal detection sensor 45a that detects a medal inserted from the medal insertion port 45, a paid-out detection sensor 51a that detects a 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, a setting key detection sensor 73a that detects that a setting key has been inserted into the setting key insertion hole 73 and turned on. Signals from these various sensors are output to the CPU 102 via the input / output port 104.

[0083] Also, on the input side of the main control device 101, 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.

[0084] The power failure monitoring circuit 91b monitors the power-off state and generates a power failure signal not only during a power failure but also when the power is turned 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.

[0085] 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. As the time for which this stabilized voltage is output, sufficient time is ensured for the main control device 101 to execute the power failure process.

[0086] On the output side of the main control device 101, there are an external centralized terminal board 121 etc. that can transmit information to a reel unit 31 (more specifically, a stepping motor for rotating each of the reels 32L, 32M, 32R), a medal path 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., are connected via the input / output port 104.

[0087] The above-mentioned CPU 102 includes a ROM 105 that stores various control programs and fixed-value data executed by this CPU 102, and a RAM 106 for securing a work area for temporarily storing various data when executing the control programs stored in this ROM 105. In addition, 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-mentioned ROM 105 as a part of the control programs.

[0088] The RAM 106 is configured to be able to hold (backup) data by being supplied with a backup voltage from the power supply device 91 even after the power of the slot machine 10 is cut off. 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.

[0089] The backup area is an area for storing the value of the stack pointer at the time of power-off (including power-off by operating the power switch 71. The same applies hereinafter) when the power is cut off due to the occurrence of a power failure or the like. When the power failure is resolved (including power-on by operating the power switch 71. The same applies hereinafter), the state of the slot machine 10 can be restored to the state before the power-off based on the information in the backup area. Writing to the backup area is executed at the time of power-off by the power-off process (see FIG. 17), and the restoration of each value written in the backup area is executed in the main process at the time of power-on.

[0090] Also, the NMI terminal (non-maskable interrupt terminal) of the CPU 102 is configured such that a power failure signal from the power failure monitoring circuit 91b is input when the power supply is cut off due to the occurrence of a power failure or the like. And when the power supply is cut off, NMI interrupt processing as power failure flag generation processing is immediately executed.

[0091] As shown in FIG. 16, the display control device 81 is equipped with a microcomputer centered on the CPU 181 which is an arithmetic processing means. The CPU 181 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.

[0092] The display control device 81 is provided with an input / output port (not shown). The main control device 101 is connected to the input side, and the stop lamps 42b to 44b, the upper lamp 63, the speaker 64, and the auxiliary display unit 65 are connected to the output side. Then, based on various commands input from the main control device 101, the stop lamps 42b to 44b, the upper lamp 63, the speaker 64, and the auxiliary display unit 65 are driven and controlled. That is, the display control device 81 serves as a sub-base that executes auxiliary control in relation to the main control device 101 which is the main base for overall management of the game. That is, by providing a sub-base for the voice, lamps, and displays related to the indirect game, the burden on the main base is reduced.

[0093] 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.

[0094] In addition, after configuring all or part of each of the components 42b to 44b and 63 to 65 connected to the display control device 81 to be directly connected to the main control device 101, the main control device 101 may be configured to directly control all or part of these components 42b to 44b and 63 to 65.

[0095] Next, each control process executed by the CPU 102 of the main control device 101 will be described. The processes of such a 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 normal process performed in the main process, will be described.

[0096] FIG. 17 is a flowchart of the timer interrupt process that is periodically executed by the main control device 101, and a timer interrupt occurs, for example, every 1.49 msec by the CPU 102 of the main control device 101.

[0097] First, in the register save process shown in step S101, the values of all the registers in the CPU 102 used in the normal process described later are saved in the backup area of the RAM 106. In step S102, it is checked whether the power failure flag is set. If the power failure flag is set, the process proceeds to step S103 and the power failure process is executed.

[0098] Here, a general outline of the power failure process will be described.

[0099] When the power is cut off due to the occurrence of a power failure or the like, a power failure signal is output from the power failure monitoring circuit 91b of the power supply device 91, and the power failure signal is input to the main control device 101 via the NMI terminal. When the power failure signal is input, the main control device 101 immediately executes the NMI interrupt process and sets the power failure flag in the power failure flag storage area provided in the RAM 106.

[0100] In the power failure process, first, it is determined whether the transmission of the command has been completed. If the transmission has not been completed, this process is terminated and the timer interrupt process is resumed to 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 saved in the backup area of the RAM 106. Then, the output state of the output port in the input / output port 104 is cleared, and all actuators (not shown) are turned off. And, a RAM determination value for determining whether the data in the RAM 106 is normal when the power failure is restored is calculated and saved 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 being unable to be executed, an infinite loop is entered. Note that, considering the case where the power failure flag is erroneously set due to noise or the like, it is confirmed whether the power failure signal is being output until the infinite loop is entered. If the power failure signal is not being output, it means that the power failure state has been restored, so writing to the RAM 106 is permitted and the power failure flag is reset, and the timer interrupt process is resumed. If the output of the power failure signal continues, an infinite loop is entered as it is. Incidentally, even under the infinite loop, it is confirmed whether the power failure signal is being output, and if the power failure signal is no longer output, the main process is entered.

[0101] Returning to the explanation of the timer interrupt process, if the power failure flag is not set in step S102, various processes after step S104 are performed.

[0102] That is, in step S104, a watchdog timer clear process is performed to initialize the value of the watchdog timer for monitoring the occurrence of malfunction. In step S105, an interrupt end declaration process is performed to enable the CPU 102 itself to set the next timer interrupt. In step S106, a stepping motor control process is performed to drive the stepping motors, which are the respective reel driving motors, to rotate each of the reels 32L, 32M, and 32R. In step S107, the states of various sensors (see FIG. 15) such as 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 are read, and a sensor monitoring process is performed to monitor whether the read result is normal. In step S108, a timer update process is performed to subtract and add the values of the respective counters and timers. In step S109, a counter process is performed to output the results of counting the number of bet medals and the number of paid-out medals to the external centralized terminal board 121.

[0103] In step S110, a command output process is performed to transmit various commands such as a lottery result command, 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 each of the 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.

[0104] Next, the normal process for performing the main control related to the game will be described based on the flowchart of FIG. 18.

[0105] First, in step S201, an interrupt permission process for permitting the next timer interrupt is performed. In step S202, a pre-start process for enabling the game is performed. In the pre-start process, the display control device 81 and the like wait until the initialization is completed. When the initialization of the display control device 81 and the like is completed, the game management process shown in steps S203 to S212 is performed.

[0106] As the game management process, in step S203, data such as various game information stored in the RAM 106 (for example, the random number value used in the previous game) is cleared. After that, in step S204, a start waiting process is performed.

[0107] In the start waiting process, it is determined whether any replay winning has been established in the previous game. If any replay winning has been established, an automatic input process of automatically inputting the same number of virtual medals as the previous bet number is performed, and the start waiting process is terminated. Specifically, for example, when a replay winning is established in a 3-bet game, a process of automatically inputting 3 virtual medals is performed, and when a replay winning is established in a 2-bet game, a process of automatically inputting 2 virtual medals is performed.

[0108] Note that in the automatic input process, the virtual medals are input without reducing the number of virtual medals displayed on the credit display unit 60. That is, if any replay winning has been established in the previous game, the player can play 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 of paying out the same number of medals as the credited virtual medals is performed.

[0109] After the medal return process is completed or when the settlement switch 59 is not operated, it is determined whether the medal insertion or credit insertion switches 56 and 57 have been operated between the previous start waiting process and the current start waiting process. If either is performed, a medal insertion process for changing the number of bets or the like is performed, and the start waiting process is terminated. Also, if neither medal insertion nor operation of the credit insertion switches 56 and 57 has been performed between the previous start waiting process and the current start waiting process, the start waiting process is terminated as it is.

[0110] After the start waiting process is completed, in step S205, it is determined whether the number of bet medals has reached the specified number. In this slot machine 10, "3" is set as the specified number in the bonus state (BB state), and "2" and "3" are set as the specified numbers in game states other than the bonus state. That is, in the bonus state, an affirmative determination is made in step S205 on the condition that the number of bets is "3", and in states other than the bonus state, an affirmative determination is made in step S205 on the condition that the number of bets is "2" or "3". In other words, in game states other than the bonus state, if no medals are bet, or if medals are bet but the number of bets is "1", a negative determination is made in step S205. If the number of bets has not reached the specified number, the process returns to the start waiting process in step S204, and the processes after the sensor abnormality confirmation process in that process are performed.

[0111] When the number of bets has reached the specified number, a bet command including the information on the number of bets, for which an affirmative determination was made in step S205, is set as an output target to the display control device 81 as the control device on the sub side in step S206. The command set here is output to the display control device 81 in step S110 in the timer interrupt process. The display control device 81 that has received the bet command executes processing for notification based on the bet operation (for example, notification that the game start condition has been satisfied or notification of the lottery result in the previous game), and controls the speaker 64 and the auxiliary display unit 65.

[0112] After executing the process of step S206, it is determined in step S207 whether or not the start lever 41 has been operated. If the start lever 41 has not been operated, the process returns to the start wait process of step S204, and the processes after the sensor abnormality confirmation process in the said process are performed.

[0113] On the other hand, when the start lever 41 is operated, since the game can be started when the start lever 41 is operated in a situation where the specified number of medals have been 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 number of bets as the effective line. That is, only the bent line L6 is set as the effective line. In step S209, the medal passage switching solenoid 46a is switched to the non-excited state to prohibit bet reception. Thereafter, the lottery process of step S210, the reel control process of step S211, and the medal payout process of step S212 are sequentially executed, and the process returns to step S203.

[0114] Next, the lottery process of step S210 will be described based on the flowchart of FIG. 19.

[0115] In step S301, a random number used for determining the validity of a role is acquired. In this slot machine 10, when the start lever 41 is operated, the hard circuit is configured to latch the value of the free-run counter at that time. The free-run counter generates random numbers from 0 to 65535, and after the CPU 102 confirms the operation of the start lever 41, it stores the value latched by the hard circuit in the RAM 106. With such a configuration, it becomes possible to quickly acquire a random number at the timing when the start lever 41 is operated, and it becomes possible to avoid problems such as synchronization. The hard circuit of this slot machine 10 is configured to latch the value of the free-run counter each time the start lever 41 is operated.

[0116] After acquiring the random number, in step S302, a lottery table for determining the validity of a role is selected. In this slot machine 10, as game states, there are roughly a normal game state and a bonus state, and the lottery tables are set for each game state respectively. And in the normal game state, since the specified number of bet coins is set to "3" and "2" as described above, the lottery tables for the normal game state are a lottery table for a 3-coin game and a lottery table for a 2-coin game.

[0117] That is, in step S302, a lottery table corresponding to the number of bets and the game state is selected. For example, when the number of bets is "3" and none of the bonus state flags are set, it is determined that the current game state is the normal game state, and the lottery table for the normal game state is selected. Then, if the current game is a 3-bet game, the lottery table for the normal game state for the 3-bet game (Figure 20) is selected, and if the current game is a 2-bet game, the lottery table for the normal game state for the 2-bet game (Figure 21) is selected. In addition, in this slot machine 10, winning probabilities in six levels 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 state is "Setting 1", the lottery table with the lowest expected value of medal payout is selected, and when the setting state is "Setting 6", the lottery table with the highest expected value of medal payout is selected.

[0118] Here, a supplementary explanation will be given regarding the process related to the setting of the winning probability.

[0119] The winning probability setting process is executed in the main process 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 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 RAM 106 until the next winning probability setting process is started. In step S302, based on this stored set value, a process of selecting a lottery table is to be performed.

[0120] The lottery table will be briefly described. FIG. 20 is a normal game state lottery table selected in the normal game state in a 3 - bet game. FIG. 21 is a normal game state lottery table selected in the normal game state in a 2 - bet game. An index value IV is set in the lottery table, and for each index value IV, a winning combination is uniquely associated and a point value PV is set.

[0121] After selecting the lottery table, in step S303, the index value IV is set to 1, and in the subsequent step S304, a determination value DV used for determining the success or failure of a role is set. In such a determination value setting process, the current point value PV corresponding to the current index value IV is added to the current determination value DV to set a new determination value DV. In the first determination value setting process, the random number value obtained in step S301 is used as the current determination value DV, and the point value PV corresponding to 1, which is the current index value IV, is added to this random number value to obtain a new determination value DV.

[0122] Thereafter, in step S305, a determination of the success or failure of the role corresponding to the index value IV is performed. 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, the seventh minor winning flag and the eighth minor winning flag are set in step S306. Also, when the determination value DV exceeds 65535 when IV = 25, the first BB winning flag is set in step S306, and when the determination value DV exceeds 65535 when IV = 26, the second BB winning flag is set in step S306.

[0123] 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 multiple games.

[0124] In step S306 in the state where the first BB winning flag or the second BB winning flag is carried over, if a winning is obtained for a role other than the first BB and the second BB, the corresponding winning flag is set, and if no winning is obtained for a role other than the first BB and the second BB, the corresponding winning flag is not set.

[0125] That is, for example, in the state where the first BB winning flag is carried over, when the determination value DV exceeds 65535 at, for example, index value IV = 25, the first BB winning flag is not set. Also, in the state where the first BB winning flag is carried over, when the determination value DV exceeds 65535 at, for example, index value IV = 11, the first minor role winning flag, the ninth minor role winning flag, the tenth minor role winning flag, and the thirteenth minor role winning flag are set.

[0126] Separate lottery tables may be prepared in the state where the first BB winning flag or the second BB winning flag is carried over, and in the state where the first BB winning flag or the second BB winning flag is carried over, lottery processing may be performed using the separately prepared lottery tables. In this case, in the separately prepared lottery tables, it is preferable to set each index value IV and point value PV so as not to win the first BB and the second BB.

[0127] If the determination value DV does not exceed 65535 in step S305, it means that the player has lost the role corresponding to the index value IV. In such a case, in step S307, the index value IV is incremented by 1, 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 a success or failure. Specifically, it is determined whether the incremented index value IV exceeds the maximum index value IV set in the lottery table. If there is a determination target to be judged as a success or failure, the process returns to step S304 to continue the success or failure determination of the role. At this time, in step S304, the point value PV corresponding to the current index value IV is added to the determination value DV (that is, the current determination value DV) used in the previous success or failure determination of the role to obtain a new determination value DV, and in step S305, the success or failure determination of the role is performed based on the determination value DV.

[0128] Incidentally, when determining the success or failure of a role using the lottery table shown in Fig. 20, that is, when playing a game with a 3-bet game in the normal game state, the probability of winning the normal replay A (the probability of winning when IV = 1) is about 1 / 27.3 in setting 1, about 1 / 27.5 in setting 3, and about 1 / 28.3 in setting 6. It is set so that the higher the setting value, the less likely it is to win. The probability of winning the normal replay B (the probability of winning when IV = 2) and the probability of winning the normal replay C (the probability of winning when IV = 3) are both about 1 / 26.2 regardless of the setting value. The probability of winning the chance target A (the probability of winning when IV = 4) is about 1 / 164 regardless of the setting value, the probability of winning the chance target B (the probability of winning when IV = 5) is about 1 / 262 regardless of the setting value, and the probability of winning the chance target C (the probability of winning when IV = 6) is about 1 / 16400 regardless of the setting value. It is set so that chance target B is more likely to win than chance target C, and chance target A is more likely to win than chance target B. The probability of winning cherry A (the probability of winning when IV = 7) is about 1 / 107 in setting 1, about 1 / 104 in setting 3, and about 1 / 93.6 in setting 6. It is set so that the higher the setting value, the more likely it is to win. The probability of winning cherry B (the probability of winning when IV = 8) is about 1 / 215 regardless of the setting value, and the probability of winning cherry C (the probability of winning when IV = 9) is about 1 / 13100 regardless of the setting value. It is set so that cherry B is more likely to win than cherry C, and cherry A is more likely to win than cherry B. The probability of winning the common bell (the probability of winning when IV = 10) is about 1 / 504 regardless of the setting value. The probability of winning the sequential push bell 1, sequential push bell 2, sandwich push bell 1, sandwich push bell 2, middle sequential push bell 1, middle sequential push bell 2, middle reverse push bell 1, middle reverse push bell 2, reverse sandwich bell 1, reverse sandwich bell 2, reverse push bell 1, reverse push bell 2 (hereinafter, these are collectively referred to as the push order bells) (the probability of winning when IV = 11 to 22) is about 1 / 18.4 respectively regardless of the setting value. When summarizing the probability of winning the push order bells, it is about 1 / 1.56.The probability of winning the watermelon (the probability of winning when IV = 23) is approximately 1 / 107 regardless of the setting value. The probability of winning the first BB (the probability of winning when IV = 25) is approximately 1 / 6.22 regardless of the setting value, and it is set higher than the winning probabilities of other winning combinations (re - play games, small winning combinations, IV = 1 - 24). In the 3 - bet game, it is set not to win the duplicate single - card winning combination (IV = 24) or the second BB (IV = 26) (0 is set for the corresponding point value PV).

[0129] In addition, when playing the game in the 3 - bet game in the normal game state, there is a special winning combination (IV = 27) where winning any of the first small winning combination to the sixth small winning combination and the 33rd small winning combination is possible. The probability of winning the special winning combination (the probability of winning when IV = 27) is approximately 1 / 20 regardless of the setting value. The special winning combination will be described in detail later.

[0130] In the 3 - bet game, the probability of not winning any winning combination including the first BB is 0. And in the situation where the first BB is won, the probability of not winning any winning combination in the 3 - bet game is approximately 1 / 6.22 (for the first BB) regardless of the setting value.

[0131] On the other hand, when determining whether a role is successful or not using the lottery table shown in Fig. 21, that is, when playing a game with a 2-bet game in the normal game state, the probabilities of winning for normal replay A, normal replay B, normal replay C, chance symbol A, chance symbol B, chance symbol C, cherry A, cherry B, and cherry C (the probabilities of winning when IV = 1 to 9) are the same as the probabilities when playing a game with the above 3-bet game. The probability of winning the common bell (the probability of winning when IV = 10) is approximately 1 / 9.64 regardless of the set value, and it is set to be easier to win than when playing a game with a 3-bet game. The push-order bell (IV = 11 to 22) is set not to win in a 2-bet game. The probability of winning the watermelon (the probability of winning when IV = 23) is approximately 1 / 257 regardless of the set value, and it is set to be less likely to win than when playing a game with a 3-bet game. In a 2-bet game, it is set to be possible to win the duplicate single-symbol role (IV = 24), and the probability is approximately 1 / 1.81 regardless of the set value. Also, in a 2-bet game, it is set not to win the first BB (IV = 25), while it is set to be possible to win the second BB (IV = 26), and the probability is approximately 1 / 4.95 regardless of the set value. In a 2-bet game as well, the probability of not winning any role including the second BB is 0. And in the situation of winning the second BB, the probability of not winning any role in a 2-bet game is approximately 1 / 4.95 (for the second BB) regardless of the set value.

[0132] After setting the winning flag in step S306, or when it is determined in step S308 that there is no determination target to be determined as successful or not, it means that the determination of whether a role is successful or not has ended. In such a case, proceed to step S309, and perform a freeze lottery process to determine whether to execute a freeze effect that invalidates the operations of the stop switches 42 to 44 for a predetermined period.

[0133] In the subsequent step S310, lottery result corresponding processing is performed. In the lottery result corresponding processing, processing such as whether to shift the game state according to the results of the lotteries in steps S301 to S308 and processing for notifying the winning order combination are performed. The lottery result corresponding processing will be described in detail later.

[0134] After executing the processing of step S310, lottery result command setting processing for setting a lottery result command is executed in step S311. Details of the lottery result command setting processing will be described in detail later, but the lottery result command is a command transmitted to the display control device 81 to enable grasping of the result of the winning or losing determination of the combination. However, in normal processing, only various commands such as the above lottery result command are set in the ring buffer, and no command is transmitted to the display control device 81. The command transmission to the display control device 81 is performed in the command output processing (step S110) of the timer interrupt processing described above.

[0135] Then, in step S312, a stop information setting process is executed to set the symbols that can stop on each of the reels 32L, 32M, and 32R based on the lottery result of the current game. In the stop information setting process, stop symbol information corresponding to the winning combination is set based on the winning flag set in step S306. For example, when winning on the push-order bell 1 (winning when IV = 11), and the first minor winning flag, the ninth minor winning flag, the tenth minor winning flag, and the thirteenth minor winning flag are set, the stop symbol information is set so that the symbols corresponding to winning on the first minor combination, the ninth minor combination, the tenth minor combination, and the thirteenth minor combination can stop on each of the reels 32L, 32M, and 32R. Also, when winning on the watermelon (winning when IV = 23), and the seventh minor winning flag and the eighth minor winning flag are set, the stop symbol information is set so that the symbols corresponding to winning on the seventh minor combination and the eighth minor combination can stop on each of the reels 32L, 32M, and 32R. Further, in the stop information setting process, when winning on the special combination (winning when IV = 27), and the first minor winning flag to the sixth minor winning flag and the thirty-third minor winning flag are set, the stop symbol information is set so that the symbols corresponding to winning on the first minor combination to the sixth minor combination and the thirty-third minor combination can stop on each of the reels 32L, 32M, and 32R.

[0136] In this slot machine 10, the first BB is set so that winning can be achieved only in a 3-bet game, and the second BB is set so that winning can be achieved only in a 2-bet game. Therefore, even when the first BB winning flag is set, if the game is started in a 2-bet game, in the stop information setting process of step S312, the stop symbol information for achieving the first BB win is not set (the stop symbol information for avoiding the first BB win is set). Also, even when the second BB winning flag is set, if the game is started in a 3-bet game, in the stop information setting process of step S312, the stop symbol information for achieving the second BB win is not set (the stop symbol information for avoiding the second BB win is set).

[0137] In the subsequent step S313, when a plurality of stoppable symbol information is set in step S312, a priority setting process for setting the priority thereof is executed. For example, when winning multiple winning types among the winning types of minor winning combinations, replay, and bonus, the following priorities are set. When winning both a minor winning combination and a bonus, the minor winning combination winning takes precedence. If the minor winning combination winning cannot be established, the bonus winning is established, and the priority is set accordingly. When winning both a replay and a bonus, the replay winning takes precedence, and the priority is set accordingly.

[0138] For example, in a situation where winning the first BB (the first BB winning flag is set and the first BB winning is carried over), and further winning watermelon, and the stop symbol information corresponding to the first BB winning, the seventh minor winning combination winning, and the eighth minor winning combination winning is set, the priority is set so that the seventh minor winning combination winning and the eighth minor winning combination winning take precedence over the first BB winning. Also, in a situation where winning the second BB (the second BB winning flag is set and the second BB winning is carried over), and further winning the normal replay A, and the stop symbol information corresponding to the second BB winning, the first replay, the second replay, the third replay, and the fourth replay winning is set, the priority is set so that each replay winning takes precedence over the second BB winning.

[0139] Here, when winning a replay, a combination of symbols for winning is set so that any one of the winning replays will surely win. That is, when winning a replay, the replay winning will surely be established, and no omission will occur. Therefore, when the stop symbol information for replay and bonus is set, any one of the set replays will surely win, and the bonus winning will not be established.

[0140] Furthermore, in the priority setting process of step S313, when a special role has been elected and the stop symbol information corresponding to the first to sixth minor role wins and the 33rd minor role win has been set, if the stop switches 42 to 44 are operated in the first operation mode, the 33rd minor role win is established with priority, and if they are operated in the second operation mode, the priorities are set so that the first to sixth minor role wins are established with priority.

[0141] After the process of step S313 is executed, the interval display first process is executed in step S314, and then the lottery process is terminated. The interval display first process is a process related to the display control of the instruction monitor 68 and the role ratio monitor 77, and such a process will be described in detail later.

[0142] Next, the reel control process of step S211 will be described based on the flowchart of FIG. 22.

[0143] In the reel control process, first, in step S401, a rotation effect process is performed. The rotation effect process is a process for performing an effect using reel control during the invalid period based on the result of the freeze lottery process performed in step S309, the result of the lottery result corresponding process performed in step S310, and the like. In the subsequent step S402, a rotation start process for starting the rotation of each of the reels 32L, 32M, and 32R is performed.

[0144] In the rotation start process, it is checked whether a predetermined wait time (for example, 4.1 seconds) has elapsed since the reels started rotating in the previous game. If it has not elapsed, the process waits until the wait time elapses. When the wait time has elapsed, the wait time for the next game is reset, and motor control initialization processing is performed to set rotation start information in the motor control storage area provided in the RAM 106. By performing such processing, the acceleration processing of the stepping motor is started in the stepping motor control processing (step S106) of the timer interrupt processing, and each of the reels 32L, 32M, and 32R starts rotating. Therefore, even if the player bets a specified number of medals and operates the start lever 41, the reels 32L, 32M, and 32R may not start rotating immediately. Thereafter, the process waits until each of the reels 32L, 32M, and 32R rotates at a predetermined rotation speed at a constant speed, and the rotation start process ends. Further, when the rotation speed of each of the reels 32L, 32M, and 32R becomes a constant speed, the CPU 102 outputs a progress (command) to that effect to the display control device 81, and the CPU 181 on the display control device 81 side lights up the stop lamps 42b to 44b built in each of the stop switches 42 to 44 to notify the player and the like that it has become possible to generate a stop command.

[0145] Following the rotation start process, in step S403, it is determined whether any of the stop switches 42 to 44 has been operated. If none of the stop switches 42 to 44 has been operated, the system waits until any of the stop switches 42 to 44 is operated. If it is determined that any of the stop switches 42 to 44 has been operated, the process proceeds to step S404 to 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, the process returns to step S403 and waits until any of the stop switches 42 to 44 is operated. If a stop command has been generated, a stop command is set in step S405. Here, the stop command is a command transmitted to the display control device 81 to indicate which stop switch has been operated to generate the stop command. When the stop command is set, stop control processing shown in steps S406 to S412 is performed to stop the rotating reel. The display control device 81 that has received the stop command controls the auxiliary display unit 65 and the speaker 64 to perform an effect of stopping the corresponding reel, and also controls to turn off the stop lamps 42b to 44b corresponding to the stop switches 42 to 44 that have been operated this time.

[0146] In step S406, the symbol number of the reaching symbol that has reached the reference 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 reference 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 stop modes for stopping each of the reels 32L, 32M, and 32R, when the stop switches 42 to 44 are operated, there are five stop modes: a stop mode in which the reaching symbol that has reached the reference 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 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 reference 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, the 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 the reels 32L, 32M, and 32R have stopped. If all the reels 32L, 32M, and 32R have not stopped, the stop information second setting process is performed in step S412, and the process returns to step S403.

[0147] Here, the stop information second setting process is a process of changing the stop information stored in the stop information storage area 106b of the RAM 106 after the reels stop. In the stop information second setting process, the stop information is changed based on the set winning flag and the stop outcome of the stopped reel. In this slot machine 10, for example, when winning occurs when IV = 11 to 22, that is, when winning occurs for the push order bell (see FIGS. 20 and 21), the stop information second setting process is performed to change the winning mode established by the operation order of the stop switches 42 to 44 that generated the stop command.

[0148] FIG. 23 is an explanatory diagram showing the correspondence between the winning combination, the operation order of the stop switches 42 to 44, and the established winning mode. For example, when winning for the middle order push bell 1, when each stop switch 42 to 44 is operated in the order of left → middle → right, left → right → middle, middle → right → left, right → left → middle, or right → middle → left, the stop information is set so that the 17th minor winning combination, the 18th minor winning combination, or the 21st minor winning combination is established. When operated in the order of middle → left → right, the stop information is set so that the 3rd minor winning combination is established. However, even when the stop information is set in this way, depending on the operation timing of the stop switches 42 to 44, the corresponding winning combination may not be established.

[0149] A brief explanation will be given of the symbol arrangements of each of the reels 32L, 32M, and 32R. In this slot machine 10, the reels 32L, 32M, and 32R can be stopped after being slid by up to four symbols from the timing when the stop switches 42 to 44 are operated. 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 switches 42 to 44. On the other hand, for symbols arranged so that intervals of five or more symbols are formed, when stopping on the effective line, the player needs to operate the stop switches 42 to 44 aiming at the symbols.

[0150] Taking as an example 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. In such a case, as described above, stop control of each reel 32L, 32M, 32R is performed to establish the 17th minor winning, the 18th minor winning, or the 21st minor winning.

[0151] The 17th minor symbols on the left reel 32L are the "red 7" symbol and the "BAR" symbol. Also, the 18th minor symbols on the left reel 32L are the "red shell" symbol and the "white shell" symbol. And the 21st minor symbols on the left reel 32L are the "replay" symbol and the "youth" symbol. On the left reel 32L, these 17th minor symbols, 18th minor symbols, and 21st minor symbols are arranged such that the interval between the symbols is 4 symbols or less. Therefore, when the left stop switch 42 is operated first, regardless of the operation timing, one of the 17th minor symbols, 18th minor symbols, and 21st minor symbols stops on the valid 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 spillover reels stops on the valid line. That is, for example, when the left stop switch 42 is operated at the timing when the first "bell" symbol on the left reel 32L reaches the lower row, the 4th "red shell" symbol (2-reel spillover), which is the 18th minor symbol, and the 5th "replay" symbol (3-reel spillover), which is the 21st minor symbol, can be stopped in the middle row. However, the stop control of the left reel 32L is performed so that the 4th "red shell" symbol, which has the fewest spillover reels, stops in the middle row. In this case, although there remains a possibility of establishing the 18th minor winning, the 17th minor winning and the 21st minor winning will not be established.

[0152] When the 18th minor symbol on the left reel 32L stops in the middle row, in the stop information second setting process, the stop information is changed so that the 18th minor winning can be established.

[0153] The 18th minor winning symbol on the middle reel 32M is the "REPLAY" symbol. On the left reel 32L, the "REPLAY" symbols are arranged such that the interval between the "REPLAY" symbols is 4 symbols or less. Therefore, in this case, regardless of the operation timing of the middle stop switch 43, stop control is performed so that the "REPLAY" symbol stops at the upper stage of the middle reel 32M.

[0154] The 18th minor winning symbols on the right reel 32R are the "WHITE SHELL" symbol and the "YOUTH" symbol. On the right reel 32R, these symbols are arranged such 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 18th minor winning symbol, can be stopped at the upper stage, and cases where it cannot be stopped at the upper stage. When the right stop switch 44 is operated at a timing when it is possible to stop at the upper stage, the 18th minor winning is established, and when the right stop switch 44 is operated at a timing when it cannot be stopped at the upper stage, it is a so-called miss.

[0155] Here, when the "Red Shell" symbol stops in the middle row of the left reel 32L and the "Replay" symbol stops in the upper row of the middle reel 32M, in addition to the possibility of winning the 18th minor prize by winning the medium-sequence bell 1 as described above, there is also a possibility of winning the 20th minor prize by winning the medium-sequence bell 2. That is, the 20th minor prize symbol in the medium-sequence bell 2 is common to the left reel 32L and the middle reel 32M with the 18th minor prize symbol. And on the right reel 32R, while the 18th minor prize symbols are the "White Shell" symbol and the "Young Man" symbol, the 20th minor prize symbols are the "Red 7" symbol and the "White 7" symbol, which are different. In particular, on the right reel 32R, when the right stop switch 44 is operated at a timing when the 18th minor prize symbol can be stopped on the valid line, the 20th minor prize symbol cannot be stopped on the valid line, and when the right stop switch 44 is operated at a timing when the 20th minor prize symbol can be stopped on the valid line, the 18th minor prize symbol cannot be stopped on the valid line. Thus, these symbols are arranged. Therefore, on the premise that it is not known whether one has won the medium-sequence bell 1 or the medium-sequence bell 2, even if the left reel 32L and the middle reel 32M are stopped to be in a stop state where there is a possibility of winning the 18th minor prize and the 20th minor prize, one cannot aim for and win such prizes.

[0156] Next, taking the case where one wins the medium-sequence bell 1 and the stop switches 42 to 44 are operated in the order of middle → left → right as an example for explanation. In such a case, stop control of each of the reels 32L, 32M, and 32R is performed to establish the 3rd minor prize.

[0157] On the middle reel 32M, the "Replay" symbol, which is the 3rd minor prize symbol, is arranged such that the interval between the "Replay" symbols is 4 symbols or less. Therefore, when the middle stop switch 43 is operated first, the "Replay" symbol stops in the upper row regardless of the operation timing.

[0158] On the left reel 32L, the "Bell" symbol, which is the third minor winning symbol, is arranged such that the interval between the "Bell" symbols is 4 symbols or less. Therefore, when the left stop switch 42 is operated second, the "Bell" symbol stops in the middle regardless of the operation timing.

[0159] On the right reel 32R, the "Watermelon" symbol and the "Red Clam" symbol, which are the third minor winning symbols, are arranged such that the interval between these symbols is 4 symbols or less. Therefore, when the right stop switch 44 is operated third, the "Watermelon" symbol or the "Red Clam" symbol stops in the upper row regardless of the operation timing. As described above, when winning on the middle sequence bell 1, when the middle stop switch 43 → left stop switch 42 → right stop switch 44 are operated in this order, the third minor winning is established regardless of the operation timing.

[0160] As described above, when winning on the push sequence bell, when the stop switches 42 to 44 are operated in a predetermined operation order, regardless of the operation timing, the first minor winning, the second minor winning, the third minor winning, the fourth minor winning, the fifth minor winning, or the sixth minor winning is established. When the stop switches 42 to 44 are operated in other operation orders, depending on the operation timing, other minor winnings are established or all minor winnings are missed. Incidentally, when winning on the common bell, the first minor winning, the second minor winning, the third minor winning, the fourth minor winning, the fifth minor winning, or the sixth minor winning is established regardless of the operation order and operation timing.

[0161] Next, taking the case where a special winning is obtained and the left stop switch 42 among the stop switches 42 to 44 is operated first as an example, the stop control of each reel 32L, 32M, 32R is performed to establish the first minor winning, the second minor winning, or the 33rd minor winning as shown in FIG. 24.

[0162] The first minor winning symbols and the second minor winning symbols on the left reel 32L are "REPLAY" symbols. Also, the 33rd minor winning symbol on the left reel 32L is a "BAR" symbol. In this case, when the left stop switch 42 is operated at the timing when the 5th "REPLAY" symbol to the 9th "BAR" symbol reach the middle stage, drive control is performed so that the "BAR" symbol, which is the 33rd minor winning symbol, stops in the middle instead of the "REPLAY" symbols that are the first minor winning symbols and the second minor winning symbols. And the "BELL" symbols, which are the 33rd minor winning symbols on the middle reel 32M and the right reel 32R, stop at the position of the active line ML regardless of the operation timing of the stop switches 43 to 44, and the 33rd minor winning prize is established.

[0163] On the other hand, when winning a special prize and even if the left stop switch 42 among the stop switches 42 to 44 is operated first, when the left stop switch 42 is operated at the timing when the 0th "REPLAY" symbol to the 4th "RED SHELL" symbols or the 10th "REPLAY" symbol to the 19th "WHITE SHELL" symbols reach the middle stage, drive control is performed so that the "REPLAY" symbols that are the first minor winning symbols and the second minor winning symbols stop in the middle. And the "REPLAY" symbols, which are the first minor winning symbols on the middle reel 32M and the right reel 32R, stop at the position of the active line ML regardless of the operation timing of the stop switches 43 to 44, and the "BELL" symbols, which are the second minor winning symbols on the middle reel 32M and the right reel 32R, stop at the position of the active line ML regardless of the operation timing of the stop switches 43 to 44. Therefore, the first minor winning prize or the second minor winning prize is established.

[0164] Also, when winning a special prize and when a stop switch other than the left stop switch 42 among the stop switches 42 to 44 is operated first, regardless of the operation timing of the stop switches 42 to 44, the third minor winning prize to the sixth minor winning prize are established.

[0165] That is to say, when winning a special combination, as a first operation mode, when the left stop switch 42 is operated at the timing when the "REPLAY" symbol from the 5th to the 9th "BAR" symbol on the left reel 32L reaches the middle stage, the 33rd minor combination win is established and one medal is paid out. When the stop switches 42 to 44 are operated in a second operation mode different from the first operation mode, the 1st to 6th minor combination wins are established and eight medals are paid out.

[0166] As described above, for the 1st to 6th minor combinations, a win is established even when winning any push order bell and when the operation order of the stop switches 42 to 44 is the corresponding operation order. Then, when winning a special combination, when operating the stop switches 42 to 44 in the first operation mode, it is possible to clearly recognize that it is the game in which the special combination was won. On the other hand, when winning a special combination, when operating the stop switches 42 to 44 in the second operation mode, whether the 1st to 6th minor combination wins were established triggered by the special combination, or whether the win was established because the operation order at the time of winning the push order bell corresponded to the 1st to 6th minor combinations, the player cannot determine from the stopped outcome or the number of paid-out medals.

[0167] Returning to the description of the reel control process, if it is determined in step S411 that all the reels 32L, 32M, and 32R have stopped, then in step S413, a payout determination process is performed. The payout determination process is a process of setting the number of medals to be paid out on the condition that the combination of winning symbols is arranged on the valid line. In the payout determination process, the combination of symbols formed on the valid line is derived from the symbol numbers of the stop symbols stopped at the lower stage of each reel 32L, 32M, and 32R, and it is determined whether a winning has been established on the valid line. If a winning has been established, it is further determined whether the winning combination corresponding to the winning flag set in the winning flag storage area 106a is the same. 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. [[ID=]1]

[0168] After performing the payout determination process, in step S414, a bonus state process is executed. The bonus state process will be described in detail later. After executing the bonus state process, in step S415, a winning result corresponding process is performed. In the winning result corresponding process, processes such as shifting the game state based on the winning result are performed. The winning result corresponding process will be described in detail later.

[0169] After performing the winning result corresponding process, in step S416, a section display second process is executed. The section display second process is a process related to the display control of the instruction monitor 68, and this process will be described in detail later. After that, in step S417, a winning result command is set to cause the display control device 81 to grasp the winning combination in the current game, and the reel control process ends.

[0170] Next, an outline of the medal payout process in step S212 will be described.

[0171] In the medal payout process, it is determined whether the payout number set in the payout information storage area is 0. If the payout number is 0, it means that it was determined in the previous payout determination process that a small winning did not occur. In such a case, based on the winning combination set in the payout determination process, it is determined whether any of the first to twelfth replay game winnings has occurred. If none of the replay game winnings has occurred, the medal payout process is terminated as it is. If any of the replay game winnings has occurred, a replay setting process is performed to set the game mode to the replay game mode, and the medal payout process is terminated. Note that in the start waiting process (step S204) described above, when it is determined that the current game mode is the replay game mode, the automatic insertion process is performed.

[0172] On the other hand, if the payout number set in the payout information storage area is not 0, the same number of medals as the payout number is paid out, and the medal payout process is terminated. Specifically regarding the payout of medals, when the count value of the credit counter has not reached the upper limit (the number of stored medals is 50), the payout number is added to the count value of the credit counter, and the added value is displayed on the credit display unit 60. Also, when the count value of the credit counter has reached the upper limit, or when the count value reaches the upper limit during the addition of the payout number, the medal payout rotating plate is driven, and the medals are paid out from the hopper device 51 to the medal tray 50 via the medal discharge port 49. Note that in the medal payout process, a process of changing the payout number displayed on the payout number display unit 62 in accordance with the payout of medals is also performed. Also, when the current game state is the BB state, a process of subtracting the payout number from the value of the remaining payout number counter described later and subtracting the remaining payout number displayed on the remaining payout number display unit 61 is performed.

[0173] Next, the bonus state process in step S414 will be described based on the flowchart of FIG. 25.

[0174] First, in step S501, it is determined whether the current game state is a 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.

[0175] In step S502, it is determined whether the first BB winning flag or the second BB winning flag is set, that is, whether it is in a state of winning any of the BBs. If neither of the BB winning flags is set, the bonus state process is terminated as it is. If any of the BB winning flags is set, the process proceeds to step S503.

[0176] In step S503, a process of inputting 3 into the MAX bet counter provided in the various counter areas 106e of the RAM 106 is performed. The MAX bet counter is for setting the specific number of virtual medals to be input when the first credit input switch 56 is operated. That is, when the first credit input switch 56 is operated in a situation where 3 is input into the MAX bet counter, 3 virtual medals are input. In this case, since the MAX bet counter does not set the specified number of games, in a situation where the specified number of games is set to 2 or 3, it is allowed to perform a 2 - bet game by operating the second credit input switch 57. If 3 has already been input into the MAX bet counter in step S503, that state is maintained.

[0177] Note that the initial value of the MAX bet counter is 2. When the reset switch 72 is operated and the RAM is cleared, 2 is input into the MAX bet counter and the slot machine 10 starts up.

[0178] In the subsequent step S504, it is determined whether the first BB winning or the second BB winning is established. If neither of the BB winnings is established, the bonus state process is terminated as it is. If either of the BB winnings is established, the process proceeds to step S505 to determine whether the first BB winning is established.

[0179] If the first BB winning is established, in step S506, a process of inputting "15" to the BB counter provided in the various counter areas 106e is executed. The BB counter is a counter for defining the upper limit payout number in each BB state. That is, when "15" is input to the BB counter in step S506, it is set so that the first BB state ends when 15 or more medals are paid out. In step S507, the first BB winning flag is cleared. Then, in step S508, the first BB state flag is set in the various flag storage areas 106d. As a result, from the next game, an affirmative determination will be made in step S501. In the subsequent step S509, a process of setting the first BB start command as an output target to the display control device 81 is executed. The first BB start command is a command for making the display control device 81 recognize that the first BB state is started, and in the display control device 81 that has received such a first BB start command, the speaker 64, the auxiliary display unit 65, etc. are controlled so that a first BB start effect corresponding to the start of the first BB state is performed. Also, in the display control device 81, by receiving the first BB start command, it becomes possible to recognize that the next game is the first BB state, and the speaker 64, the auxiliary display unit 65, etc. are controlled so that an effect for the first BB state is performed from the next game.

[0180] After performing the output setting of the first BB start command in step S509, in step S510, a process of setting the specified bet number to 3 is executed, and then this bonus state process is terminated. The specified bet number corresponds to the specified number of sheets in the above game. That is, by shifting to the first BB state, the specified number of sheets in the game is set to 3, and the first BB state is performed in a 3 - bet game.

[0181] Incidentally, the initial values of the specified number of bets are 2 and 3. When the reset switch 72 is operated to clear the RAM, the specified number of bets is set to 2 and 3, and the slot machine 10 starts up.

[0182] When it is determined in step S505 that the first BB winning has not been established, it means that the second BB winning has been established. In this case, the process proceeds to step S511, and the process of inputting "15" to the above BB counter is executed. That is, it is set so that the second BB state ends when 15 or more medals are paid out. Then, in step S512, the process of clearing the second BB winning flag is executed, and in step S513, the process of setting the second BB state flag is executed. After that, in step S514, the process of setting the second BB start command as an output target to the display control device 81 is executed. The second BB start command corresponds to the first BB start command, and is a command for causing the display control device 81 to recognize that the second BB state is started. In the display control device 81 that has received the second BB start command, the speaker 64, the auxiliary display unit 65, etc. are controlled so that a second BB start effect corresponding to the start of the second BB state is performed, and the speaker 64, the auxiliary display unit 65, etc. are controlled so that an effect for the second BB state is performed from the next game. Note that the first BB start effect and the second BB start effect are different in appearance and content to such an extent that the player can distinguish them. Also, the effect for the first BB state and the effect for the second BB state are different in appearance and content to such an extent that the player can distinguish them.

[0183] After the output setting of the second BB start command is performed in step S514, the process of setting the specified number of bets to 3 is executed in step S510, and then this bonus state process ends. That is, not only in the first BB state, but also in the second BB state, the specified number of game sheets is set to 3, and the second BB state is performed in a 3-bet game.

[0184] If an affirmative determination is made in step S501 and the state is the first BB state or the second BB state, the process proceeds to step S515 to perform the processing in the first BB state or the second BB state. FIG. 25 shows an example of a lottery table for the BB state. In the present embodiment, a common lottery table is used for both the first BB state and the second BB state. However, separate lottery tables may be provided for each state, and the types of winning roles and the winning probabilities of each role may be made different. In the present embodiment, as shown in FIG. 26, in the first BB state and the second BB state, it is set so that a normal replay A, a common bell, and a duplicate single-card role can be won. The probability of winning the normal replay A (the probability of winning when IV = 1) is about 1 / 61.2, the probability of winning the common bell (the probability of winning when IV = 10) is about 1 / 5.96, and the probability of winning the duplicate single-card role (the probability of winning when IV = 24) is about 1 / 1.31. Also, in the first BB state and the second BB state, the probability of a non-winning result where no role is won is about 1 / 10.14. In this case, an increase of about 0.00 medals per game can be expected (net increase or decrease of medals is plus or minus about 0.00 medals), and there is no increase or decrease of medals in the first BB state and the second BB state. In other words, although no medal increase can be expected in the first BB state and the second BB state, it is possible to proceed with the game without reducing the medals.

[0185] Here, in the normal game state of the 3-bet game and the first BB state that can be shifted to in the 3-bet game, the main of medal increase is caused by the first minor winning to the sixth minor winning where 13 medals are paid out in both cases. As for the combination, it is the push-order bell in the normal game state and the common bell in the first BB state. When comparing the winning rates of these main minor combinations, in the normal game state, assuming that the stop switches 42 to 44 are operated in a certain operation order, the winning probability is about 1 / 9.36, while in the first BB state, the winning probability is about 1 / 5.96. In the 3-bet game, it is set so that winning is more likely to occur in the first BB state than in the normal game state. Also, in the normal game state of the 2-bet game and the second BB state that can be shifted to in the 2-bet game, the main of medal increase is the common bell in both cases. In the normal game state, the winning probability is about 1 / 9.64, while in the second BB state, the winning probability is about 1 / 5.96. In the 2-bet game as well, it is set so that winning is more likely to occur in the second BB state than in the normal game state.

[0186] However, as described above, even if the first BB state or the second BB state is completed, an increase in the number of medals in hand cannot be expected.

[0187] In the bonus state process, in step S515, based on the lottery process using the above lottery table for the BB state and the results of each reel control, it is determined whether any minor winning has been established in this game. If no winning has been established, the bonus state process is terminated as it is. If a winning has been established, in step S516, a process of subtracting the payout number corresponding to the winning from the BB counter in the above various counter areas 106e is executed. Then, in step S517, it is determined whether the BB counter has become 0 or less as a result of the subtraction process in step S516. For example, when the common bell is selected and the first minor winning to the sixth minor winning is established, 13 medals are paid out, so in step S516, 13 is subtracted from the BB counter.

[0188] If it is determined in step S517 that the value is not less than 0, the bonus state process ends as it is. On the other hand, if it is determined that the value is 0 or less, in step S518, a process of clearing the BB state flag corresponding to the current BB state is performed. That is, if it is the first BB state, the first BB state flag is cleared, and if it is the second BB state, the second BB state flag is cleared. Then, in step S519, a process of inputting 2 to the MAX bet counter is executed, and in step S520, the BB end command corresponding to the BB state to end this time is set as the output target to the display control device 81. More specifically, when ending the first BB state, the first BB end command is set for output, and when ending the second BB state, the second BB end command is set for output. The display control device 81 that has received the first BB end command or the second BB end command controls the speaker 64 and the auxiliary display unit 65 so that the effect for ending the first BB or the effect for ending the second BB is performed.

[0189] Thereafter, in step S521, after setting the specified bet numbers to 2 and 3, this bonus state process ends. In this case, in the normal game state after the end of the first BB state or the second BB state, 2-bet games and 3-bet games become possible. On the other hand, since 2 is input to the MAX bet counter in step S519 as described above, when the first credit input switch 56 is operated, two virtual medals are input, and a game is performed in a 2-bet game. That is, in a situation where neither the first BB winning flag nor the second BB winning flag is set, it is set so that a game is likely to be performed in a 2-bet game. Incidentally, after the end of the first BB state or the second BB state, since 2 is input to the MAX bet counter, 3 bets cannot be made by operating the first credit input switch 56 or the second credit input switch 57, and it is necessary to input 3 medals from the medal insertion slot 45 to perform a 3-bet game.

[0190] Here, regarding the game performance using 2-bet games and 3-bet games in this slot machine 10, it will be briefly described with reference to FIG. 27.

[0191] When the first BB winning flag and the second BB winning flag are not set and the game is in a normal game state where there is no win in either BB, it is a state called the so-called non-internal state. In this case, as described above, the specified bet number (the specified number of game pieces) is set to 2 and 3, and a 2-bet game and a 3-bet game are possible. However, as described above, 2 is input to the MAX bet counter, and when the game is started by operating the first credit input switch 56, it becomes a 2-bet game.

[0192] In the non-internal state, in a 3-bet game, it is possible to win the first BB, but not the second BB. In a 2-bet game, it is possible to win the second BB, but not the first BB. In the game where the first credit input switch 56 is operated as described above, basically, a win of the second BB can occur in a 2-bet game.

[0193] When winning the first BB or the second BB and no winning is established in the winning game, it becomes an internal state (carry-over state) with the first BB win or the second BB win carried over. Also in the internal state, as described above, the specified bet number (the specified number of game pieces) is set to 2 and 3, and a 2-bet game and a 3-bet game are possible. However, as described above, 3 is input to the MAX bet counter, and when the game is started by operating the first credit input switch 56, it becomes a 3-bet game.

[0194] As already described, in the present slot machine 10, in the internal state in which the first BB is won, in the 3 - bet game, the first BB winning can be established, while in the 2 - bet game, the stop control of each reel 32L, 32M, 32R is performed so that the first BB winning cannot be established. Also, in the internal state in which the second BB is won, in the 3 - bet game, the second BB winning cannot be established, while in the 2 - bet game, the stop control of each reel 32L, 32M, 32R is performed so that the second BB winning can be established. That is, when the first BB is won in the 3 - bet game, if the 3 - bet game is continued as it is, the first BB winning can be established. However, if the game is switched to the 2 - bet game after the first BB is won, the first BB winning cannot be established. Also, when the second BB is won in the 2 - bet game, if the 2 - bet game is continued as it is, the second BB winning can be established. However, if the game is switched to the 3 - bet game after the second BB is won, the second BB winning cannot be established. And the first BB and the second BB do not win repeatedly. There is no situation where the first BB winning is carried over and the first BB is won again, nor is there a situation where the second BB is won repeatedly. Also, there is no situation where the second BB winning is carried over and the second BB is won again, nor is there a situation where the first BB is won repeatedly. That is, when the game is played in the 2 - bet game after the first BB is won, the game in the internal state with the first BB winning carried over continues indefinitely. When the game is played in the 3 - bet game after the second BB is won, the game in the internal state with the second BB winning carried over continues indefinitely.

[0195] Here, since the first BB win is made to occur only in the 3-bet game and the second BB win is made to occur only in the 2-bet game as described above, even if an off result occurs where no winning combination is obtained in any role in the 3-bet game with the second BB win carried over, the second BB win does not occur, and even if an off result occurs in the 2-bet game with the first BB win carried over, the first BB win does not occur. By doing so, it becomes possible to drastically simplify the role configuration and the control of each reel 32L, 32M, 32R in the internal state with the first BB win or the second BB win carried over. If, for example, the second BB win could occur in the 3-bet game or the first BB win could occur in the 2-bet game, when attempting to continue the internal state with the first BB win or the second BB win carried over, it becomes necessary to have a lottery table that does not result in an off result, and in a role where a miss could occur, for example, it becomes necessary to award a win to another role when such a miss occurs.

[0196] Also, in the first BB state and the second BB state, the common bell is the main role for medal increase. In the non-internal state and the internal state, the common bell is the main role for medal increase in the 2-bit game, while the push-order bell is the main role for medal increase in the 3-bit game. For the common bell, a winning of any of the first minor role to the sixth minor role is established regardless of the operation order and operation timing of each stop switch 42 to 44. For the push-order bell, the minor role that wins depends on the operation order and operation timing of each stop switch 42 to 44. That is, in the non-internal state and the internal state in the 3-bit game, the range of medal increase and decrease due to the operation order and operation timing (mainly the operation order) at the time of winning the push-order bell is larger than that in the first BB state and the second BB state. And, for example, by performing notification (such as the operation order in FIG. 23) of winning the first minor role to the sixth minor role at the time of winning the push-order bell, it is possible to create a state where medals increase and a state where medals decrease by switching between the AT mode (assist time mode, navigation mode) that assists winning and the non-AT mode (non-navigation mode) that does not perform such notification (assist).

[0197] As a basic flow of the game in which the first credit input switch 56 is operated, first, in the non-internal state, the game is played in a 2-bit game, and the second BB is won in that 2-bit game. When the second BB is won, it becomes the internal state, the game switches to a 3-bit game, and the game proceeds while the won second BB winning cannot be established. In this case, as described above, in the 3-bit game with the carry-over of the second BB win, the first BB is not won and the second BB winning does not occur, and the game in the internal state with the carry-over of the second BB win continues.

[0198] Hereinafter, assuming the game in the state with the carry-over of the second BB win, the game performance using notification (push-order notification, etc.) at the time of winning the push-order bell in that game (hereinafter also referred to as the normal game) will be described.

[0199] <Lottery result corresponding process> First, with reference to the flowchart of FIG. 28, the lottery result corresponding process executed in step S310 will be described. The lottery result corresponding process is a process executed after the lottery process for each game, and is a process for performing a transition lottery to the AT mode in which a push order notification occurs based on the lottery result of the game.

[0200] First, in steps S601 to S603, a process of grasping the bet number of the game to be started this time is executed. That is, in step S601, it is determined whether or not either the first BB state flag or the second BB state flag is set, and it is determined whether or not the game to be started this time is in any BB state. If it is not in the BB state, it is determined in step S602 whether or not the bet number is 3. If it is in the BB state, it is determined in step S603 whether or not the bet number is 2. As already described, 2 and 3 are set as the specified bet numbers in the non-internal state before winning the first BB or the second BB and in the internal state after winning the first BB or the second BB, and 3 is set as the specified bet number in the first BB state and the second BB state. The processes in steps S602 and S603 are processes for determining whether or not the bet number of the current game is a single specific specified number (specific set number) specified (set) in association with the game state. If there is no such specific specified number, the lottery result corresponding process is terminated without performing the process for the display mode (the process for the indicator) after step S604.

[0201] That is, in the non-internal state and the internal state, the process for the display mode is executed in the 3-bet game, while the process for the display mode is not executed in the 2-bet game. Also, in the first BB state and the second BB state, since 3 is set as the specified bet number, the 2-bet game is not executed, and the process for the display mode is not executed in the first BB state and the second BB state.

[0202] That is, in the present embodiment, if the internal state is played in a 2-bet game, the transition lottery to the AT mode after step S604 and the like are not performed, which is disadvantageous to the player. By doing so, it is possible to make it easier to play the internal state in a 3-bet game and perform a normal game with the carry-over of the second BB.

[0203] If an affirmative determination is made in step S602 or step S603, in step S604, it is determined whether or not an advantageous section flag is set in the various flag storage areas 106d. In this slot machine 10, regarding the presence or absence of the occurrence of the order-of-push notification or the like, an advantageous section where the order-of-push notification or the like can occur and a normal section where it cannot occur are set. The advantageous section flag is a flag for the CPU 102 to recognize that the current game is in the advantageous section. It is set based on the transition to the advantageous section and cleared based on the transition to the normal section.

[0204] If the advantageous section flag is not set, it means that the current game is in the normal section. In this case, in step S605, the advantageous section transition lottery process is executed, and then the lottery result corresponding process is terminated.

[0205] In the advantageous section transition lottery process, as shown in the flowchart of FIG. 29, in step S701, the lottery result of the current game is grasped. Then, in step S702, an advantageous section transition lottery table is acquired from the various table storage areas 105a of the ROM 105. As shown in FIG. 30, in the advantageous section transition lottery table, the transition rate to the advantageous section (the winning probability of the advantageous section transition lottery) is set according to the lottery result of each game. As the trigger roles for the transition lottery to the advantageous section, as also shown in FIG. 30, normal replay A, normal replay B, normal replay C, chance symbol A, chance symbol B, chance symbol C, cherry A, cherry B, cherry C, common bell, order-of-push bell, watermelon, special role are set. That is, in the normal game as a 3-bet game with the carry-over of the second BB, all the results that can be won are set as the trigger roles for the transition lottery to the advantageous section.

[0206] After obtaining the lottery table in step S702, the process of obtaining a random number for the advantageous interval transition lottery is executed in step S703. For the random number for the advantageous interval transition lottery, a dedicated counter in each counter area 106e is used, and the dedicated counter is updated at a predetermined cycle. In step S703, the latest update value of the counter is obtained. Then, the advantageous interval transition lottery is executed in step S704, and in step S705, it is determined whether or not the player has won the transition lottery. Incidentally, in this embodiment, the lottery table is set so that any trigger player wins the advantageous interval transition lottery with a 100% probability. In this case, if it is determined in step S701 that the game result grasped is the trigger player for the transition lottery (not an off-result), the processes of steps S702 to S705 can be omitted.

[0207] If it is determined in step S705 that the player has won the transition lottery, the process of setting the advantageous interval winning game flag in the various flag storage areas 106d is executed in step S706. The advantageous interval winning game flag is a flag for the CPU 102 to recognize that this game is a game in which the player has won the transition lottery to the advantageous interval. If a negative determination is made in step S705, or after the process of step S706 is executed, the advantageous interval transition lottery process ends.

[0208] Returning to the explanation of the lottery result corresponding process, if it is determined in step S604 that the advantageous section flag is set, the process proceeds to step S606. In step S606, it is determined whether either the AT mode winning flag or the AT mode flag is set in the various flag storage areas 106d. The AT mode flag is a flag for the CPU 102 to recognize that it is in the AT mode, and is a flag that is set when the transition to the AT mode becomes possible. The AT mode winning flag is a flag for the CPU 102 to recognize that it has won in the AT mode transition lottery, the transition to the AT mode is determined, and it is in the situation before the AT mode transition. If neither flag is set in step S606, the start-time AT lottery process is executed in step S607. On the other hand, if either flag is set in step S606, the continuation determination process is executed in step S608, and the AT topping-up process is executed in step S609.

[0209] <Start-time AT lottery process> First, the start-time AT lottery process in step S607 will be described with reference to the flowchart of FIG. 31.

[0210] In step S801, it is determined whether the ceiling counter provided in the various counter areas 106e is 0. The ceiling counter is a counter for causing a transition to the AT mode regardless of the result of the AT mode transition lottery (without winning) when the number of games after the advantageous section transition reaches the ceiling number of games, and is a counter for the CPU 102 to grasp the remaining number of games up to the ceiling number of games. The ceiling number of games is set at the time of the advantageous section transition. Incidentally, the subtraction of the ceiling counter is executed at the end of the game. That is, determining that the ceiling counter is 0 in step S801 means that the ceiling number of games became 0 in the game before this time.

[0211] If the ceiling counter is not 0, the processes for the AT mode transition lottery are executed in steps S802 to S807.

[0212] That is, in step S802, a process of obtaining a random number for AT mode transition lottery is executed. For the random number for AT mode transition lottery, a dedicated counter in various counter areas 106e is used. The dedicated counter is updated at a predetermined cycle, and in step S802, the latest update value of the counter is obtained. In the subsequent step S803, a process of grasping the lottery result of the current game is executed. Then, in step S804, it is determined whether the CZ mode flag is set in the various flag storage areas 106d. In the present embodiment, as display modes with different winning probabilities for AT mode transition lottery, a normal mode and a CZ mode in which it is easier to win the AT mode transition lottery than the normal mode are set. The CZ mode flag is a flag for the CPU to recognize that it is in the CZ mode.

[0213] If the CZ mode flag is not set in step S804, in step S805, a process of obtaining the start-time normal AT mode transition lottery table from the various table storage areas 105a is executed. On the other hand, if the CZ mode flag is set in step S804, in step S806, a process of obtaining the start-time CZ AT mode transition lottery table is executed.

[0214] As shown in FIG. 30, for these start-time normal AT mode transition lottery tables and start-time CZ AT mode transition lottery tables, the winning probabilities of the AT mode transition lottery are set according to the lottery result of the game. For example, in the case of the AT mode transition lottery triggered by chance eye A, the probability of winning the AT mode transition in the normal case is 1%, and in the case of CZ, the probability of winning the AT mode transition is 3%. That is, the start-time CZ AT mode transition lottery table is set to be more likely to win the AT mode transition lottery than the start-time normal AT mode transition lottery table. Also, for normal replays A, B, and C, it is set that they do not win the AT mode transition in the normal case, but they can win the AT mode transition in the CZ case.

[0215] Incidentally, in the start-time normal AT mode transition lottery table and the start-time CZ AT mode transition lottery table used in the start-time AT lottery process, when the lottery result of the game is a special role, it is set so that the AT mode transition is not a winning result. In addition, in the start-time AT lottery process, the AT mode transition lottery may not be performed triggered by a special role.

[0216] After obtaining the AT mode transition lottery table in step S805 or step S806, the obtained transition lottery table, the lottery result of the game grasped in step S803, and the random number for AT lottery obtained in step S802 are used to execute the AT mode transition lottery process in step S807. Specifically, it is determined whether the random number for AT lottery obtained in step S802 is within the winning numerical range set according to the lottery result of each game in the table obtained in step S805 or step S806. If the random number for AT lottery is within the winning numerical range, it is determined that the AT mode transition is a winning result. If the random number for AT lottery is outside the winning numerical range, it is determined that the AT mode transition is not a winning result. Then, it is determined in step S808 whether the AT mode transition is a winning result.

[0217] When it is determined in step S808 that the AT mode transition is a winning result and when it is determined in step S802 that the ceiling counter is 0, the processes for winning the AT mode in steps S809 to S812 are executed. Also, when it is determined in step S808 that the AT mode transition is not a winning result, the processes for non-winning the AT mode in steps S813 to S816 are executed.

[0218] In the process of selecting the AT mode, in step S809, it is determined whether the CZ mode flag is set, and it is confirmed whether it is the AT mode transfer selection during the CZ mode. If it is the selection during the CZ mode, the processes for ending the CZ mode are performed in steps S810 and S811. That is, in step S810, the process of clearing the CZ mode flag is executed. And in step S811, the process of clearing the CZ game counter provided in the various counter areas 106e to 0 is executed. The CZ game counter is a counter for the CPU 102 to grasp the remaining number of games in the CZ mode. When shifting to the CZ mode, a value (10) corresponding to the continuous number of games (10 games) in the CZ mode is input, and it is a counter that is decremented by 1 each time a game is completed.

[0219] If the CZ mode flag is not set in step S809, or after the process of step S811 is executed, the process of setting the AT mode selection flag in the various flag storage areas 106d is executed in step S812. By such a process, a positive determination will be made in step S606 from the next game.

[0220] In the process of not selecting the AT mode, it is determined at step S813 whether the CZ mode flag is set. If the CZ mode flag is set, the AT lottery process is terminated as it is. If the CZ mode flag is not set, at step S814, the CZ mode transition lottery process is executed. In the CZ mode transition lottery process, the CZ mode transition lottery table is obtained from the various table storage areas 105a, and it is determined by lottery whether to transition to the CZ mode using the lottery result of the game grasped at step S803. As shown in FIG. 30, the CZ mode transition lottery table is set such that the winning probability of the CZ mode transition lottery varies according to the lottery result of the game. More specifically, the lottery result of the game that is more likely to win the AT mode transition lottery is set to be more likely to win the CZ mode transition lottery. That is, even if the lottery result was one that was likely to win the AT mode transition lottery, if it was not a winner in the AT mode transition lottery, it is set to be more likely to transition to the CZ mode.

[0221] After executing the CZ mode transition lottery process at step S814, it is determined at step S815 whether it is a winner in the CZ mode transition. If it is not a winner, the AT lottery process is terminated as it is. If it is a winner in the CZ mode transition, at step S816, the process of setting the CZ mode winning flag in the various flag storage areas 106d is executed.

[0222] After setting either winning flag at step S812 or step S816, the premonition mode setting process is performed at steps S817 to S820. The premonition mode is a mode in which a premonition effect indicating winning in the AT mode transition lottery or the CZ mode transition lottery is performed. In this embodiment, when winning in these transition lotteries, the notification of the transition lottery that has won is performed after going through the premonition mode from 0 games to 40 games.

[0223] In step S817, a lottery process for the preliminary game is executed. In the lottery process for the number of preliminary games, the number of preliminary games is lottery-determined based on the type of the winning transition lottery, the lottery result of the game that triggered the win, and so on. For example, when winning the AT mode transition lottery, a longer number of preliminary games is more likely to be selected than when winning the CZ mode transition lottery, or when winning the transition lottery with Cherry A, a longer number of preliminary games is more likely to be selected than when winning the transition lottery with Cherry C.

[0224] In this embodiment, when winning the AT mode transition lottery during the CZ mode, in step S817, the number of preliminary games is set to 0. As described above, when winning the AT mode transition lottery during the CZ mode, the CZ mode ends regardless of the remaining number of games in the CZ mode, so the player can recognize that they have won the AT mode transition lottery through the end of the CZ mode. Therefore, when winning the AT mode transition lottery during the CZ mode, by setting the preliminary mode to 0 games, it is possible to reduce the sense of discomfort caused by the suggestive notification of winning the transition lottery being performed as the preliminary mode despite the player already being aware of winning the transition lottery.

[0225] In the subsequent step S818, a process of inputting the lottery result of step S817 into a preliminary counter provided in various counter areas 106e is executed. The preliminary counter is a counter for the CPU 102 to grasp the remaining number of games in the preliminary game, and it is a counter that is decremented by 1 each time a game in the preliminary mode is completed.

[0226] Then, the process of setting the precursor flag in the various flag storage areas 106d is executed in step S819, and after the process of setting the precursor command as the output target to the display control device 81 is executed in step S820, this AT lottery selection process ends. The precursor flag is a flag for the CPU 102 to recognize that it is in the precursor mode, and the precursor command is a command for the display control device 81 to recognize that the precursor mode has been set, the number of games in the precursor mode, and which transition lottery has been won. The display control device 81 that has received the precursor command grasps the number of games in the precursor mode and the type of the winning transition lottery, and performs a process for executing the effect during the precursor mode on the auxiliary display unit 65 and the speaker 64.

[0227] <Continuous determination process> Next, the continuous determination process executed in step S608 will be described with reference to the flowchart of FIG. 32. As already described, the continuous determination process is a process executed in a situation where the AT mode winning flag and the AT mode flag are set.

[0228] Here, in this embodiment, the AT mode sets a predetermined number (for example, 18) of games as one set (unit continuous number, unit state). For example, when updating one set of the AT mode (when starting a set or ending a set), a continuous lottery for the next set is performed. If the continuous lottery is won, after the end of the set, it will transition to the next set. If the continuous lottery is not won, the AT mode ends without transitioning to the next set. And the continuous determination process in step S608 is a process for performing the above continuous lottery when updating the set.

[0229] In step S901, it is determined whether the AT game counter provided in the various counter areas 106e is 18. The AT game counter is a counter for the CPU 102 to grasp the remaining number of games in one set, and is a counter into which 18 is input when the set is updated. That is, in step S901, it is determined whether the game to be started this time is the starting game of one set in the AT mode. If it is not the starting game, the continuous determination process is terminated as it is. If it is the starting game, the process proceeds to step S902.

[0230] In step S902, it is determined whether the AT set counter provided in the various counter areas 106e is 0. The AT set counter is a counter for the CPU 102 to grasp the number of sets that enables continuation to the next set even if not winning in the above-mentioned continuous lottery or without performing the continuous lottery, and is a counter that is incremented by 1 when winning an additional draw in a situation where the continuation condition is satisfied, and is decremented by 1 when not winning in the continuous lottery or when continuing to the next set without performing the continuous lottery. When the AT set counter is 0, in step S903, the winning probability of the continuous lottery selected in the current AT mode is grasped.

[0231] Here, in the present embodiment, as the winning probability of the above-mentioned continuous lottery (hereinafter, also referred to as "continuation rate"), a plurality of continuation rates are set. Specifically, as shown in FIG. 42, 90% with the highest continuation rate, 60% with a lower continuation rate, and 10% are set. The continuation rate is set when shifting to the AT mode (continuation rate setting process in step S1211 described later). In step S903, the information set in the continuation rate setting process is read out, and the continuation rate of the current AT mode is grasped.

[0232] After grasping the continuation rate in step S903, the continuous lottery process is executed in step S904. That is, when the 90% continuation rate is selected, in the process of step S904, the continuation is won with a 90% probability, and when the 10% continuation rate is selected, in the process of step S904, the continuation is won with a 10% probability.

[0233] In step S905, it is determined whether the processing result of step S904 is a continuous winning. If it is a continuous winning, in step S906, a process of setting a continuous flag in the various flag storage areas 106d is executed. The continuous flag is a flag for the CPU 102 to recognize that the continuous condition (condition for shifting to the next set) of the current set is satisfied. Then, after executing the process of setting the continuous command as an output target to the display control device 81 in step S907, the continuous determination process ends.

[0234] Also, when it is determined in step S902 that the AT set counter is not 0, in step S908, a process of decrementing the AT set counter by 1 is executed, then it proceeds to step S906, the continuous flag is set, and the continuous command is set, and then the continuous determination process ends. That is, in the present embodiment, when the AT set counter is not 0, the configuration is such that the continuous condition of the set is satisfied without going through the continuous lottery. Note that, regardless of the value of the AT set counter, the continuous lottery may be executed, and if the continuous lottery is a non-winning and the AT set counter is 1 or more, the continuous condition may be satisfied.

[0235] As described above, in the present embodiment, at the start of one set in the AT mode (when the start lever 41 is operated), it is determined whether the continuous condition for whether the AT mode continues until the next set of the set started this time is satisfied. If it is determined that the continuous condition is satisfied, the continuous flag is set, and the information is output to the display control device 81. In this case, the display control device 81 performs a process to perform an effect assuming that the continuous condition is satisfied as the effect of the current set.

[0236] On the other hand, when it is determined in step S905 that it is not a continuous win, the continuous determination process is terminated as it is. In this case, the continuous condition does not hold at the start of one set of the AT mode, and no continuous command is output at the start of the set. The display control device 81 grasps that the continuous condition does not hold through not receiving a continuous command at the start of the set, and performs a process to perform an effect assuming that the continuous condition does not hold as the effect of the current set.

[0237] <AT boost process> Next, the AT boost process executed in step S609 will be described with reference to the flowchart of FIG. 33. In the AT boost process, separately from the above-mentioned continuous lottery, a boost lottery for boosting the number of sets of the AT mode is performed. If the boost lottery is won, it will continue until the next set regardless of the result of the continuous lottery for the next set.

[0238] First, in step S1001, a process of obtaining a random number for the boost lottery is executed. The random number for the boost lottery uses a dedicated counter in the various counter areas 106e. The dedicated counter is updated at a predetermined cycle, and in step S1001, the latest updated value of the counter is obtained. In the subsequent step S1002, the lottery result of the current game is grasped. Then, in step S1003, a process of obtaining a boost lottery table from the various table storage areas 105a is executed.

[0239] As shown in FIG. 30, the bonus lottery table has a bonus winning rate set according to the lottery result of the game. In normal reels A to C that are easy to win in the lottery process of each game and normal winning combinations such as the push order bell, they do not win the bonus lottery. On the other hand, in specific winning combinations such as chance reels A to C, cherry A to C, common bell, watermelon, which are difficult to win in the lottery process of each game, they are set to be able to win the bonus lottery. Among the specific winning combinations, for example, chance reel C is more likely to win the bonus lottery than chance reel A, and cherry C is more likely to win the bonus lottery than cherry A. That is, the more difficult the lottery result is to win in the lottery process of each game, the more likely it is to win the bonus lottery. Note that when the lottery result of each game is a normal winning combination, it may be configured not to win the bonus lottery, or it may be configured not to conduct the bonus lottery when the lottery result of each game is a normal winning combination. Also, it may be configured to be able to win the bonus lottery even when the lottery result of each game is a normal winning combination, and the probability of winning the bonus lottery in the case of a normal winning combination may be set lower than the probability of winning the bonus lottery in the case of a specific winning combination.

[0240] Also, in this embodiment, although it was set not to win the AT mode transition lottery in the AT start lottery process when the lottery result of the game is a special winning combination as described above, in the bonus lottery in this AT bonus process, it is set to be able to win the bonus lottery even if it is a special winning combination.

[0241] After obtaining the overlaid lottery table in step S1003, an overlaid lottery is executed in step S1004. Specifically, it is determined whether the random number for the overlaid lottery obtained in step S1001 is within the winning numerical range set according to the lottery result of each game in the table obtained in step S1003. If the random number for the overlaid lottery is within the winning numerical range, it is determined as a winning of the overlaid lottery; if the random number for the overlaid lottery is outside the winning numerical range, it is determined as a non-winning of the overlaid lottery. After performing the overlaid lottery in step S1004, it is determined in step S1005 whether the overlaid lottery is won. If the overlaid lottery is not won, the AT overlaid processing is terminated as it is. If the overlaid lottery is won, it is determined in step S1006 whether the continuation flag is set.

[0242] If the continuation flag is not set in step S1006, the process of setting the continuation flag is executed in step S1007. Then, after executing the process of setting the continuation command as the output target to the display control device 81 in step S1008, this AT overlaid processing is terminated. The display control device 81 that has received the continuation command executes the process for performing the effect corresponding to the establishment of the continuation condition on the auxiliary display unit 65 and the speaker 64.

[0243] On the contrary, if the continuation flag is set in step S1006, the process of adding 1 to the AT set counter is executed in step S1009. By adding 1 to the AT set counter in step S1009, it is determined that the AT mode will continue until at least the next next set after this set. In this embodiment, when winning the overlaid lottery, the configuration is such that 1 is uniformly added to the AT set counter, but it may also be configured to add a number of 2 or more. For example, the number to be added to the AT set counter may be determined by lottery according to the lottery result of the game that triggered the winning of the overlaid lottery.

[0244] In the subsequent step S1010, after executing the process of setting the set-up command as the output target to the display control device 81, the process for the main up-addition ends. The set-up command is a command for causing the display control device 81 to recognize winning the up-addition lottery and the value of the AT set counter. In a configuration where multiple sets may be up-added in one up-addition win, it is preferable to configure the set-up command to set the information on the number of sets to be up-added. The display control device 81 that has received the set-up command executes a process for performing an effect corresponding to the set-up being performed on the auxiliary display unit 65 and the speaker 64.

[0245] In the lottery result corresponding process (Figure 28), after executing the process of step S607 or step S609, in steps S610 to S619, a process for notifying the pressing order of the stop switches 42 to 44 is executed.

[0246] <Outline of Pressing Order Notification> Prior to the explanation of the process for notifying the pressing order executed in steps S610 to S619, the outline of the pressing order notification executed on the instruction monitor 68 and the pressing order notification effect executed on the auxiliary display unit 65 will be explained. Note that the pressing order notification and the pressing order notification effect can also be referred to as, for example, pressing order navigation, order notification, or mode notification. The instruction monitor 68 is connected to the main control device 101, and the main control device 101 performs the pressing order notification. In contrast, the auxiliary display unit 65 is connected to the display control device 81, and the display control device 81 performs the pressing order notification effect.

[0247] First, the configuration of this instruction monitor 68 will be explained with reference to FIG. 34. FIG. 34(a) is a front view of the instruction monitor 68, and FIG. 34(b) is a diagram for explaining the relationship between the display mode and the display content of the instruction monitor 68.

[0248] As shown in FIG. 34(a), the indication monitor 68 is provided with eight display segments N1 to N8. Each of the display segments N1 to N8 has an individual light source composed of an LED, and by controlling the on / off of these individual light sources, only any one of the display segments can be lit, and any combination of display segments can be lit. As a result, on the indication monitor 68, predetermined symbols (including alphabets and numbers) are individually displayed. Since all of the above individual light sources irradiate light of the same color, the same color is displayed in each of the display segments N1 to N8.

[0249] Regarding each of the display segments N1 to N8 in detail, the first display segment N1 to the seventh display segment N7 are all linear display segments, and these first display segment N1 to the seventh display segment N7 are arranged so as to be able to display at least the numbers "0" to "6" and "9". Further, the eighth display segment N8 is a circular display segment, and is arranged horizontally in the lower right part of the area where the first display segment N1 to the seventh display segment N7 are provided. Therefore, on the indication monitor 68, at least "0" to "6" and "9", "0." to "6." and "9.", and "." can be displayed.

[0250] In addition, in the instruction monitor 68, if it is possible to individually display a plurality of patterns of symbols, the shapes and arrangement modes of the respective display segments N1 to N8 are arbitrary. Furthermore, instead of using eight segments, a configuration using seven segments, nine segments, or the like may be adopted. Also, it is not essential that the colors displayed in the respective display segments N1 to N8 are the same, and a configuration may be adopted in which the colors displayed in the respective display segments N1 to N8 can be appropriately changed. Further, a configuration for controlling the lighting or extinguishing of the respective display segments N1 to N8 by turning the light source on and off is not essential. As long as individual display control can be performed for the respective display segments N1 to N8, a segment display device may be configured by a single backlight and a liquid crystal display. Furthermore, instead of applying segment display to each display area, a configuration may be adopted in which symbols are displayed by other types of display devices such as a liquid crystal display device, an organic EL display device, a CRT, and a dot matrix.

[0251] The first display segment N1 to the seventh display segment N7 are display segments used when notifying the operation order of the pressing order combination, in which the winning results differ depending on the operation order of the stop switches 42 to 44, among the operation mode combinations in which the winning results differ depending on the operation modes of the stop switches 42 to 44, and when notifying the type of the operation mode combination.

[0252] In this case, as shown in FIG. 34(b), the displays of "1" to "6" correspond to the notification of the operation order of the pressing order players. For example, 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 on the display segments N1 to N7 are associated one-to-one with the operation order of the stop switches 42 to 44. Based on the numbers (symbols) displayed on the display segments N1 to N7, by operating the stop switches 42 to 44 to stop, it is possible to win in a mode advantageous to the player.

[0253] Also, as shown in FIG. 34(c), "0" and "9" correspond to the notification of the type of the operation mode player. When it is the pressing order bell among the pressing order players in the operation mode player, the first display segment N1, the second display segment N2, and the fourth display segment N4 to the seventh display segment N7 are lit and "0" is displayed. In this case, although the player can grasp from the display mode of the instruction monitor 68 that the pressing order bell has been won, even if it is the pressing order bell, since an advantageous operation mode is not clearly shown as in the case of FIG. 34(b) above, an advantageous operation mode cannot be grasped from the display mode of the instruction monitor 68.

[0254] Also, when it is a special combination in the operation mode combination, the first display segment N1 to the third display segment N3 and the fifth display segment N5 to the seventh display segment N7 are lit to display "9". As already explained, when it is a special combination, if the stop switches 42 to 44 are operated in the first operation mode, the 33rd minor winning combination is established. If the stop switches 42 to 44 are operated in the second operation mode, the first minor winning combination to the sixth minor winning combination are established. These first operation mode and second operation mode are predetermined operation modes. That is, when the instruction monitor 68 notifies that it is a special combination as described above, by operating in the second operation mode, it is possible to establish the first minor winning combination to the sixth minor winning combination with a large number of payout coins.

[0255] The eighth display segment N8 is lit in the game in which a predetermined start condition including a notification condition in which a shift to an advantageous section occurs and a notification of the pressing order can occur is satisfied. Also, it is turned off when the AT mode ends and the shift is made from the advantageous section to the normal section.

[0256] That is, a section in which it becomes easier for the player to win in an advantageous manner by making it easier to notify the operation order such as the pressing order bell is defined as an advantageous section (specific game state, specific mode). The eighth display segment N8 is a section indicator (specific notification means) that is lit during a specific section in which an actual benefit by the pressing 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.

[0257] As described above, the instruction monitor 68 having the first display segments N1 to seventh display segments N7 as the push order display and the eighth display segment N8 as the section display is 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 eighth display segment N8 is prevented from being hidden by the hand or the like operating the stop switches 42 to 44 and the like, and is arranged at a position where it is easily visible to the player. Also, since it is arranged near the payout number display section 62 which is easily watched by the player who advances the game aiming at winning medals, it can be said that overlooking by the player is suppressed.

[0258] Furthermore, in the instruction monitor 68, particularly for the eighth display segment N8, the brightness of the corresponding LED is determined so as to be higher than the brightness of the surrounding display sections (for example, the payout number display section 62 and the backlight of the game panel 25) (more specifically, so as to be twice the brightness of the surrounding display sections). Therefore, even when both the eighth display segment N8 and the surrounding display sections are under emission control (when in the lit state), the eighth display segment N8 stands out prominently. Also, regarding the illuminance directed toward the front of the gaming machine, the illuminance of the corresponding LED is determined so that the eighth display segment N8 has a higher illuminance directed toward the front of the gaming machine than the surrounding display sections (more specifically, so as to be twice the illuminance of the surrounding display sections). From such a configuration as well, the visibility of the eighth display segment N8 is improved, and overlooking when the eighth display segment N8 is in the lit state is suppressed.

[0259] Next, the push order notification effect performed on the auxiliary display section 65 will be described with reference to FIG. 35. Here, as an example, the case where the operation order to be notified this time has won the push order role when the order is middle → right → left will be taken as an example to describe the push order notification effect on the auxiliary display section 65.

[0260] As shown in FIG. 35(a), in the auxiliary display unit 65, among the three button displays arranged in parallel corresponding to the stop switches 42 to 44, the button display corresponding to the stop switch to be operated first (the middle button display corresponding to the middle stop switch 43 in the figure) is marked with the number 1 and is displayed larger than the other button displays. Also, each button display is displayed in the color corresponding to the winning combination (yellow for bell, blue for replay, etc.). Thereby, the player can recognize the winning combination in the current game and that the stop switch to be operated first is the middle stop switch 43. Also, in the auxiliary display unit 65, the number 2 is attached to and displayed on the right button display to indicate that the next stop switch to be operated is the right stop switch 44, and the number 3 is attached to and displayed on the left button display to indicate that the last stop switch to be operated is the left stop switch 42.

[0261] When the player operates the middle stop switch 43, as shown in FIG. 35(b), in the auxiliary display unit 65, the middle button display corresponding to the middle stop switch 43 disappears, and the right button display corresponding to the right stop switch 44 is displayed larger. Thereby, the player can confirm that the operation of the middle stop switch 43 is completed and that the next stop switch to be operated is the right stop switch 44.

[0262] When the player operates the right stop switch 44, as shown in FIG. 35(c), in the auxiliary display unit 65, the right button display corresponding to the right stop switch 44 disappears, and the left button display corresponding to the left stop switch 42 is displayed larger. Thereby, the player can confirm that the operation of the right stop switch 44 is completed and that the next stop switch to be operated is the left stop switch 42.

[0263] Regarding the execution timing of the push order notification, it is set so that the push order notification is executed during the invalid period of the stop switches 42 to 44 from the start of rotation of each reel 32L, 32M, and 32R until reaching a constant speed rotation after passing through the acceleration period. By adopting such a configuration that executes the push order notification at a timing earlier than when the operations of the stop switches 42 to 44 become valid, it becomes possible to make the operations of the stop switches 42 to 44 after recognizing the operation order of the stop switches 42 to 44, and the game can proceed smoothly.

[0264] An explanation of the processing for the push order notification in steps S610 to S619 will be given.

[0265] That is, in step S610, it is determined whether the lottery result of the current game is a winning of the push order bell. If it is a winning of the push order bell, in step S611, it is determined whether the AT mode flag is set. If the AT mode flag is set, in step S612, the instruction monitor 68 is controlled so that the push order notification corresponding to the first minor winning to the sixth minor winning is performed according to the type of the current push order bell. Then, in step S613, after executing the process of setting, as the output target to the display control device 81, the push order notification commands respectively set to include the information on the operation order corresponding to the first minor winning to the sixth minor winning, this processing for the push order notification is terminated. That is, in step S613, the process of setting any one of the push order notification commands for the first minor winning to the push order notification commands for the sixth minor winning is executed. In the display control device 81 that has received these push order notification commands, the auxiliary display unit 65 and the speaker 64 are controlled so that the push order notification effects corresponding to the first minor winning to the sixth minor winning are performed.

[0266] If the AT mode flag is not set in step S611, in step S614, the instruction monitor 68 is controlled so that the group notification of the push order bell (Fig. 34(c)) is performed. That is, in step S614, the instruction monitor 68 is controlled so that the notification indicating that it is a push order bell among the operation mode roles is performed. Then, the lottery result corresponding process is terminated.

[0267] If it is determined in step S610 that it is not a winning combination of push order bells, it is determined in step S615 whether it is a winning combination of special roles. If it is not a winning combination of special roles, the current lottery result corresponding process is terminated as it is. If it is a winning combination of special roles, it is determined in step S616 whether the AT mode flag is set.

[0268] If the AT mode flag is not set in step S616, in step S617, the instruction monitor 68 is controlled so that a special role notification (Fig. 34(c)) is performed. That is, in step S617, the instruction monitor 68 is controlled so that a notification indicating that it is a special role among the operation mode roles is performed. Then, the lottery result corresponding process is terminated.

[0269] If the AT mode flag is set in step S616, the process proceeds to step S618. In step S618, among the operation sequences corresponding to the winning of the first minor role to the sixth minor role, as a predetermined operation sequence, the instruction monitor 68 is controlled so that a push order notification corresponding to the winning of the sixth minor role is performed. Then, in step S619, after executing a process of setting, as an output target to the display control device 81, a push order notification command for the sixth minor role set to include information on the operation sequence corresponding to the winning of the sixth minor role, the current push order notification process is terminated. In the display control device 81 that has received this push order notification command, the auxiliary display unit 65 and the speaker 64 are controlled so that a push order notification effect corresponding to the winning of the first minor role to the sixth minor role is performed.

[0270] As described above, in this embodiment, if the game selected as the push order bell among the operation mode roles is in the AT mode, the instruction monitor 68 notifies the operation order of the stop switches 42 to 44 that enable the establishment of the first minor winning to the sixth minor winning, and a push order notification command including the information of the operation order is output to the display control device 81, and a push order notification effect by the auxiliary display unit 65 is performed. On the other hand, if the game selected as the push order bell is not in the AT mode, although the instruction monitor 68 notifies that it is the push order bell, the operation order of the stop switches 42 to 44 that enable the establishment of the first minor winning to the sixth minor winning is not notified, and the push order notification command including the information of the operation order is not output to the display control device 81 either. Therefore, the push order notification effect by the auxiliary display unit 65 is not performed.

[0271] Furthermore, in this embodiment, in the lottery result command setting process of step S311 in the lottery process (FIG. 19), information on which result (IV11 to 22) of the push order bell is selected in the game selected as the push order bell is not output to the display control device 81.

[0272] Specifically, as shown in the flowchart of FIG. 36(a), in step S1101, it is determined whether the current game is selected with an index value IV = 11 to 22 and whether it is selected as any of the push order bells. If it is not selected as the push order bell, in step S1102, after executing the process of setting the lottery result command corresponding to each winning result as the output target to the display control device 81, this lottery result command setting process is terminated. That is, in step S1102, for example, when the index value IV = 1 is selected, a lottery result command indicating the normal replay A is set, when the index value I = 8 is selected, a lottery result command indicating the cherry A is set, and when the index value IV = 27 is selected, a lottery result command indicating the special role is set.

[0273] On the other hand, if it is determined in step S1101 that any push order bell has been selected, after executing the process of setting, as an output target to the display control device 81, a lottery result command indicating the push order bell group in step S1103, this lottery result command setting process is terminated. The lottery result command indicating the push order bell group includes information that any push order bell has been selected, but does not include information on which push order bell has been selected, that is, for example, information that the forward push bell 1 has been selected (information that it has been selected at IV = 11) or information that the middle reverse push bell 2 has been selected (information that it has been selected at IV = 18), etc.

[0274] That is, as shown in FIG. 36(b), in this embodiment, the information that a push order bell has been selected is output to the display control device 81 as a lottery result command indicating the push order bell group regardless of whether it is in the AT mode. And during the AT mode, by outputting the push order notification commands for the first minor winning to the sixth minor winning together, the display control device 81 can execute the push order notification effect. On the other hand, when it is not in the AT mode, the push order notification commands for the first minor winning to the sixth minor winning are not output to the display control device 81, and as described above, only the lottery result command indicating the push order bell group is output. Therefore, on the display control device 81 side, it is not possible to grasp the operation order of the stop switches 42 to 44 that can establish the first minor winning to the sixth minor winning when a push order bell is selected even though it is not in the AT mode. By doing so, it is possible to prevent illegal acts such as illegally analyzing the commands output from the main control device 101 to the display control device 81 or the display control device 81 to enjoy the benefits of the AT mode (the benefit that it is possible to establish the first minor winning to the sixth minor winning when a push order bell is selected) even though it is not in the AT mode.

[0275] Moreover, in this embodiment, when a special role is selected during the AT mode, among the first minor role win to the sixth minor role win and the 33rd minor role win, the instruction monitor 68 executes the push order notification for the sixth minor role win, and outputs the push order notification command for the sixth minor role win. By doing so, during the AT mode, it is possible to establish the sixth minor role win among the first minor role win to the sixth minor role win, which has a larger number of payout sheets, instead of the 33rd minor role win, which has a smaller number of payout sheets, and it is possible to improve the advantage degree of the AT mode.

[0276] Not only that, among the first minor role win to the sixth minor role win on the side with a larger number of payout sheets, the instruction monitor 68 executes the push order notification for the sixth minor role win, which is a predetermined minor role (push order), and outputs the push order notification command for the sixth minor role win. By doing so, it becomes unnecessary to perform processes such as selecting which minor role win among the first minor role win to the sixth minor role win is to be established at the time of special role selection, and it becomes possible to significantly simplify the process.

[0277] Furthermore, as described above, if the special role selection is during the AT mode, the target of the additional draw in the AT additional process in the lottery result corresponding process is the additional draw probability at the time of this special role selection. The probability of winning the additional draw is higher than the probability of winning the additional draw at the time of the push order bell win. At the time of special role selection, the probability of winning the additional draw is 10%, while at the time of push order bell win, it is set not to win the additional draw. In this case, at the time of special role selection during the AT mode, the push order notification for the sixth minor role win among the push order notifications for the first minor role win to the sixth minor role win notified at the time of push order bell win is performed, and the push order notification command for the sixth minor role win among the push order notification commands for the first minor role win to the sixth minor role win output at the time of push order bell win is output. Therefore, it becomes possible to skillfully disguise the special role selection during the AT mode as the push order bell win, and it becomes possible to give the impression that the additional draw is being performed based on the push order bell win. As a result, it becomes possible to increase the attention at the time of push order bell win while not increasing the benefits (such as the probability of winning the additional draw) at the time of push order bell win too much.

[0278] <Prize Result Corresponding Process> Next, the prize result corresponding process implemented in step S415 in the reel control process will be described with reference to the flowchart of FIG. 37. In the prize result corresponding process, processing for starting or ending the AT mode is performed according to the game result of the game.

[0279] First, in step S1201, it is determined whether any one of the first BB state flag and the second BB state flag is set, and it is determined whether the game to be started this time is in any BB state. If it is not in the BB state, it is determined in step S1202 whether the bet number is 3. If it is in the BB state, it is determined in step S1203 whether the bet number is 2. That is, the processing from step S1201 to step S1203 is processing corresponding to the processing from step S601 to step S603 above, and is processing for determining whether it is a specific specified number defined in association with the game state. If it is not the specific specified number, the prize result corresponding process is terminated without performing the processing for the display mode (processing for the indicator) after step S1204.

[0280] If an affirmative determination is made in step S1202 or step S1203 and the bet number is the specific specified number, the process proceeds to step S1204. In step S1204, it is determined whether the AT mode flag is set. If the AT mode flag is not set, it is determined in step S1205 whether the AT mode winning flag is set. If neither the AT mode flag nor the AT mode winning flag is set and the situation is that the player has not won the AT mode transition lottery, the process proceeds to step S1206 and the processing for the stop-time AT lottery is executed.

[0281] <Processing for Stop-Time AT Lottery> The processing for the stop-time AT lottery in step S1206 will be described with reference to the flowchart of FIG. 38.

[0282] In step S1301, a process of grasping the lottery result of the current game is executed. In the subsequent step S1302, it is determined whether the lottery result of the current game is a special role. If it is a special role, in step S1303, it is determined whether the operation modes of the stop switches 42 to 44 of the current game are in the first operation mode.

[0283] As already explained, in a game in which a special role is won, when the stop switches 42 to 44 are operated in the first operation mode, a winning of the 33rd minor role is established, and when operated in the second operation mode, a winning of the 1st to 6th minor roles is established. In this case, the operation timing and operation order of each of the stop switches 42 to 44 may be temporarily stored in a register or the like, and a configuration may be adopted in which it is determined in step S1303 whether it is the first operation mode, or by grasping the winning result, it may be determined that it has been operated in the first operation mode because the winning of the 33rd minor role is established (none of the winnings of the 1st to 6th minor roles are established).

[0284] In particular, in the case of a special role, in a configuration in which the winning of the 33rd minor role cannot be established even in the first operation mode and a miss occurs, or in a configuration in which the winnings of the 1st to 6th minor roles cannot be established even in the second operation mode and a miss occurs, it is advisable to adopt a configuration in which the operation timing and operation order of each of the stop switches 42 to 44 are memorized and it is determined from that information which operation mode it is. Conversely, if the configuration is such that at least in the first operation mode, a miss of the winning of the 33rd minor role does not occur as in the present embodiment, it is advisable to determine that it has been operated in the first operation mode because the winning of the 33rd minor role is established, and also, when the winnings of the 1st to 6th minor roles are established and a special role is won, a configuration may be adopted in which it is determined that it is not the first operation mode but the second operation mode.

[0285] In step S1303, when it is determined that the operation was performed in the first operation mode during the selection of a special role, and when it is determined in step S1302 that the result is a lottery result other than a special role, the process of subtracting the ceiling counter is executed in steps S1304 to S1306, and then, the processes such as the AT mode transition lottery are executed in steps S1307 to S1323. On the other hand, in step S1303, when it is determined that the operation was performed in the second operation mode instead of the first operation mode during the selection of a special role, the process for the AT lottery at the stop is terminated as it is without performing the subtraction process of the ceiling counter or the AT mode transition lottery.

[0286] That is, as described above, when a special role is selected, by operating the stop switches 42 to 44 in the first operation mode, the winning of the 33rd minor role is established, and by operating the stop switches 42 to 44 in the second operation mode, the winning of the 1st minor role to the 6th minor role, where the number of medals paid out is larger than when winning the 33rd minor role, is established. In such a configuration, in the case of the first operation mode, the subtraction process of the ceiling counter and the AT mode transition lottery are executed, whereas in the case of the second operation mode, the subtraction process of the ceiling counter and the AT mode transition lottery are not executed. Also, in the process for the AT lottery at the start, the AT mode transition lottery or the CZ mode transition lottery based on the selection of a special role is not performed. Therefore, although the number of medals paid out is larger when operating in the second operation mode than in the first operation mode when a special role is selected, when operating in the second operation mode, the process related to the instruction function is executed in a more restricted manner than in the case of the first operation mode. In this way, the diversification of the game is achieved as a game property in which the player can select which benefits to enjoy.

[0287] In the process of subtracting the ceiling counter, the subtraction value lottery process is executed in step S1304. In the subtraction value lottery process, the ceiling subtraction value table is acquired from various table storage areas 105a, and based on the lottery result grasped in step S1301, the value to be subtracted from the ceiling counter in the current game is determined by lottery. As shown in FIG. 39, in the present embodiment, 1 to 100 is set as the subtraction value. In the lottery results other than special roles, basically 1 is likely to be selected including the losing results, and when a specific role as a so-called rare role is selected, a subtraction value larger than 1 may be subtracted from the ceiling counter. On the other hand, when a special role is selected, it is set so that the probability of selecting a subtraction value larger than 1 is higher than when a specific role is selected.

[0288] After executing the subtraction value lottery process in step S1304, a process of setting the subtraction value command as an output target to the display control device 81 is executed in step S1305. The subtraction value command includes information on the subtraction value of the current game. Thereafter, in step S1306, a process of subtracting the subtraction value lottery in step S1304 from the ceiling counter is executed. Incidentally, when the ceiling counter becomes 0, as described above, the AT mode winning flag is set in the AT lottery process at the start of the next game. In step S1306, when the current subtraction value is larger than the remaining number of the ceiling counter, the ceiling counter is set to 0 so as not to become a negative value. By doing so, it is possible to suppress the occurrence of an error caused by a negative value. However, when the current subtraction value is larger than the remaining number of the ceiling counter, it may be configured to cause an advantageous event for the player, and an advantageous event may be caused according to the difference between the remaining number and the subtraction value, or the type of the advantageous event may be made different. Advantageous events include, for example, adding on to the setting of the AT mode, making it easier to select the second AT mode which is advantageous as the type of the AT mode, generating a suggestive effect of the set value, or displaying a rare image.

[0289] After subtracting the ceiling counter in step S1306, the processes for AT mode lottery selection are executed in steps S1307 to S1311. That is, in step S1307, it is determined whether the CZ mode flag or the CZ mode winning flag is set. If neither flag is set, the process of obtaining the normal stop-time AT mode transition lottery table from the various table storage areas 105a is executed in step S1308. On the other hand, if the CZ mode flag or the CZ mode winning flag is set and it is in the CZ mode or the transition to the CZ mode is determined, the process of obtaining the CZ stop-time AT mode transition lottery table from the various table storage areas 105a is executed in step S1309.

[0290] As shown in FIG. 39, these normal stop-time AT mode transition lottery tables and CZ stop-time AT mode transition lottery tables are set so that an AT mode transition win can occur when it is a special role, while other lottery results are set so that an AT mode transition win does not occur. This is because in lottery results other than special roles, an AT mode transition lottery is performed in the start-time AT lottery process. By doing so, the payout rate is prevented from soaring due to duplicate transition lotteries at the start and stop times. Also, when comparing the normal stop-time AT mode transition lottery table and the CZ stop-time AT mode transition lottery table, similar to the start-time ones, the CZ one is set to be more likely to result in an AT mode transition win than the normal one.

[0291] The relationship between the appearance rate (winning probability) of each lottery result in the 3-bet game and the winning probability of the AT mode transition lottery based on the lottery result will be described with reference to FIG. 40.

[0292] As described above, in the start AT lottery process, the lower the appearance rate in each game, the higher the probability of winning the AT mode transition. For example, chance A that appears with a probability of about 1 / 164 has a 3% probability of winning the AT mode transition in the CZ mode, and chance B that appears with a probability of about 1 / 262 has a 5% probability of winning the AT mode transition in the CZ mode. In this case, in the CZ mode, the probability of winning the AT mode transition triggered by chance A is about 1 / 5460, and the probability of winning the AT mode transition triggered by chance B is about 1 / 5240. On the other hand, in the stop AT lottery process, when a special combination is selected with a probability of about 1 / 20, by operating in the first operation mode, there is a 1 / 40 probability of winning the AT mode transition. In the CZ mode, the probability of winning the AT mode transition triggered by a special combination is about 1 / 200.

[0293] That is, the ratio of the trigger for winning the AT mode transition being a special combination is set to be overwhelmingly higher than other results. Specifically, in the CZ mode, when triggered by a special combination, there is a 1 / 200 probability of winning the AT mode transition, and when triggered by other than a special combination, there is a 1 / 178 probability of winning the AT mode transition. In the CZ mode, about half of the cases will win the AT mode transition triggered by a special combination.

[0294] However, as described above, if the stop switches 42 to 44 are operated in the second operation mode instead of the first operation mode in the game where a special combination is selected, the AT mode transition lottery itself is not performed. Therefore, in terms of the game play aiming for winning the AT mode transition, it is more advantageous for the player to operate the stop switches 42 to 44 in the first operation mode even if the number of medal payouts is small when a special combination is selected.

[0295] After obtaining each transition lottery table, the AT mode transition lottery is executed in step S1310. Then, it is determined in step S1311 whether the AT mode transition has been won.

[0296] When the AT mode transition is selected, the processes for AT mode selection are executed in steps S1312 to S1315. If the AT mode transition is not selected, the processes for the CZ mode are executed in steps S1316 to S1319. Then, after the processes for the precursor mode are executed in steps S1320 to S1323, the AT lottery process at stop is terminated. The processes in steps S1312 to S1323 are the same as the processes in steps S809 to S820 in the AT lottery process at start.

[0297] In addition, also in the AT lottery process at stop, when the AT mode transition is selected or the CZ mode transition is selected, the number of precursor games is set and the precursor command is output. And when the AT mode transition is selected during the CZ mode, the number of precursor games is set to 0. In this case, in the process for the number of precursor games (step S1208) that is continuously executed following this AT lottery process at stop, the process for starting the AT mode from the next game is performed. That is, whether the AT mode transition is selected in the AT lottery process at start during the CZ mode or the AT mode transition is selected in the AT lottery process at stop, in the same way, the notification that the AT mode transition is selected in this game is given, and the AT mode will be started from the next game.

[0298] Return to the description of the winning result corresponding process (Figure 37).

[0299] If it is determined in step S1205 that the AT mode transition lottery has already been won, and after the AT lottery process at stop is executed in step S1206, the process proceeds to step S1207. In step S1207, it is determined whether the precursor flag is set. If the precursor flag is set, in step S1208, the process for the number of precursor games is executed, and then the winning result corresponding process is terminated.

[0300] On the one hand, if the precursor flag is not set in step S1207, it is determined whether the CZ mode flag is set in step S1209. If the CZ mode flag is set and it is in the CZ mode, then after executing the CZ game count processing in step S1210, the winning result corresponding processing is terminated. If a negative determination is made in step S1209, the winning result corresponding processing is terminated as it is.

[0301] If the AT mode flag is set in step S1204 and it is in the AT mode, then after executing the AT game count processing in step S1211, the winning result corresponding processing is terminated.

[0302] Hereinafter, the precursor game count processing, the CZ game count processing, and the AT game count processing will be described respectively.

[0303] <Precursor game count processing> In the precursor game count processing, as shown in FIG. 41, a process of decrementing the precursor counter by 1 is executed in step S1401. In the process of setting the precursor game count in the start-time AT lottery processing or the stop-time AT lottery processing, if the precursor game count is set to 0 (if 0 is input to the precursor counter), the precursor counter is not decremented in step S1401. Then, it is determined whether the precursor counter is 0 in step S1402. If it is not 0, the precursor mode corresponding processing is terminated as it is. If the precursor counter is 0, a process of clearing the precursor flag is executed in step S1403.

[0304] In the subsequent step S1404, it is determined whether the AT mode winning flag is set, thereby ascertaining whether the current precursor mode has shifted based on winning the AT mode transition lottery. If the AT mode winning flag is not set and the current precursor mode is based on winning the CZ mode transition lottery, the process proceeds to step S1405. In step S1405, a process of clearing the CZ mode winning flag is executed. Then, in step S1406, the CZ mode flag is set, and in step S1407, a process of inputting 10 as a predetermined number 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. After that, in step S1408, a process of setting the CZ start command as an output target to the display control device 81 is executed, and then the process for this precursor mode is terminated. The display control device 81 that receives the CZ start command controls so that the auxiliary display unit 65 and the speaker 64 notify of winning the CZ mode transition lottery and the start of the CZ mode.

[0305] In step S1404, if the AT mode winning flag is set and the current precursor mode is a precursor mode based on winning the AT mode transition lottery, in step S1409, a process of clearing the AT mode winning flag is executed. Then, in step S1410, a process of setting the AT mode flag in the various flag storage areas 106d is executed. In the subsequent step S1411, a continuation rate setting process is executed. As described above, the AT mode in this embodiment is a set management type AT mode with a predetermined number of games as one set, and the AT mode continues until it loses in the continuation lottery in a situation where there is no remaining set number (the situation where the AT set counter is 0). The continuation rate setting process in step S1411 is a process of setting the winning probability (continuation rate) of the continuation lottery.

[0306] In this embodiment, as shown in FIG. 42, the selection rates of a plurality of provided continuation rates (90%, 60%, 10%) are set to be different according to the set value set in the winning probability setting process. In step S1411, based on the set value, which continuation rate to select is determined by lottery. Specifically, basically, the higher the set value (the set value with a higher payout rate), the higher the continuation rate is likely to be selected. For example, the 60% continuation rate is selected with a 30% probability in setting 1, while it is selected with a 70% probability in setting 6. However, the 90% continuation rate is more likely to be selected in odd settings than in even settings, and the most likely set value to be selected is setting 5. When the 90% continuation rate is selected, a 90% flag is set in the various flag storage areas 106d. When the 60% continuation rate is selected, a 60% flag is set in the various flag storage areas 106d. When the 10% continuation rate is selected, a 10% flag is set in the various flag storage areas 106d. The information (90% flag, 60% flag, 10% flag) indicating these continuation rates is a flag that is cleared when the AT mode to be migrated this time ends. That is, once the continuation rate of the AT mode is set, until the AT mode ends, the continuation lottery for each set is performed at that continuation rate.

[0307] After executing the continuation rate setting process in step S1411, in step S1412, a process of inputting 18 to the AT game counter is executed. As described above, the AT game counter is a counter for the CPU 102 to grasp the number of games until one set of the AT mode ends, and it is a counter that is decremented by 1 each time one game is completed. When the AT game counter becomes 0 and the continuation condition is satisfied, 18, which is a predetermined number, is input to the AT game counter again. When the AT game counter becomes 0 and the continuation condition is not satisfied, the AT mode ends.

[0308] After that, in step S1412, a process of setting the AT start command as an output target to the display control device 81 is executed, and the process for the precursor mode is terminated. The display control device 81 that has received the AT start command controls the auxiliary display unit 65 and the speaker 64 to perform an effect corresponding to the start of the AT mode. In this case, the AT mode will be started from the next game after the game that ends this time.

[0309] <CZ game count processing> In the CZ game count processing, as shown in the flowchart of FIG. 43, in step S1501, a process of decrementing the CZ game counter by 1 is executed. In the subsequent step S1502, based on the processing result of step S1501, it is determined whether or not the CZ game counter has become 0. If the CZ game counter has not become 0, the CZ mode processing is terminated as it is.

[0310] If the CZ game counter has become 0, in step S1503, a process of clearing the CZ mode flag is executed. After that, in step S1504, a process of setting the CZ end command as an output target to the display control device 81 is executed, and then this CZ mode processing is terminated. The display control device 81 that has received the CZ end command controls the auxiliary display unit 65 and the speaker 64 to notify that the CZ mode has ended.

[0311] As already described, when winning the AT mode transition lottery during the CZ mode, the CZ mode ends at that time and the precursor mode is entered. Therefore, when the CZ mode ends by clearing the CZ mode flag in step S1503, it means that the AT mode transition lottery was not won during the CZ mode.

[0312] <AT game count processing> In the process for the number of AT games, as shown in the flowchart of FIG. 44, the process of decrementing the AT game counter by 1 is executed in step S1601. In the subsequent step S1602, it is determined whether the AT game counter has become 0 based on the processing result of step S1601. If the AT game counter has not become 0, the process for the AT mode is terminated as it is.

[0313] If the AT game counter has become 0, it is determined in step S1603 whether the continuation flag is set. If the continuation flag is set and the continuation condition is satisfied, the processes for shifting to the next set (steps S1604 to S1606) are executed. On the other hand, if the continuation flag is not set in step S1603, the processes for terminating the AT mode (steps S1607 to S1610) are executed.

[0314] If the continuation condition is satisfied in step S1603, the process of clearing the continuation flag is executed in step S1604. Then, the process of inputting 18 to the AT game counter is executed in step S1604, and after the process of setting the set update command as the output target to the display control device 81 is executed in step S1606, the process for this AT mode is terminated. The display control device 81 that has received the set update command executes the process for updating the effects of the auxiliary display unit 65 and the speaker 64 in response to the shift of the set in the AT mode.

[0315] On the other hand, when the continuation condition is not satisfied in step S1603, the AT mode flag is cleared in step S1607, and the process of clearing the information on the continuation rate (90% flag, 60% flag, 10% flag) is executed in step S1608. Then, the process of setting the AT mode end flag in the various flag storage areas 106d is executed in step S1609. After that, the process of setting the AT end command as the output target to the display control device 81 is executed in step S1610, and then this AT mode process ends. The AT mode end flag is a flag for ending the advantageous section when the AT mode ends. The display control device 81 that has received the AT mode end command controls the auxiliary display unit 65 and the speaker 64 so as to perform an effect corresponding to the end of the AT mode.

[0316] <Management of Advantageous Section> Next, the first interval display process and the second interval display process for controlling the eighth display segment N8 as the interval display device, shifting to the advantageous section, or ending the advantageous section will be described.

[0317] <First Interval Display Process> First, the first interval display process will be described with reference to FIG. 45. The first interval display process is a process performed in step S314 in the lottery process (FIG. 19). Based on the operation of the start lever 41, the lottery result of the game is determined, and it is performed after the lottery for shifting the display mode (lottery result corresponding process) and the like based on the lottery result.

[0318] In step S1701, it is determined whether the eighth display segment N8 as the interval display device is being displayed, or more specifically, whether the eighth display segment N8 is lit. As already described, when the eighth display segment N8 is lit, it indicates a specific section in the advantageous section where at least the notification condition for the pushing order notification can occur. If a negative determination is made in step S1701 and it is determined that the eighth display segment N8 is off, the process proceeds to step S1702.

[0319] In step S1702, it is determined whether a favorable interval winning game flag is set in the various flag storage areas 106d. The favorable interval winning game flag is a flag that is set when winning the favorable interval transition lottery in the favorable interval transition lottery process, and it is a flag for the CPU 102 to identify that it is the winning game. When the favorable interval winning game flag is set, the process of clearing the favorable interval winning game flag is executed in step S1703. Then, the process of setting the favorable interval flag is executed in step S1704.

[0320] In step S1705, the number of games in the favorable interval is counted. More specifically, the process of starting the measurement of the favorable interval game number AG in the various counter areas 106e is performed. The favorable interval game number AG corresponds to a grasping means for grasping the number of executed games in the favorable interval. Then, in step S1706, the process at the time of favorable interval transition is executed. The process at the time of favorable interval transition is a process of setting the state and favorability of the favorable interval to be transitioned this time. Specifically, in the process at the time of favorable interval transition, the above ceiling counter is set by lottery or the like, and after the favorable interval transition, the setting of the ceiling game number that allows the transition to the AT mode without winning the AT mode transition lottery is performed. The lottery of the ceiling counter may be performed, for example, using the set value, the lottery result of the game, etc. It is preferable that a higher setting makes it easier to select a shorter ceiling game number, or that an even setting makes it easier to select a shorter ceiling game number than an odd setting, or that a result that is less likely to win as the lottery result of the current game makes it easier to select a shorter ceiling game number. Then, it is preferable to input a value corresponding to the ceiling game number determined by the lottery into the ceiling counter. For example, an effect suggesting the ceiling game number may be performed on the auxiliary display unit 65 and the speaker 64 by outputting a ceiling command including information corresponding to the ceiling counter to the display control device 81.

[0321] Incidentally, in the present embodiment, the maximum number of ceiling games is set to 700. That is, after shifting to the advantageous section, normally, by playing at least 700 games, the ceiling counter becomes 0, and the AT mode winning flag is set.

[0322] However, as described above, if each game is not played with a specific prescribed number of bets, the ceiling counter is not subtracted. Also, when the stop switches 42 to 44 are operated in the second operation mode instead of the first operation mode during the winning of a special combination, the ceiling counter is not subtracted. Therefore, even when the actual number of games played exceeds 700 games, there may be a case where the ceiling counter does not become 0 and the AT mode winning flag is not set. Further, the subtraction value of the ceiling counter may be a value greater than 1 in each game, and the ceiling counter may become 0 before digesting the number of games corresponding to the value of the ceiling counter set at the time of shifting to the advantageous section.

[0323] In the first interval display process, after executing the process at the time of shifting to the advantageous section in step S1706, in step S1707, the display of the interval display device is started by lighting the eighth display segment N8.

[0324] When it is determined in step S1701 that the eighth display segment N8 as the interval display device is being displayed, in step S1708, a process of continuing the display during the advantageous section is executed. Specifically, for step S1708, a process for continuing the state where the eighth display segment N8 is in the lit state is performed. That is, the process for ending the display of the interval display device is not performed in this first interval display process.

[0325] If it is determined in step S1702 that the advantageous section winning game flag is not set, after executing the display start process in step S1707 or after executing the display continuation process in step S1708, it is determined in step S1709 whether the AT mode flag is set. If it is determined in step S1709 that none of the AT mode flags are set, in step S1710, a process of adding 1 to the ratio first counter provided in the various counter area 106e is executed. The ratio first counter is a counter for counting the number of games in which the push order notification does not occur, that is, the number of games in the normal section and the non-specific section.

[0326] On the other hand, if it is determined in step S1709 that any of the AT mode flags are set, in step S1711, a process of adding 1 to the ratio second counter provided in the various counter area 106e is executed. The ratio second counter is a counter for counting the number of games in which the push order notification can occur, that is, the number of games in the specific section.

[0327] After executing the process of step S1710 or step S1711, the ratio calculation process is executed in step S1712. In such a process, a process of dividing the value of the ratio second counter by the added value (total number of games) of the ratio first counter and the ratio second counter is performed. That is, the ratio calculation process is a process of calculating the ratio of the number of games in which the push order notification can occur out of the total number of games. Then, in step S1713, a process for causing the calculation result of the operation process in step S1712 to be displayed on the ratio monitor 77 is executed.

[0328] As shown in FIG. 5, the ratio monitor 77 has a plurality of 7-segment display units each consisting 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.

[0329] In step S1713, the result of the arithmetic processing in step S1712 is output to the ratio monitor 77, and the display control of each display unit 77a to 77e in the ratio monitor 77 is performed so that a four-digit number is displayed on the ratio monitor 77. Specifically, as the ratio of the number of games in which the order-of-push notification can occur out of the total number of games, a number smaller than 1, such as "0.5012", with four digits after the decimal point is displayed on the ratio monitor 77. After executing the process of step S1713, the first interval display process ends.

[0330] 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 S1712. 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" on the first display unit 77a by printing or the like. 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.

[0331] <Second Interval Display Process> Next, the second interval display process will be described with reference to the flowchart of FIG. 46. As already described, the second interval display process is a process executed in step S416 of the reel control process. When a game ends, it is executed after medal payout (payout determination process) and transition of the game state based on the winning result (winning result corresponding process) are performed.

[0332] In step S1801, it is determined whether the advantageous interval flag is set. If it is not set, the second interval display process is terminated as it is. If the advantageous interval flag is set, in step S1802, a process of counting the number of games in the advantageous interval is executed. Specifically, a process of adding 1 to the above-mentioned advantageous interval game count AG is performed. In the subsequent step S1803, an update process of the advantageous interval increase / decrease number MY (MY counter) provided in the various counter areas 106e is executed.

[0333] In the MY update process of step S1803, on the condition that the game result of the current game is not any of the replay wins, the number of inserted coins (bet number) is subtracted from the payout number, and the subtraction result is added to the advantageous interval increase / decrease number MY, thereby updating the advantageous interval increase / decrease number MY.

[0334] After executing the MY update process in step S1803, in step S1804, the remaining game count management process is executed, and in the subsequent step S1805, the remaining number management process is executed. The remaining game count management process is a process for managing whether or not the advantageous section has reached the upper limit number of games (1500 games) with the current remaining number of games based on the remaining number of games in the AT mode and the like. In the remaining game count management process, for example, it is determined whether or not the sum of the advantageous section game count AG (the consumed game count in the advantageous section) and the AT game counter (the remaining number of games in the AT mode) is more than the upper limit number of games in the advantageous section. And if such a situation occurs, as a flag for specifying the situation, the first excess flag is set in the various flag storage areas 106d, and the first excess command including the information that the first excess flag has been set is set as the output target to the display control device 81. Also, the remaining number management process is a process for managing whether or not the advantageous section has reached the upper limit increase number (2400 sheets) with the current remaining number of games based on the remaining number of games in the AT mode and the like. In the remaining payout number management process, for example, it is determined whether or not the sum of the expected increase number calculated from the AT game counter and the average increase number per game during the AT mode and the current advantageous section increase / decrease number MY is more than the increase / decrease number in the advantageous section. And if such a situation occurs, as a flag for specifying the situation, the second excess flag is set in the various flag storage areas 106d, and the second excess command including the information that the second excess flag has been set is set as the output target to the display control device 81.

[0335] After executing the remaining game count management process and the remaining number management process, at step S1806, it is determined whether the advantageous interval game count AG has reached the upper limit game count of 1500, or whether the advantageous interval increase / decrease count MY has become 2400 or more, which is the upper limit increase count. If either of these forced end conditions is satisfied, at step S1807, the advantageous interval game count AG and the advantageous interval increase / decrease count MY are cleared to 0. In the subsequent step S1808, a process is performed to end the display of the eighth display segment N8 as the interval display. Then, at step S1809, after executing a process to initialize parameters and information such as various flags and counters during the advantageous interval, this second interval display process is ended.

[0336] Regarding the initialization process of the advantageous interval information in step S1809, specifically, a process is executed to reset the flags and counters set at the time of transition to the current advantageous interval, and the flags and counters set during the current advantageous interval to their initial values. For example, if the advantageous interval flag and various AT mode flags are not cleared and are set, these flags are cleared. Further, if the advantageous interval game count AG, the advantageous interval increase / decrease count MY, the counter for the continuous game count in the AT mode, the AT preparation counter, etc. are greater than 0, all these counters are reset to 0. That is, in this initialization process of the advantageous interval information, regarding the advantageous interval as an advantageous state using the push order notification, all variables or parameters affecting the performance related to the push order notification are initialized, and it is a process to perform RAM clearing for such variables or parameters.

[0337] If it is determined at step S1806 that the advantageous interval game count AG has not reached the upper limit value and the advantageous interval increase / decrease count MY has not reached the upper limit increase count, the process proceeds to step S1810, and it is determined whether the AT mode end flag is set. If the AT mode end flag is set, the process proceeds to step S1807, and a process for ending the advantageous interval is executed. If the AT mode end flag is not set, the process for ending the advantageous interval is executed as it is.

[0338] <Production setting process> The production setting process executed by the CPU 181 of the control device 81 will be described based on the flowchart of FIG. 47. The production setting process is a process that is started by the CPU 181 at a predetermined cycle (for example, a 2 msec cycle).

[0339] In the production setting process, first, in step S1901, it is determined whether a new command has been received from the main control device 101. If a new command has been received, then in step S1902, a process of storing the received command in the RAM 183 is executed. The RAM 183 is provided with a command storage area, and the command storage area is configured as a ring buffer that can store a plurality of commands individually and can read out the previously stored commands.

[0340] If a negative determination is made in step S1901, or after the process of step S1902 is executed, then in step S1903, it is determined whether the newly received command is a bet-time command. The bet-time command is a command output from the main control device 101 based on the fact that a bet operation has been performed, and is a bet command set in step S206 of the normal process, etc. If it is a bet-time command, then in step S1904, a bet-time production setting process for performing production setting based on the current bet operation is executed.

[0341] If a negative determination is made in step S1903, or after the process of step S1904 is executed, then in step S1905, it is determined whether the newly received command is a start-time command. The start-time command is a command output from the main control device 101 based on the fact that the start lever 41 has been operated, and in addition to the lottery result command set in step S311 of the lottery process, there are also a precursor command, a continuation command, a set topping-up command, a push order notification command, etc. set in the lottery result corresponding process (FIG. 27), etc. If it is one of these start-time commands, then in step S1906, a start-time production setting process is executed.

[0342] If a negative determination is made in step S1905, or after the process of step S1906 is executed, in step S1907, it is determined whether the newly received command is a command at each stop operation. The command at each stop operation is a command output from the main control device 101 based on the fact that each stop operation of each of the reels 32L, 32M, and 32R has been performed, and is a stop command set in step S406 of the reel control process (FIG. 22). If it is the stop command as such a command at each stop operation, in step S1908, each stop operation effect setting process for performing the effect setting based on the current stop operation is executed.

[0343] If a negative determination is made in step S1907, or after the process of step S1908 is executed, in step S1909, it is determined whether the newly received command is a command at the time of full stop. The command at the time of full stop is a command output from the main control device 101 based on the fact that all the reels 32L, 32M, and 32R have stopped. In addition to the winning result command set in step S419 of the reel control process (FIG. 22), there are a first BB start command, a second BB start command, a first BB end command, a second BB end command, a precursor command, a CZ start command, an AT start command, a CZ end command, a set update command, an AT end command, etc. set in the bonus state process (FIG. 24), the winning result corresponding process (FIG. 36), etc. If it is one of these commands at the time of full stop, in step S1910, the full stop effect setting process is executed.

[0344] If a negative determination is made in step S1909, or after the process of step S1910 is executed, in step S1911, other processes are executed and then the effect setting process ends. In step S1911, the auxiliary display unit 65, the speaker 64, etc. are controlled so that various effects set in each of the above effect setting processes are executed at corresponding timings. Also, in step S1911, settings for effects based on commands from the main control device 101 other than at the time of betting, start, and stop (for example, effects based on the operation of the settlement switch 59, etc.), settings for effects based on signals from sensors (such as effect switch detection sensors) connected without going through the main control device 101, settings for error notification, etc. are performed.

[0345] Hereinafter, the start-time effect setting process and the full-stop effect setting process will be described.

[0346] <Start-time effect setting process> The start-time effect setting process in step S1906 will be described based on the flowchart of FIG. 48.

[0347] In step S2001, it is determined whether the received lottery result command is a lottery result command indicating a press-order bell group. As already described, in the lottery result command setting process (FIG. 36(a)) in the present embodiment, when it is any one of the press-order bells, the configuration is such that a lottery result command indicating a press-order bell group is output instead of a lottery result command indicating an individual result. If a lottery result command indicating a press-order bell group is received in step S2001 and it is a game in which any one of the press-order bells has won, the process proceeds to step S2002.

[0348] In step S2002, it is determined whether any push order notification command has been received. As already explained, when any push order bell is won during the AT mode, a push order notification command corresponding to the operation order for establishing the first minor winning to the sixth minor winning is output according to the type of the won push order bell (see Fig. 36(b)). If any push order notification command has been received, in step S2003, settings are executed to perform the corresponding push order notification effect on the auxiliary display unit 65 and the speaker 64.

[0349] If it is determined in step S2001 that the lottery result command indicating the push order bell group has not been received, in step S2004, it is determined whether a lottery result command indicating a special winning has been received. If an affirmative determination is made in step S2004 and the lottery result of the current game is a special winning, in step S2005, it is determined whether a push order notification command has been received. As already explained, in a game where a special winning is achieved during the AT mode, a push order notification command corresponding to the operation order for establishing the sixth minor winning among the first minor winning to the sixth minor winning is output (see Fig. 36(b)). If a push order notification command has been received, the process proceeds to step S2003, and settings are executed to perform the push order notification effect for the sixth minor winning on the auxiliary display unit 65 and the speaker 64.

[0350] If it is determined in step S2004 that the lottery result command indicating a special role has not been received, it is determined in step S2006 whether a lottery result command indicating any specific role has been received. As already explained, the specific role is a lottery result that is difficult to appear (difficult to win) as the lottery result of each game, and is a so-called rare role. In this embodiment, chance eyes A to C, cherry A to C, and watermelon are set as specific roles. As shown in FIG. 30, in the AT mode transition lottery in the start-time AT lottery process triggered by these lottery results, the probability of winning the AT mode transition is set to be higher than that of other lottery results. Also, in the AT mode bonus lottery, if these specific roles are won, the player can win the bonus lottery, while if a normal role such as normal repl A is won, the player cannot win the bonus lottery. If the lottery result of this game is a win of a specific role, in step S2007, a process of setting a specific role notification effect is executed. In the process of setting the specific role notification effect, settings are executed so that the specific role notification that the lottery result of this game is one of the above specific roles is performed on the auxiliary display unit 65 and the speaker 64. As the specific role notification, for example, an effect is set in which three surprise mark characters are displayed on the auxiliary display unit 65 corresponding to the three provided stop switches 42 to 44.

[0351] If a negative determination is made in step S2002, step S2005, or step S2006, or after the processes of step S2003 or step S2007 are executed, the process proceeds to step S2008. In step S2008, a start-time precursor effect setting process is executed. In the start-time precursor effect setting process, based on the precursor command output and set in the start-time AT lottery process in the main control device 101, a process of setting the precursor mode is executed, and a process of setting the precursor effect of each game during the precursor mode is executed. Such a start-time precursor effect setting process will be described in detail later.

[0352] In the subsequent step S2009, it is determined whether the sub-side CZ flag is set in the various flag storage areas 183a. The sub-side CZ flag is a flag for the CPU 181 to recognize that it is in the CZ mode. If the sub-side CZ flag is set, the start CZ production setting process is executed in step S2010. In the start CZ production setting process, a process of setting the production of the game to be started is executed according to the lottery results of each game during the CZ mode. Such a start CZ production setting process will also be described in detail later.

[0353] If a negative determination is made in step S2009, or after the process of step S2010 is executed, the AT production setting process is executed in step S2010. In the AT production setting process, in the set management type AT mode with 18 games as a set as a predetermined number, for example, when the friendly character and the enemy character confront each other and the set continuation condition is satisfied, the friendly character wins, and if the continuation condition is not satisfied, the friendly character loses and the enemy character wins. A process of setting such a battle production as the production during one set is executed. In this case, for example, in each of the first 10 games of one set of games, a confrontation production in which the friendly character and the enemy character confront each other is set, and in each of the last 8 games of one set of games, a process of setting a battle production in which the friendly character and the enemy character confront each other is executed.

[0354] After the AT production setting process is executed in step S2011, other start production setting processes are executed in step S2012, and then this start production setting process ends. In step S2012, for example, a production suggesting the lottery result is set in response to the start of the game, or a process such as turning off the lamps around the start lever 41 to notify that the operation has been received is executed.

[0355] <All-stop production setting process> Next, the all-stop performance setting process in step S1910 of the performance setting process (Fig. 47) will be described with reference to the flowchart of Fig. 49. As already described, the all-stop performance setting process is a process for performing performance setting when the newly received command is an all-stop command such as a winning result command, a first BB start command, a second BB start command, a first BB end command, a second BB end command, a precursor command, a CZ start command, an AT start command, a CZ end command, a set update command, an AT end command, etc.

[0356] In step S2101, it is determined whether a CZ start command has been received. If a CZ start command has been received, in step S2102, a process of setting the sub-side CZ flag in the various flag storage areas 183a is executed, and in step S2103, a performance setting process for performing a CZ start performance as the performance at the time of betting in the next game on the auxiliary display unit 65 and the speaker 64 is executed. The CZ start performance is, for example, as shown in Fig. 50(a), that the CZ mode is started from the current game, and the remaining number of games (10) in the CZ mode is displayed on the auxiliary display unit 65. That is, when a CZ start command is received as the stop command, after the game ends, based on the betting operation in the next game, the CZ start performance is executed. By setting the sub-side CZ flag in step S2102, an affirmative determination is made in step S2009 in the start performance setting process for the next game, and the start-time CZ performance setting process is performed.

[0357] If a negative determination is made in step S2101, in step S2104, it is determined whether the above-mentioned sub-side CZ flag has already been set. If it has already been set and the game to be ended this time is a game in the CZ mode, in step S2105, a stop-time CZ performance setting process is executed. The stop-time CZ performance setting process is a process for correcting or the like the performance in the CZ mode set in the above-mentioned start-time CZ performance setting process at the end of the game when the game starts. Such a stop-time CZ performance setting process will be described in detail later.

[0358] If a negative determination is made in step S2104, it is determined whether an AT start command has been received in step S2106. If an AT start command has been received, a process of setting the sub-side AT flag in the various flag storage areas 183a is executed in step S2107, and an AT start process is executed in the subsequent step S2108. In the AT start process, for example, a process of inputting the number of games in the set to start into the game number counter for grasping the number of completed games in each set of the AT mode is executed, or a process of inputting 1 into the set counter for grasping the continuation number of sets is executed, or as an effect at the time of betting in the next game, a process for performing an AT start effect on the auxiliary display unit 65 and the speaker 64 is executed. The AT start effect is set such that, for example, as shown in Fig. 51(a), a display indicating that the AT mode has started (character display such as "AT START") is performed. That is, when an AT start command is received as the stop command, after the game ends, an AT start effect is executed based on the betting operation in the next game. In the AT start effect, for example, the background and sound effects may be set to vary according to the continuation rate so as to suggest the continuation rate of the AT mode to start.

[0359] If a negative determination is made in step S2106, it is determined whether an AT end command has been received in step S2109. If an AT end command has been received, a process of clearing the sub-side AT flag is executed in step S2110, and an effect setting process for performing an AT end effect on the auxiliary display unit 65 and the speaker 64 is executed in step S2111. The AT end effect is set such that, for example, as shown in Fig. 51(b), a display indicating that the AT mode has ended (character display such as "See you later") is performed, along with an effect for notifying the number of continued sets and the number of medals obtained in the current AT mode.

[0360] If a negative determination is made in step S2109, it is determined whether a set update command is received in step S2112. If a set update command has been received and one set in the AT mode has ended and the process is to shift to the next set, the set update process is executed in step S2113. In the set update process, a process of clearing information regarding the presence or absence of the continuation condition of the previous set at the start of the current set is executed, or a process of inputting the number of games in the current set into the above game number counter is executed.

[0361] If a negative determination is made in step S2112, the pre-stop effect setting process is executed in step S2114. As already described, in the present embodiment, the AT mode transition lottery and the CZ mode transition lottery are executed not only at the start of the game but also at the end, and a premonition command can be output based on the result. The pre-stop effect setting process is a process of setting various effects in the premonition mode based on the premonition command output at the end of the game. Such a pre-stop premonition mode setting process will be described in detail later.

[0362] After the processes of step S2103, step S2105, step S2108, step S2111, step S2113, or step S2114 are executed, the game number management process is executed in step S2115. The game number management process is a process of managing the number of games from the transition to the advantageous section until the ceiling until the AT mode transition is won, and setting the effect when the ceiling is reached. Such a process related to the number of games will be described in detail later.

[0363] After executing the process of step S2115, other all-stop performance setting processes are executed in step S2116, and then this all-stop performance setting process ends. In step S2116, processes are performed to carry out performances corresponding to various commands output when BB starts and ends, 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, and control is performed so that a sound effect corresponding to the automatic bet during replay is emitted from the speaker 64.

[0364] <Overview of CZ Performance> Prior to the description of the start-time CZ performance setting process and the stop-time CZ performance setting process, the overview of the performance of each game during the CZ mode in this embodiment will be described with reference to FIG. 54 and the like.

[0365] As already described, in the CZ mode in this embodiment, it is set to be easier to win the AT mode transition lottery than in the normal mode. When winning the AT mode transition lottery during the CZ mode, the number of precursor games is set to 0 games, and notification of winning the AT mode transition in that game is given, and the AT mode is started from the next game. That is, in this embodiment, a complete notification type of notification mode is adopted in which the result of the AT mode transition lottery is notified within that game in each game during the CZ mode. By doing so, the flow of the game from the CZ mode to the AT mode can be made smoother, and the degree of attention of each game during the CZ mode can be suitably increased.

[0366] As specific effects of each game in the CZ mode, in the present embodiment, a plurality of variable regions for numerical characters are provided in the auxiliary display unit 65, and it is configured to notify that the numerical characters stopped in the plurality of variable regions have won the AT mode transition lottery when they form a predetermined combination. In the present embodiment, the case where the same numerical character stops to form a pair is set as a predetermined combination. For example, as shown in FIGS. 54(a1) to 54(c1), as variable regions for numerical characters in the auxiliary display unit 65, a left variable region SP1, a middle variable region SP2, and a right variable region SP3 are set in order from the left, and numerical characters from 1 to 9 are set as the numerical characters to be displayed in these variable regions SP1 to SP3. Then, when each game starts, the numerical characters in these variable regions SP1 to SP3 are variably displayed, for example, in the vertical direction, and each time the stop switches 42 to 44 are operated, the numerical characters are stopped in order from the left. FIG. 54(a1) shows a state where the left stop switch 42 is operated and the numerical character has stopped in the left variable region SP1, FIG. 54(b1) shows a state where the middle stop switch 43 is operated and the numerical character has stopped in the middle variable region SP2, and FIG. 54(c1) shows a state where the right stop switch 44 is operated and the numerical character has stopped in the right variable region SP3. In this case, in FIG. 54, although the characters of the same number "1" have stopped in the left variable region SP1 and the middle variable region SP2, a character of "4", which is different from the numbers on the left and in the middle, has stopped in the right variable region SP3, indicating that a predetermined combination has not been formed. That is, it is notified that the AT mode transition lottery has not been won.

[0367] Here, the stop switches 42 to 44 are provided so as to be displaceable from an initial position arranged on the front side of the slot machine 10 to an operation position arranged on the back side. And the stop switches 42 to 44 are biased by a spring or the like as biasing means toward the initial position from the operation position, and are arranged at the initial position before the operation. By pressing the stop switches 42 to 44 arranged at the initial position toward the operation position and applying a force exceeding the biasing force of the biasing means to the back side, the stop switches 42 to 44 are displaced toward the operation position. And when the hand or the like is released from the stop switches 42 to 44, they return to the initial position by the biasing force of the above biasing means.

[0368] The detection signals from the stop detection sensors 42a to 44a to the main control device 101 change from the OFF state to the ON state when the stop switches 42 to 44 are displaced from the initial position to the operation position, and change from the ON state to the OFF state when the stop switches 42 to 44 are displaced from the operation position to the initial position. The main control device 101 can grasp that the stop switches 42 to 44 are displaced from the initial position toward the operation position by grasping that the detection signals from the stop switches 42 to 44 rise from the OFF state to the ON state, and can grasp that the stop switches 42 to 44 are displaced from the operation position toward the initial position by grasping that the detection signals from the stop switches 42 to 44 fall from the ON state to the OFF state.

[0369] In the following description, operating the stop switches 42 to 44 from the initial position toward the operation position is also referred to as a stop ON operation, and operating the stop switches 42 to 44 from the operation position toward the initial position (releasing the hand or the like) is also referred to as a stop OFF operation. Also, among the stop switches 42 to 44, the first stop ON operation is called the first stop ON operation, the first stop OFF operation is called the first stop OFF operation, the second stop ON operation is called the second stop ON operation, the second stop OFF operation is called the second stop OFF operation, the third stop ON operation is called the third stop ON operation, and the third stop OFF operation is called the third stop OFF operation, respectively.

[0370] In the effect during the CZ mode, the stop of the numeric characters in each of the above variable regions SP1 to SP3 is executed based on the stop ON operation among the operations of the stop switches 42 to 44. That is, as shown in FIG. 54(a2), by performing a stop ON operation on the left stop switch 42, the numeric character stops in the left variable region SP1. As shown in FIG. 54(b2), by performing a stop ON operation on the middle stop switch 43, the numeric character stops in the middle variable region SP2. As shown in FIG. 54(c2), by performing a stop ON operation on the right stop switch 44, the numeric character stops in the right variable region SP3.

[0371] Note that, it is configured such that the numeric character stops in the left variable region SP1 during the first stop ON operation, the numeric character stops in the middle variable region SP2 during the second stop ON operation, and the numeric character stops in the right variable region SP3 during the third stop ON operation, and the variable regions SP1 to SP3 where the numeric character stops are associated one-to-one with the stop order of the stop switches 42 to 44. However, it may also be configured such that the variable regions SP1 to SP3 where the numeric character stops are associated one-to-one with each of the stop switches 42 to 44. Specifically, for example, when the middle stop switch 43 is operated as the first stop ON operation, the numeric character stops in the middle variable region SP2. When the right stop switch 44 is operated as the second stop ON operation, the numeric character stops in the right variable region SP3. When the left stop switch 42 is operated as the third stop ON operation, it may be configured such that the numeric character stops in the left variable region SP1.

[0372] <Initial CZ effect setting process> Regarding the initial CZ effect setting process in step S2010 of the initial effect setting process (FIG. 48), it will be described with reference to the flowchart of FIG. 52.

[0373] In step S2201, it is determined whether the sub - side CZ flag is set. If the sub - side CZ flag is not set, the current start - time CZ production setting process is terminated as it is. If the sub - side CZ flag is set, in step S2202, an update process for the CZ game number display is executed. Note that although the number of games in the CZ mode is managed in the stop - time CZ production setting process, the display of the remaining number of games in the CZ mode on the auxiliary display unit 65 (refer to the remaining game number image GP in FIG. 54) is configured to be updated at the start of the game. In step S2202, according to the remaining number of games in the CZ mode, the corresponding remaining game number image GP is read from the storage area of the ROM182, and the auxiliary display unit 65 is controlled so that the updated remaining game number image GP is displayed.

[0374] After executing the update process for the CZ game number display, in step S2203, it is determined whether a lottery result command indicating a specific role is received as the start - time command for the current game. If a lottery result command indicating a specific role is received, in step S2204, as the production during the CZ mode of the current game, a tenpai production (FIG. 55(a)) is set so that the character of the number to be stopped at the first stop ON operation and the character of the number to be stopped at the second stop ON operation are the same character. By performing the tenpai production, it becomes possible to enhance the sense of expectation for the formation of a predetermined combination corresponding to the winning of the AT - mode transition as described above.

[0375] On the other hand, if it is determined in step S2203 that the lottery result command indicating a special role has not been received, the process proceeds to step S2205 to determine whether the lottery result command indicating a special role has been received. If the lottery result command indicating a special role has not been received and the lottery result of this game is neither a special role nor a specific role, in step S2206, it is determined whether a precursor command has been received as the start command of this game. As already explained, in the start-time AT lottery process, when winning the AT mode transition lottery or the CZ mode transition lottery, the precursor command is set to be output. When receiving the precursor command during the CZ mode, it means winning the AT mode transition lottery of this game. Also, when winning the AT mode transition lottery during the CZ mode, since the number of precursor games is set to 0 games, the AT mode starts from the next game of this game.

[0376] If the precursor command is received in step S2206, the process proceeds to step S2204, and the production is set so that the above-mentioned tempai production is performed by the first stop ON operation and the second stop ON operation. On the other hand, if the precursor command has not been received, the process proceeds to step S2207 to execute the normal tempai production lottery process. In the normal tempai production lottery process, for example, regardless of the lottery result of this game, a lottery is conducted so that the tempai production occurs with a probability of about 5%. Then, in step S2208, it is determined whether the lottery for the above-mentioned tempai production has been won. If it has been won, the process proceeds to step S2204 to perform the tempai production.

[0377] On the other hand, if it is determined in step S2208 that the lottery for the tempai production has not been won, in step S2209, a scattered display (Fig. 55(b)) is set to be performed, in which the numerical characters to be stopped at the time of the first stop ON operation and the numerical characters to be stopped at the time of the second stop ON operation are made different. By performing the scattered display, it is possible to reduce the expectation for the formation of a predetermined combination corresponding to winning the AT mode transition as described above.

[0378] In step S2204, after setting so that a tempai effect is performed in the first stop ON operation and the second stop ON operation, it is determined in step S2210 whether a precursor command has been received. If a precursor command has been received and the result of the AT mode transition lottery for the current game is a winning result, then in step S2211, it is determined by lottery whether to generate a bomb effect based on the third stop ON operation for the current game.

[0379] As shown in FIG. 57(a), the bomb effect is an effect in which a numerical character is stopped in the right variation region SP3 as the third stop ON-time effect and a bomb character (bomb image BP) is displayed. In the bomb effect, thereafter, after the third stop OFF operation is performed, as shown in FIG. 57(b), an explosion effect in which an explosion image EP in which the bomb image BP explodes is displayed is executed, or as shown in FIG. 59(a), a non-explosion effect in which a non-explosion image NP in which the bomb image BP does not explode is displayed is executed. When the bomb effect switches to the explosion effect, as shown in FIG. 58(a), it switches from a state in which a predetermined combination is not formed in each of the variation regions SP1 to SP3 to a state in which a predetermined combination is formed, and a notification of winning the AT mode transition lottery is made, and as shown in FIG. 58(b), an AT winning effect is performed. On the other hand, when the bomb effect executes the non-explosion effect, as shown in FIG. 59(b), the state in which a predetermined combination is not formed in each of the variation regions SP1 to SP3 is maintained, and a miss redisplay effect is performed as a notification of not winning the AT mode transition lottery.

[0380] Here, the bomb image BP is set to be displayed in an area that does not overlap with the characters of the numbers in the right variation area SP3. Specifically, it is displayed in front of the characters of the numbers in the middle variation area SP2 and overlaps with the characters of the numbers, while not overlapping with the characters of the numbers in the right variation area SP3 and also not overlapping with the characters of the numbers in the left variation area SP1. By doing so, when the bomb image BP is displayed, it is possible to preferably avoid the situation where it becomes difficult or impossible to recognize the characters of the numbers in the right variation area SP3 that are stopped during the third stop ON operation.

[0381] On the other hand, the explosion image EP (Fig. 57(b)) is displayed in front of the characters of the numbers stopped in each variation area SP1 to SP3 and overlaps with these characters of the numbers. More specifically, in this embodiment, the explosion image EP is set to be displayed to such an extent that the characters of the numbers cannot be visually recognized. By doing so, when the characters of the numbers are in a state where a predetermined combination is formed after the explosion, it is possible to make it less likely to give a sense of discomfort.

[0382] In the winning bomb effect lottery process of step S2211, it is determined whether to generate a bomb effect according to the lottery result of the game. In this embodiment, for example, the lottery triggered by chance eye A among specific roles is more likely to generate a bomb effect than the lottery triggered by chance eye C, so that the less likely the result of winning the AT mode transition lottery is, the more likely an explosion effect will occur. After executing the bomb effect lottery process, it is determined in step S2212 whether the bomb effect lottery has been won. If not, in step S2213, by the third stop ON operation, it is set so that a double-play effect (Figure 56(a)) in which characters of the same number as the character of the number stopped by the above-mentioned tempai effect stop to form a predetermined combination is performed. Then, in step S2214, after setting so that an AT winning effect (Figure 56(b)) is performed based on the third stop OFF operation of this game, this start-time CZ effect setting process is terminated. The AT winning effect is set so that, for example, a scene where a military character shouts triumphantly is displayed on the auxiliary display unit 65 to bless the fact that the AT mode transition has been won.

[0383] If the explosion effect lottery for winning the AT mode transition is not won in step S2212, in step S2215, it is set so that a tempai deviation effect (Figure 55(a)) that stops a character of a number different from the character of the number stopped by the above-mentioned tempai effect at the time of the third stop ON operation is performed. Also, if it is determined in step S2210 that the precursor command has not been received, in step S2216, it is set so that a tempai deviation effect (Figure 55(a)) that stops a character of a number different from the character of the number stopped by the above-mentioned tempai effect at the time of the third stop ON operation is performed. Further, when a scattered-eye effect instead of a tempai effect is performed, after executing the process of step S2209, in step S2217, it is set so that a scattered-eye effect (Figure 55(b)) that stops a character of a random number at the time of the third stop ON operation is performed.

[0384] After executing the process of step S2216 or step S2217, proceed to step S2218. In step S2218, it is determined whether a special role flag is set in the various flag storage areas 183a. The special role flag is a flag set in step S2222 when a special role is selected. Since a negative determination was made in step S2205 this time, it is a case where the special role flag is not set. In step S2218, a negative determination is made and the process proceeds to step S2219.

[0385] In step S2219, based on the third stop ON operation of the current game, it is determined by lottery whether to generate a bomb effect.

[0386] In the bomb effect lottery process when not elected to transition to the AT mode in step S2219, it is determined whether to generate a bomb effect according to the lottery result of the game. For example, make it more likely for a lottery triggered by a specific role to generate a bomb effect than a lottery triggered by other than a specific role. After executing the bomb effect lottery process, it is determined in step S2220 whether elected in the bomb effect lottery. If not elected, the start-time CZ effect setting process is terminated as it is. If elected in the bomb effect lottery, after setting so that the bomb image BP is displayed based on the third stop ON operation in step S2221, this start-time CZ effect setting process is terminated.

[0387] In this way, according to the lottery result of each game and the result of the AT mode transition lottery executed at the start, a pair-of-identical-numbers effect is performed in the variable areas SP1 to SP3 to notify that the AT mode transition lottery was won, or a non-tenpai off-number effect or a broken-number effect is performed to notify that the AT mode transition lottery was not won.

[0388] On the other hand, when the lottery result of the game is a special role, if the operation mode of the stop switches 42 to 44 in the game is the first operation mode, the AT mode transition lottery is performed. However, if it is the second operation mode, the AT mode transition lottery is not performed. Then, as described above, at the time of winning a special role, the AT mode transition lottery is not performed in the start-time AT lottery process, but is performed in the stop-time AT lottery process. Therefore, although it is possible to determine whether a special role has been won at the start of the CZ mode, it is impossible to grasp whether the AT mode transition lottery is successful or not. Therefore, in the present embodiment, while starting in advance, as variable display in each variable area SP1 to SO3, the effect corresponding to the result of the AT mode transition lottery executed at the stop based on the special role, after the stop-time AT mode transition lottery is executed, the effect started in advance is set to be corrected according to the result of the AT mode transition lottery.

[0389] Specifically, when it is determined in step S2205 that a lottery result command indicating a special role has been received, a process of setting a special role flag in the various flag storage areas 183a is executed in step S2222. Then, a temporary effect lottery process for special roles is executed in step S2223. This temporary effect lottery process is set so that the winning probability is different from the temporary effect lottery process in step S2207 described above. Specifically, when winning a special role, it is set so that a temporary effect is more likely to occur than when it is neither a special role nor a specific role. More specifically, in step S2223, it is set so that a temporary effect occurs with a probability of 30%.

[0390] After executing the temporary effect lottery process in step S2223, it is determined in step S2208 whether or not the temporary effect lottery has been won. If the lottery has been won, the process for setting the temporary effect is performed in step S2204. Incidentally, at the time of winning a special role, since a precursor command is not output in the start-time AT lottery process, even if a temporary effect is performed, a negative determination is made in step S2210, and it is set so that a non-temporary effect is performed in step S2216.

[0391] On the other hand, if it is determined in step S2208 that the winning combination has not been achieved in the Tenpai effect lottery, steps S2209 and S2217 are set so that the Barakeme effect is performed.

[0392] After executing the processing of step S2216 or step S2217, as described above, the process proceeds to step S2218, where it is determined whether or not the special combination flag is set. Since the special combination flag is set this time, an affirmative determination is made in step S2218, and the process proceeds to step S2221. In step S2221, as described above, the bomb image BP is set to be displayed based on the third stop ON operation.

[0393] In other words, in a game where a special role is won, the game is set so that the tenpai effect occurs more easily than when the special role is not won, and the bomb effect in which the bomb image BP is displayed always occurs when the third stop ON operation is performed.

[0394] <CZ effect setting process when stopped> Next, the stop CZ effect setting process of step S2105 in the stop effect setting process (FIG. 49) will be described with reference to the flowchart in FIG.

[0395] In step S2301, it is determined whether the bomb effect is being executed. If the bomb effect is being executed, it is determined in step S2302 whether a premonition command has been received as the current start command or stop command. As described above, receiving a premonition command during CZ mode means winning the AT mode transition lottery, receiving a premonition command as the start command means winning the AT mode transition lottery in the start AT lottery process, and receiving a premonition command as the stop command means winning the AT mode transition lottery by operating in the first operation mode when a special role is won. In this case, too, the number of premonition games is set to 0, so the AT mode will start from the game following the game that ends this time.

[0396] When a precursor command is received, at step S2303, it is set so that an explosion effect (Fig. 57(b)) in which the bomb image BP is switched to the explosion image EP in the current bomb effect is performed. Then, at step S2304, it is set so that a double-eye effect (Fig. 58(a)) is performed when the explosion effect ends, and then, at step S2305, after setting so that an AT winning effect (Fig. 58(b)) is performed after the double-eye effect, the current stop CZ effect setting process is terminated.

[0397] On the other hand, when a precursor command is not received at step S2302, the process proceeds to step S2306, and it is set so that a misfire effect (Fig. 59(a)) in which the bomb image BP is switched to the misfire image NP in the current bomb effect is performed. Then, at step S2307, when the misfire effect ends, it is set so that a disconnection re-display effect (Fig. 59(b)) in which the originally displayed tempai miss or break marks are displayed is performed.

[0398] If it is determined at step S2308 that the bomb effect has not been executed, or after executing the process of step S2307, at step S2308, it is determined whether the CZ game number counter provided in each counter area 183b is 0. The CZ game number counter has the game number (10) of the CZ mode input when the CZ mode starts. If the CZ game number counter is not 0, at step S2309, the process of subtracting 1 from the CZ game number counter is executed, and then the current stop CZ effect setting process is terminated. In this case, at step S2202 in the above start-time CZ effect setting process, an update process of the CZ game number display is performed so that the remaining game number image GP corresponding to the value of the CZ game number counter subtracted at step S2309 is displayed.

[0399] When the CZ game number counter is 0 in step S2308, after executing the process of setting so that the CZ mode end effect is performed in step S2310, the stop-time CZ effect setting process ends. As shown in Fig. 50(b), the CZ mode end effect is set to an effect that notifies that the remaining number of games in the CZ mode has become 0 and the CZ mode has ended. In addition, when the non-winning effect in step S2306 or the out-of-range redisplay effect in step S2307 is set, it is set so that the CZ mode end effect is performed after these non-winning effects or out-of-range redisplay effects are performed.

[0400] <Effect of Special Role Selection Game> Next, the state of the effect of the special role selection game during the CZ mode will be described with reference to the timing chart of Fig. 60. Fig. 60(a1) shows the case where the stop switches 42 to 44 are operated in the first operation mode in the special role selection game and a winning lottery for shifting to the AT mode is won, and Fig. 60(b1) shows the case where the stop switches 42 to 44 are operated in the second operation mode in the special role selection game and the lottery for shifting to the AT mode is not won. As already described, when operating in the first operation mode in the special role selection game, the 33rd minor winning is established and one medal is paid out, while when operating in the second operation mode in the special role selection game, the 1st to 6th minor winnings are established and eight medals are paid out.

[0401] Based on the operation of the start lever 41 at ta1, the rotation of each reel 32L, 32M, 32R is started. Then, based on the start operation at ta1, a lottery process is performed. When winning a special role, in the start-time AT lottery process executed at ta1, the lottery for shifting to the AT mode is not won. Also, during the CZ mode, based on the start operation at ta1, the variable display of the numerical characters in each variable area SP1 to SP3 is started.

[0402] When the first stop ON operation is performed at ta2, as shown in FIG. 60(a2), a numeric character stops in the left fluctuation region SP1. Also, when the second stop ON operation is performed at ta3, as shown in FIG. 60(a3), a numeric character stops in the middle fluctuation region SP2. The figures show the case where a winning is selected in the special role tempai production lottery process (step S2220), and in FIG. 60(a3), a tempai production is being performed. Then, when the third stop ON operation is performed at ta4, as shown in FIG. 60(a4), a numeric character stops in the right fluctuation region SP3 so as to result in a tempai miss production, and a bomb production is started. These productions in FIGS. 60(a2) to 60(a4) are set in the start-time CZ production setting process, and correspond to a preliminary production set before the stop-time AT mode transition lottery based on a special role is performed.

[0403] As described above, the winning result corresponding process on the main control device 101 side (FIG. 37) is executed in step S415 in the reel control process (FIG. 22), and is executed after the payout determination process (step S413). That is, the winning result corresponding process is executed after each of the reels 32L, 32M, and 32R has stopped and the medal payout based on the stop has been completed.

[0404] In this case, after the bomb production is started based on the third stop ON operation of ta4, when the third stop OFF operation is performed at ta5, the medal payout based on the winning of the 33rd minor role is started. Then, after the medal payout is completed at ta6, the stop-time AT lottery process is executed, and as a result, a precursor command is received and the bomb production is switched to an explosion production at ta6 (FIG. 60(a5)). Thereafter, at ta7, the production is switched from the explosion production to a double character production (FIG. 60(a6)), and at ta8, an AT winning production is executed (FIG. 60(a7)). In this way, the notification (FIG. 60(a7)) of winning the AT mode transition lottery in the game started at ta1 is performed. In this case, the AT mode is started from the next game of the said game.

[0405] When operating in the second operation mode in the special winning combination game, as shown in Fig. 60(b1), the rotation of each reel 32L, 32M, 32R is started based on the start operation performed at tb1. Then, based on the first stop ON operation of tb2, a numeric character stops in the left variable area SP1 (Fig. 60(b2)), based on the second stop ON operation of tb3, a numeric character stops in the middle variable area SP2 (Fig. 60(b3)), and based on the third stop ON operation of tb4, a numeric character stops in the right variable area SP3 and a bomb effect is started (Fig. 60(b4)). These effects in Figs. 60(b2) to 60(b4) are also set in the start CZ effect setting process and correspond to pre-effects set before the stop AT mode transition lottery based on the special winning combination is performed.

[0406] As described above, when operating in the second operation mode in the special winning combination game, winning combinations from the first minor winning combination to the sixth minor winning combination, which pay out more medals than when winning the 33rd minor winning combination, are established and 8 medals are paid out.

[0407] Then, after performing the third stop OFF operation at tb5, the 8 - medal payout based on winning the first minor winning combination to the sixth minor winning combination is completed at tb7, which is after tb6 where the 1 - medal payout at the time of winning the 33rd minor winning combination is completed. That is, the stop - time AT lottery - related process in the winning - result corresponding process is executed at tb7, which is after tb6, and the result of the stop - time AT mode transition lottery can also be grasped at tb7.

[0408] In this case, the bomb effect started from tb4 is switched to a non - activation effect at tb7, and then, at tb8, a losing re - display effect is performed to notify that the result of the AT mode transition lottery for this game is a losing result.

[0409] Although detailed explanation with figures is omitted, when operating in the first operation mode in the special winning combination game, if the AT mode transition is not selected in the stop - time AT lottery - related process, it is determined that no precursor command has been received in the stop CZ effect setting process of ta6. In this case, the bomb effect is switched to a non - activation effect at ta6, and then, at ta7, a losing re - display effect is displayed.

[0410] Thus, in this embodiment, when the lottery result of the game is a special role, if the operation mode of the stop switches 42 to 44 in the game is the first operation mode, one medal payout can occur, and an AT mode transition lottery, which is one process of the process related to the instruction function, is executed. On the other hand, if the operation mode of the stop switches 42 to 44 in the game is the second operation mode, eight medal payouts, which are more than in the case of the first operation mode, can occur, and an AT mode transition lottery, which is one process of the process related to the instruction function, is not executed. Therefore, in terms of the gameplay of reducing the decrease in the number of medals in hand, it is more advantageous for the player to operate in the second operation mode, and in terms of the gameplay aiming for AT mode transition, it is more advantageous for the player to operate in the first operation mode. In this way, since the player can select which game to play, it is possible to provide a gaming machine that meets the diverse needs of the player.

[0411] Moreover, in the special role winning game, after setting to perform a bomb effect corresponding to the special role from the start of the game, depending on the result of the AT mode transition lottery performed at the end of the special role winning game, whether to change the bomb effect to an explosion effect or a non-explosion effect is switched. Therefore, even for a special role where the presence or absence and execution mode of the process related to the instruction function differ depending on the operation mode, it is possible to notify the result of the process related to the instruction function within the game in which the special role is won. As a result, it is possible to prevent the result notification of the process related to the instruction function from being carried over to the subsequent games, and as a so-called full notification type of notification mode, it is possible to dramatically increase the attention to the result notification in each game.

[0412] In particular, in the present embodiment, when winning the AT mode transition lottery during the CZ mode, since the AT mode is started from the next game of the game in which the transition lottery is won, even when winning the AT mode transition lottery triggered by a special combination, after notifying the winning of the AT mode transition, it is possible to start the AT mode from the next game. Therefore, there is no need to delay the start timing of the AT mode due to the game result or the convenience of the notification side, and it is possible to realize smooth gameplay while simplifying the process.

[0413] Since the AT lottery process at stop is executed after the payout of medals is completed, the period from when the third stop OFF operation is performed until the AT lottery process at stop is performed will be different depending on whether the operation is performed in the first operation mode or the second operation mode in the special combination winning game. That is, when the bomb effect is started by the third stop ON operation as shown in FIGS. 57(a1) and 57(a2), the period from when the third stop OFF operation is performed as shown in FIG. 57(b2) until the explosion effect occurs as shown in FIG. 57(b1) is the A period (ta5 to ta6 in FIG. 60) until the payout of one medal based on the winning of the 33rd minor combination is completed, whereas when the explosion effect is started by the third stop ON operation, the period from when the third stop OFF operation is performed as shown in FIG. 59(b2) until the non-explosion effect occurs as shown in FIG. 59(b1) is the B period (tb5 to tb6 in FIG. 60) until the payout of eight medals based on the winning of the first minor combination to the sixth minor combination is completed, and the B period is set to be longer than the A period. In this case, the timing at which the bomb effect switches to the explosion effect on the winning side of the AT mode transition arrives earlier than the timing at which it switches to the non-explosion effect on the non-winning side of the AT mode transition. By doing so, when performing the effect on the winning side of the AT mode transition, it is possible to secure not only the eyes-closed effect using each variation area SP1 to SP3 but also the time for performing the AT winning effect.

[0414] As described above, in the present embodiment, the bomb effect can occur not only in the special role winning game but also when winning in the bomb effect lottery process (step S2211) at the time of winning the AT mode transfer or the bomb effect lottery process (step S2219) when not winning the AT mode transfer. In the situation where the bomb effect is being performed, the waiting period from when the third stop OFF operation is performed until the stop CZ effect setting process is performed varies in length according to the lottery result of the game.

[0415] Specifically, as shown in FIG. 61, the waiting period from when the third stop OFF operation is performed in the special role winning game until the stop CZ effect setting process is performed is the A period corresponding to the period during which one medal payout is made in the first operation mode, and more specifically, it is about 0.5 sec. On the other hand, the above waiting period in the special role winning game is the B period corresponding to the period during which eight medal payouts are made in the second operation mode and is longer than the A period, and more specifically, it is about 4.0 sec.

[0416] The waiting period in the watermelon winning game is the C period corresponding to the period during which three medal payouts are made, is longer than the A period, and is shorter than the B period, and more specifically, it is about 1.5 sec.

[0417] Further, in the present embodiment, among the replay results, the period in which the same number of bets as the number of bets in the game that won the normal replay A to C is set in the replay process based on winning the normal replay A to C, and the period in which the same number of bets as the number of bets in the game that won the chance eyes A to C or cherry A to C is set in the replay process based on winning the chance eyes A to C or cherry A to C are set to be different, and the period of betting in the normal replay A to C is set to be longer than the period of betting in the chance eyes A to C or cherry A to C. Also, the period of betting by the chance eyes A to C or cherry A to C is set to be the same length as the period in which the same number of medals are paid out. In this way, specific winning combinations such as the chance eyes A to C and cherry A to C, which are composed of the replay results, can give the impression of being treated the same as the small winning combination results where medals are paid out like watermelon, and at the same time, can give the impression of being different results from the replay results such as the normal replay A to C.

[0418] Then, the above standby period in the game that won the normal replay A to C corresponds to the period in which 3 bets are made, and is the D period that is longer than the above C period and shorter than the B period in the game that won watermelon, and more specifically, is about 3.0 sec.

[0419] Also, the above standby period in the game that won the chance eyes A to C or cherry A to C is the period in which 3 bets are made and is the same length as the period in which 3 medals are paid out, and is the same length as the above C period in the game that won watermelon, and specifically, is about 1.5 sec.

[0420] All of these periods A to C are periods in which there is a possibility that the bomb effect shifts to the explosion effect. By taking advantage of the fact that the period required for paying out medals and the period required for setting bets in the replay process differ according to the game results in this way, and diversifying the period until the explosion effect occurs, it is possible to suitably increase the sense of anticipation for the occurrence of the explosion effect.

[0421] In the special role winning game, the explosion effect is most likely to occur during the A period of the first operation mode. Next, the explosion effect is likely to occur during the C period of the watermelon winning game, the chance eyes A - C, and the cherry A - C winning games. After that, the explosion effect is likely to occur during the D period of the normal replay A - C winning games. In the B period of the second operation mode in the special role winning game, the explosion effect is set not to occur. Moreover, since the A period is the shortest and the C period, D period, and B period are in ascending order of length, while expecting the explosion effect to occur earlier, it is possible to expect the occurrence of the explosion effect until at least the D period, and it is possible to suitably increase the attention level of the explosion effect.

[0422] Furthermore, in relation to the push - order bell winning game, when the stop switches 42 - 44 are operated in the operation order corresponding to the first minor winning to the sixth minor winning, 8 medals are paid out. Therefore, the above - mentioned standby period is the B period. In this case, since it is set not to win the AT - mode transition lottery when the push - order bell wins (Figure 30), there is no need to switch to the production on the AT - winning notification side after the B period has elapsed, and it is possible to prevent the sense of incongruity and the increase in processing load that would occur if the production were forced in a short period.

[0423] Also, when the push - order bell wins and the stop switches 42 - 44 are operated in an incorrect operation order that does not correspond to the first minor winning to the sixth minor winning, either 1 medal is paid out or no medal is paid out. Therefore, the above - mentioned standby period is 0 or the A period. That is, even during the A period when 1 medal is paid out, if no minor winning is established or if the ninth minor winning to the thirty - second minor winning is established instead of the thirty - third minor winning, the explosion effect will not occur. Therefore, the attention level to the stop outcome can be increased, and it is possible to encourage the operation of the stop switches 42 - 44 in the first operation mode so that the thirty - third minor winning is established.

[0424] <Regarding the number of precursor games> Next, the effects during the precursor mode set based on the precursor command will be described. The precursor mode is a mode in which, when winning the AT mode transition lottery or the CZ mode transition lottery, precursor effects suggesting winning the relevant transition lottery can be executed in each game, and in the game where the set number of precursor games becomes 0, notification of winning the AT mode transition and notification of winning the CZ mode transition are set to be performed.

[0425] As described above, the number of precursor games is determined by the precursor game number lottery process (step S817, step S1320) when winning the AT mode transition lottery or the CZ mode transition lottery in the AT lottery process at the start or the AT lottery process at the stop on the main control device 101 side. And as described above, when winning the AT mode transition lottery during the CZ mode, the number of precursor games is set to 0 games.

[0426] Here, the number of precursor games during the normal mode will be described in detail with reference to FIG. 62.

[0427] As described above, the number of precursor games is set to be selectable from any of 0 games to 40 games. In this embodiment, the number of precursor games that are likely to be selected is set to be different when winning the AT mode transition lottery in the AT lottery process at the start and when winning the AT mode transition lottery in the AT lottery process at the stop. Also, the number of precursor games that are likely to be selected is set to be different when winning the CZ mode transition lottery in the AT lottery process at the start and when winning the CZ mode transition lottery in the AT lottery process at the stop. Furthermore, the number of precursor games that are likely to be selected is different when winning the AT mode transition lottery in the AT lottery process at the start and when winning the CZ mode transition lottery in the AT lottery process at the start, and the number of precursor games that are likely to be selected is different when winning the AT mode transition lottery in the AT lottery process at the stop and when winning the CZ mode transition lottery in the AT lottery process at the stop.

[0428] Specifically, when winning the AT mode transition lottery in the start-time AT lottery process, either 1 to 5 games or 15 to 40 games is set as the number of precursor games, while when winning the AT mode transition lottery in the stop-time AT lottery process, any number from 1 to 12 games is set as the number of precursor games. Also, when winning the CZ mode transition lottery in the start-time AT lottery process, any number from 1 to 32 games is set as the number of precursor games, while when winning the CZ mode transition lottery in the stop-time AT lottery process, any number from 1 to 7 ga...

Claims

【Claim 1】 A plurality of rotating bodies with a plurality of patterns attached in the circumferential direction, a display unit that makes some of the patterns visible for each of the rotating bodies, starting operation means for starting the rotation of each of the rotating bodies when operated, stopping operation means for performing a stop operation to stop the rotation of each of the rotating bodies, drive control means for executing start drive control to start the rotation of each of the rotating bodies when the starting operation means is operated, and executing stop drive control to stop the rotation of the corresponding rotating body when the stopping operation means is operated, lottery means for conducting a lottery to grant a privilege to the player based on the operation of the starting operation means, granting means capable of granting a number of game values corresponding to the lottery result in the lottery means, A gaming machine comprising: As a lottery result by the lottery means, when the stopping operation means is operated in a first operation mode, a first pattern combination can be stopped at a predetermined position visible through the display unit, and a first number of game values are granted by the granting means, while when the stopping operation means is operated in a second operation mode different from the first operation mode, a second pattern combination different from the first pattern combination can be stopped at a predetermined position visible through the display unit, and a specific result is set such that a second number of game values greater than the first number are granted by the granting means, mode notification means capable of executing mode notification of the operation mode of the stopping operation means by a predetermined notification means, specific processing means capable of executing specific processing regarding the function of the mode notification by the mode notification means, means capable of performing processing to enable the execution of the specific processing when the stopping operation means is operated in the first operation mode in a specific game where the lottery result by the lottery means is the specific result, and performing processing to disable the execution of the specific processing when the stopping operation means is operated in the second operation mode in the specific game, means capable of executing notification corresponding to the specific processing at a specific timing after the operation of the stopping operation means in the specific game, means capable of executing notification about the predetermined content of the specific processing at a timing earlier than the specific timing in the specific game and after the branching timing when the operation of the stopping operation means is performed in either the first operation mode or the second operation mode, Comprising: The gaming machine is configured such that, in a predetermined case, notification regarding the predetermined content of the specific process can be not executed in the specific game.

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