Slot machines

The slot machine addresses unfair penalties by using variable display units and game control mechanisms to reward standard operations with winnings, ensuring a fair and engaging gaming experience.

JP7716217B2Active Publication Date: 2025-07-31SANKYO CO LTD
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Patent Information

Application Number
JP2021065787
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-04-08
Publication Date
2025-07-31
Estimated Expiration
2041-04-08

AI Technical Summary

Technical Problem

Existing slot machines impose penalties on players for operating stop switches through non-standard procedures, lacking fair and transparent game control mechanisms.

Method used

A slot machine with multiple variable display units that allow for variable display of identification information, incorporating game control means to determine and notify players of favorable operation procedures, and implement privilege determination processes based on standard or irregular operations, with special notification states and value counting mechanisms.

Benefits of technology

Enhances player fairness by rewarding standard operations with granted winnings and penalties for irregular operations, maintaining a transparent and engaging gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a slot machine improved in connection with a penalty caused by an operation step.SOLUTION: Game control means performs irregular control more disadvantageous than normal control when plural stop switches are irregularly operated differently from normal operation while performing normal operation when the plural stop switches are operated normally in a non-notification game in a notification state.SELECTED DRAWING: Figure 23
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Description

Technical Field

[0001] The present invention relates to a slot machine that includes a variable display unit capable of variably displaying a plurality of types of identification information that can be individually identified. After variably displaying the variable display unit, the display result is derived by stopping the variable display of the variable display unit, and a winning can occur according to the display result.

Background Art

[0002] Generally, a slot machine includes a variable display unit having a plurality of types of symbols as identification information drawn on an outer peripheral portion. When a start switch is operated in a state where a specified number of bets is set, the reels start to rotate, and when a stop switch is operated to stop the rotation of the reels, a predetermined symbol combination (for example, 7-7-7, hereinafter also referred to as a combination of display results or a winning combination) is derived on a winning line, and a winning occurs.

[0003] As such a slot machine, in a game where the operation procedure of the stop switch is not notified, there has been a slot machine that performs control disadvantageous to the player when the player operates the stop switch by an operation procedure other than the common operation procedure (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] In the slot machine of Patent Document 1, by performing control that is disadvantageous to the player (so-called penalty), it is possible to prompt the player to operate the stop switch according to a common operation procedure. However, there is still room for improvement regarding imposing a penalty due to such an operation procedure.

[0006] The present invention has been conceived in view of such circumstances, and its object is to provide a slot machine with improvements regarding penalties caused by operation procedures.

Means for Solving the Problems

[0007] A slot machine including a plurality of variable display units capable of variably displaying a plurality of types of identification information that can be individually identified, after variably displaying the variable display units, a display result is derived by stopping the variable display of the variable display units, and in a slot machine in which a winning can occur according to a display result combination that is a combination of the display results of the plurality of variable display units, game control means for controlling the progress of the game, performance control means for controlling the performance, and a plurality of derivation operation means that are operated to derive a display result combination, wherein the game control means includes prior determination means for determining a display result combination that allows derivation, derivation control means for performing control to derive a display result combination according to the determination result of the prior determination means and the operations of the plurality of derivation operation means, and notification state control means for controlling to a notification state in which the operation procedures of the plurality of derivation operation means can be notified, the performance control means includes notification performance means for notifying the operation procedures in the notification state, the game in the notification state includes a notification game in which the operation procedures are notified and a non-notification game in which the operation procedures are not notified, the derivation control means is such that the determination result of the prior determination means is ComplexWhen any of several types of specific determination results is obtained, when the plurality of derivation operation means are operated in the operation procedure corresponding to the specific determination result, it is possible to derive a grant display result combination in which a grant winning that confers a gaming value occurs. The notification state further includes a normal notification state and a special notification state, and the notification state control means can be controlled to the special notification state until a specific condition is satisfied in the notification state. The game control means Game is capable of executing a privilege determination process for determining a privilege to be given to a technician. In the normal notification state, After the display results of the plurality of variable display units are derived, it is determined whether the game is any of the notification game and the non-notification game. When it is the notification game, without determining whether the plurality of derivation operation means are operated in a normal procedure or an irregular procedure different from the normal procedure in the game, a privilege granting determination process is executed. When it is the non-notification game, it is determined whether the plurality of derivation operation means are operated in the normal procedure or the irregular procedure in the game. When operated in the normal procedure, the privilege granting determination process is executed. When operated in the irregular procedure, the privilege granting determination process is not executed. before a first determination is made as to whether the game is either the notification game or the non-notification game, and as to whether the plurality of derivation operation means are operated in a regular procedure different from the normal procedure in the game, a second determination is made as to whether it is the special notification state. When it is the special notification state, the first determination and the privilege granting determination process are not executed. The game control means Accumulatively count the game value further includes value counting means. The notification state control means, the value counting means The counting result of ends the notification state according to The value counting means counts the gaming value when the gaming value is conferred based on the occurrence of a winning regardless of whether the plurality of derivation operation means are operated in the normal procedure or the irregular procedure.

Brief Description of the Drawings

[0008]

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Mode for Carrying Out the Invention

[0009] [Embodiment] As a gaming machine according to this embodiment, a slot machine will be described based on the following examples. With reference to FIGS. 1 to 32, the slot machine according to the embodiment will be described.

[0010] [Configuration of Slot Machine] FIG. 1(a) is a front view of the slot machine 1 according to the present embodiment, and FIG. 1(b) is a view showing an example of the main internal configuration of the slot machine 1. FIG. 2 is a view showing the symbol arrangements of the respective reels. As shown in FIG. 1(a), the slot machine 1 includes a front door 1b pivotally supported rotatably at a side end of a housing 1a having an open front surface. Inside the slot machine 1, reels 2L, 2C, 2R (hereinafter, left reel, middle reel, right reel) in which a plurality of types of distinguishable symbols are arranged in a predetermined order and in the same number respectively are arranged side by side in the horizontal direction. As shown in FIG. 2, among the symbols arranged on these reels 2L, 2C, 2R, three consecutive symbols are arranged in the upper, middle, and lower three stages respectively in a perspective window 3 provided substantially at the center of the front surface of the slot machine 1 so as to be visible from the player side.

[0011] In the present embodiment, a configuration using three reels is illustrated, but a configuration using only one reel, a configuration using two reels, or a configuration using four or more reels may be adopted. Further, in the present embodiment, a configuration in which the symbols displayed in the perspective window 3 are variably displayed by the rotation of the reels 2L, 2C, 2R is defined as a variable display unit. However, not limited to the reels, for example, a configuration in which the symbols can be variably displayed by moving a belt having a plurality of symbols arranged on the outer peripheral surface may be adopted. Further, in the present embodiment, the variable display unit is configured by physical reels, but the variable display unit may be configured by an image display device such as a liquid crystal display.

[0012] On the front surface of the slot machine 1, as shown in FIG. 1, a medal insertion unit 4 into which medals can be inserted, a medal payout outlet 9 from which medals are paid out, a MAXBET switch 6 that is operated when setting the maximum number of bets (in the present embodiment, 3) among a specified number (determined according to the game state within a range) of bets using credits (the number of medals stored as the game value owned by the player), a start switch 7 that is operated when starting the game, stop switches 8L, 8C, 8R that are operated when stopping the rotation of the reels 2L, 2C, 2R respectively, and an effect switch 56 that is operated by the player during the effect are respectively provided so as to be operable by the player.

[0013] In the following, the operation of the start switch 7 (for example, the operation of manually pressing the start switch 7) will be referred to as the "start operation," the operation of the stop switch to stop the rotation of the first reel (for example, the operation of manually pressing the stop switch) will be referred to as the "first stop operation," the operation of the stop switch to stop the rotation of the second reel (for example, the operation of manually pressing the stop switch) will be referred to as the "second stop operation," and the operation of the stop switch to stop the rotation of the third reel (for example, the operation of manually pressing the stop switch) will be referred to as the "third stop operation" or "final stop operation." The first stop operation, second stop operation, and third stop operation will also be collectively referred to as the "stop operations." Furthermore, releasing the press of the first stop switch (first stop operation) (for example, releasing the hand from the stop switch) is referred to as the "first stop release," releasing the press of the second stop switch (second stop operation) (i.e., releasing the hand from the stop switch) is referred to as the "second stop release," and releasing the press of the third stop switch (third stop operation) (i.e., releasing the hand from the stop switch) is referred to as the "third stop release" or "final stop release." The order in which the player operates reels 2L, 2C, and 2R is also referred to as the "operation procedure."

[0014] On the front of the slot machine 1, side lamps 27 consisting of a plurality of LEDs are provided next to the reels 2L, 2C, and 2R. In addition, reel backlights 28L, 28C, and 28R (hereinafter simply referred to as "reel backlights 28") are provided near the reels 2L, 2C, and 2R, respectively, corresponding to the reels 2L, 2C, and 2R, and irradiate the reels 2L, 2C, and 2R with light from the back or side of the reels. Furthermore, a speaker 53 for outputting sound is provided above the liquid crystal display 51.

[0015] On the front of the slot machine 1, as shown in FIG. 1, there is a credit display 11 that displays the number of medals stored as credits, a game auxiliary display 12 that displays the number of medals paid out due to a winning or an error code indicating the content in case of an error, a 1 BET LED 14 that notifies by lighting that the bet number is set to 1, a 2 BET LED 15 that notifies by lighting that the bet number is set to 2, a 3 BET LED 16 that notifies by lighting that the bet number is set to 3, an insert request LED 17 that notifies by lighting that the insertion of medals is possible, a start valid LED 18 that notifies by lighting that the start operation of the game by operating the start switch 7 is valid, a status LED 19 that notifies by lighting that it is controlled to a state such as an advantageous section AT described later, and a replay in LED 20 that notifies by lighting that it is in the replay game. There is a game display section 13 provided with these.

[0016] As shown in FIG. 1(b), inside the slot machine 1, there is provided a main control unit 41 that controls the progress of the game and outputs various commands according to the progress of the game. The main control unit 41 includes a main CPU 41a that performs various controls related to the progress of the game and a RAM 41c that stores various data related to the progress of the game. The main control unit 41 detects operations on the MAX BET switch 6, the start switch 7, and the stop switches 8L, 8C, 8R, etc., and the insertion of medals into the medal insertion unit 4, and performs controls related to the progress of the game, such as the rotation / stop of the reels 2L, 2C, 2R and the lighting / extinguishing of each LED in the game display section 13, according to the detected operations.

[0017] Inside the slot machine 1, a sub-control unit 91 is provided that controls effects according to commands from the main control unit 41. The sub-control unit 91 includes a sub-CPU 91a that performs various controls related to effects and a RAM 91c that stores various data related to effects. The sub-control unit 91 controls the display of images on the liquid crystal display 51, the sound output from the speaker 53, and the lighting / extinguishing of the side lamp 27 and the reel backlight 28 based on commands from the main control unit 41. The effect data used for the image display on the liquid crystal display 51 and the sound output from the speaker 53 is stored in the RAM 91c. Further, the sub-control unit 91 detects an operation on the effect switch 56 and controls the display of images on the liquid crystal display 51 and the sound output from the speaker 53 according to the detected operation.

[0018] When playing a game on the slot machine 1, the player inserts medals into the medal insertion unit 4 or sets a specified number of bets by operating the MAXBET switch 6 or the like. As a result, the winning line LN becomes valid, and the operation on the start switch 7 becomes valid, enabling the game to start. The winning line LN is a line for determining whether the combination of symbols on the reels 2L, 2C, and 2R displayed in the viewing window 3 matches the winning symbol combination. In the present embodiment, a so-called mountain line, such as the lower stage of the reel 2L, the middle stage of the reel 2C, and the lower stage of the reel 2R, is defined as the winning line. Note that the winning line is not limited to the mountain, and may be provided horizontally across the middle stage, such as the middle stage of the reel 2L, the middle stage of the reel 2C, and the middle stage of the reel 2R. Moreover, invalid lines may be provided to make it easier to recognize that the combination of symbols constituting a win is aligned on the winning line LN.

[0019] When the start switch 7 is operated in a state where the game can be started, the reels 2L, 2C, and 2R rotate. At this time, an internal lottery is performed by the main control unit 41. The internal lottery is a process of determining a symbol combination (display result combination) that allows derivation.

[0020] Specifically, in the internal lottery process, the main control unit 41 determines whether each lottery target role has won in a predetermined order. For example, in the internal lottery process, the main control unit 41 obtains a random number from an integer within a predetermined range (0 to 65535). For each lottery target role, a number of judgment values corresponding to the game state is previously assigned from within the integer range (0 to 65535). The main control unit 41 adds the number of judgment values of each lottery target role in a predetermined order to the obtained random number. When the addition result overflows (exceeds 65535), the lottery target role that was the addition target at that time is determined as the winning role. By having the lottery target role win through the internal lottery, the derivation of the symbol combination corresponding to the lottery target role is permitted.

[0021] Note that the administrator can change the winning probability of the roles in the internal lottery by changing the settings. Specifically, the payout rate (payout rate) of medals changes by determining the winning probability used in the internal lottery according to the setting value set by the administrator. The setting value consists of 6 levels from 1 to 6. When 6 is set as the setting value, it is most advantageous for the player, and the degree of advantage gradually decreases in the order of 5, 4, 3, 2, 1. That is, when 6 is set as the setting value, it is most advantageous for the player, and the degree of advantage gradually decreases in the order of 5, 4, 3, 2, 1.

[0022] When the stop switches 8L, 8C, and 8R are operated, the rotation of the reel corresponding to the operated stop switch stops. As a result, the symbol combination is derived and displayed in the perspective window 3. When the symbol combination that matches the symbol combination of the winning role stops on the winning line LN, the winning corresponding to the winning role occurs.

[0023] The winning roles that can occur include special roles (bonuses), minor roles, and replay roles. The special role (bonus) is a role in which, when winning, the game state is controlled to a bonus state where the probability of winning a minor role is higher than in the non-bonus state. The special role (bonus) includes first-type special bonus items such as RB (Regular Bonus) and BB (Big Bonus), and second-type special bonus items such as CB (Challenge Bonus). In this embodiment, BB is provided as the special role. The minor role is a role in which medals are awarded when winning. The replay role is a role in which, when winning, the next game can be started without consuming the medals owned by the player.

[0024] In order for the winning of each role determined according to the game state to occur, it is necessary to win the internal lottery and have the winning flag of the role set. The internal lottery is determined by the main control unit 41 using a random number before the display results of all the reels 2L, 2C, 2R are derived (specifically, at the time of detection of the start switch 7) as to whether to allow winning for each of the above-mentioned roles.

[0025] Among the winning flags of each role, the winning flags of the minor role and the replay role are valid only in the game in which the flag is set and become invalid in the next game. However, the winning flag of the special role is valid until the combination of roles allowed by the flag is complete and becomes invalid in the game in which the allowed combination of roles is complete. That is, once the winning flag of the special role wins, even if the combination of roles allowed by the flag cannot be completed, the winning flag is not invalidated and is carried over to the next game.

[0026] In addition, in the internal lottery, when a stop operation is performed in a predetermined operation mode (for example, operation procedure (pressing order), operation timing), small winning combinations or replay winning combinations (hereinafter also referred to as "pressing order winning combinations") that are more advantageous than when the stop operation is performed in other operation modes can be won. The pressing order winning combinations include, for example, winning combinations that result in a more advantageous stop mode than the stop mode when the stop operation is performed in a predetermined operation mode compared to when the stop operation is performed in other operation modes, and winning combinations with a higher percentage of stops in a more advantageous stop mode than when the stop operation is performed in a predetermined operation mode compared to when the stop operation is performed in other operation modes. The advantageous stop mode includes not only a stop mode accompanied by the awarding of medals, but also a stop mode accompanied by a transition to an advantageous gaming state and a stop mode that avoids a transition to an unfavorable gaming state.

[0027] In the slot machine 1 of the present embodiment, the procedure of operating the stop switch 8L first in one game is called the "normal procedure", and the procedure of operating the stop switch 8C or the stop switch 8R first is also called the "irregular procedure". That is, the "normal procedure" includes the procedure of operating the stop switches 8L, 8C, 8R in the order of the stop switch 8L, the stop switch 8C, and the stop switch 8R (from left to right in the middle), and the procedure of operating the stop switches 8L, 8C, 8R in the order of the stop switch 8L, the stop switch 8R, and the stop switch 8C (from left to right in the middle). The "irregular procedure" includes the procedure of operating the stop switches 8L, 8C, 8R in the order of the stop switch 8C, the stop switch 8L, and the stop switch 8R (from middle to left to right), the procedure of operating the stop switches 8L, 8C, 8R in the order of the stop switch 8C, the stop switch 8R, and the stop switch 8L (from middle to right to left), the procedure of operating the stop switches 8L, 8C, 8R in the order of the stop switch 8R, the stop switch 8L, and the stop switch 8C (from right to left to middle), and the procedure of operating the stop switches 8L, 8C, 8R in the order of the stop switch 8R, the stop switch 8C, and the stop switch 8L (from right to middle to left). Further, in the slot machine 1 of the present embodiment, operating the stop switches 8L, 8C, 8R in the "normal procedure" is also called the "normal operation", and operating the stop switches 8L, 8C, 8R in the "irregular procedure" is also called the "irregular operation".

[0028] When the main control unit 41 wins the push order role by internal lottery, it can execute a navigation that notifies navigation information corresponding to an operation mode of the stop switches 8L, 8C, 8R that is advantageous to the player. Specifically, the main control unit 41 can control to an assist time (advantageous section) that is a notification period in which it can execute navigation notification that notifies the operation mode of the stop switches 8L, 8C, 8R that is advantageous to the player according to the internal lottery result by the lighting mode of the game assist display 12.

[0029] When a predetermined lottery condition is satisfied in the normal section, the main control unit 41 performs a favorable section transition lottery to determine whether to control to the favorable section. By winning the favorable section transition lottery, the control in the favorable section is started. Winning the favorable section transition lottery is also referred to as "winning the favorable section". In the favorable section, when the main control unit 41 wins the push order winning combination, it executes navigation notification, notifies the player of the operation modes (for example, operation procedures, operation timings, etc.) of the stop switches 8L, 8C, and 8R that are advantageous to the player using the game assist display 12, and transmits a command (command "instruction number" described later) that can specify the operation mode advantageous to the player to the sub-control unit 91, thereby causing the navigation effect that notifies the operation mode using the liquid crystal display 51, the speaker 53, etc. to be executed. On the other hand, a game in which the operation mode is not notified using the liquid crystal display 51, the speaker 53, etc. is hereinafter referred to as a "game without navigation effect execution". That is, a game without navigation effect execution is a game in which the operation mode is not notified using the liquid crystal display 51, the speaker 53, etc., regardless of whether it is a normal favorable section or an AT state.

[0030] In the game where the push order winning combination is won, when the operation mode of the player matches the operation mode corresponding to the won push order winning combination (hereinafter also referred to as "correct procedure"), a winning combination that is advantageous to the player (in this embodiment, the plum winning combination) wins.

[0031] By operating the stop switches 8L, 8C, and 8R according to the correct procedure following the navigation, the player can win the winning combination with the larger number of medal payouts among the winning combinations included in the push order winning combination. Alternatively, by operating the stop switches 8L, 8C, and 8R according to the correct procedure following the navigation, the player can win the winning combination that has no possibility of missing a win among the winning combinations included in the push order winning combination. Among the winning combinations included in the push order winning combination, the winning combination that can win when the stop switches 8L, 8C, and 8R are operated according to the correct procedure is also referred to as the "main winning combination", and the winning combination that can win when the stop switches 8L, 8C, and 8R are operated according to an incorrect procedure different from the correct procedure is also referred to as the "sub-winning combination".

[0032] In the operation mode notified by navigation notification and navigation guidance, by operating the stop switches 8L, 8C, and 8R, it is possible to surely win the main role included in the winning order role selected by internal lottery.

[0033] [State Transition] FIG. 3 is a diagram for explaining the transition of the game state. As shown in FIG. 3, the states managed by the main control unit 41 include game states related to the winning probability in the internal lottery.

[0034] The game states include non-internal, internal, and BB. The internal state is a state in which the game can proceed and the medal payout rate based on a predetermined design value is guaranteed. In the slot machine 1 of the present embodiment, most games are played by the player in the internal state.

[0035] On the other hand, the non-internal state is a state in which the player does not play the game, or even if the player plays, the time is extremely short. In the non-internal state, when winning the BB and missing the winning of the BB, the game state shifts to the internal state from the next game. That is, the internal state is a state in which the winning of the BB is carried over.

[0036] In both the non-internal state and the internal state, a game in which it is possible to win the BB (hereinafter, also referred to as a "BB-win possible game") may be played. Specifically, in the non-internal state, if it is possible to derive the symbol combination of the BB according to the operation of the stop switches 8L, 8C, and 8R in the game in which the BB is won, the player wins the BB. In this case, the game state is controlled to the BB from the next game. That is, in the non-internal state, the game in which the BB is won becomes a BB-win possible game.

[0037] Inside, the BB winning is carried over. Here, when both the BB and the minor winning occur simultaneously, the reel control is performed so as to preferentially derive the symbol combination of the minor winning. Further, if the minor winning is a non-missable winning, in the game where both the BB and the minor winning occur simultaneously, regardless of the operation of the stop switches 8L, 8C, and 8R, the minor winning will always win a prize, and the BB cannot win a prize. Similarly, when both the BB and the replay winning occur simultaneously, the reel control is performed so as to preferentially derive the symbol combination of the replay winning. Generally, since the replay winning is a non-missable winning, in the game where both the BB and the replay winning occur simultaneously, regardless of the operation of the stop switches 8L, 8C, and 8R, the replay winning will always win a prize, and the BB cannot win a prize. Therefore, inside, only in the game that loses in the internal lottery (the game that does not win any winning), if the symbol combination of the BB can be derived according to the operation of the stop switches 8L, 8C, and 8R, the BB will win a prize. In this case, the game state will be controlled to the BB from the next game. That is, inside, the game that loses in the internal lottery becomes a game in which the BB can win a prize.

[0038] During BB, the BB games are played for a predetermined number of games (for example, 60G). However, since the payout rate during BB is about 101%, the net increase in the number of balls is hardly increased. Therefore, the BB is merely in a state of consuming a predetermined number of games (for example, 60G) for the player. When the BB ends, the game state shifts back to the non-inside state again.

[0039] The states inside include a normal section and a favorable section. The normal section is a state where navigation is not executed and is a non-notification state where navigation information cannot be notified. The favorable section is a state where navigation can be executed and is a notification state where navigation information can be notified. In the present embodiment, among the favorable sections, usually in the favorable section, navigation is not executed, but in the first state, the second state, and the ending state, navigation can be executed in any of them. Note that navigation may be executed even in the normal favorable section, but in the first state, the second state, and the ending state, the execution probability of navigation for winning the main role when selecting the pushing order role is higher than that in the normal favorable section. Thus, in the AT state in the favorable section such as the first state, the second state, and the ending state, navigation is performed with a higher probability than when it is in the favorable section or the normal favorable section.

[0040] In the normal section, when winning in the favorable section transition lottery (winning the favorable section), the state is controlled to the favorable section. Note that in the present embodiment, since the winning of most roles that can be won during normal times is a condition for winning the favorable section, the stay of the game during normal times is about 1G. Note that the condition for winning the favorable section may be established when any one of all the roles that can be won during normal times is won.

[0041] In the normal section, since navigation is not executed in the game where the pushing order role is won, the net increase number of medals per game that the player can obtain is 0 or negative considering the number of medals used for setting the bet number. Note that the net increase number of medals per game is the number obtained by subtracting the number of medals used for setting the bet number per game from the number of medals paid out per game. In the present embodiment, the normal medal payout rate is set to 40%. Thus, usually, the medal payout rate is 1 or less (100% or less) or less than 1 (less than 100%).

[0042] The advantageous section usually includes a first state, a second state, and an ending state. Hereinafter, the first state, the second state, and the ending state are collectively referred to as the "AT state". In the normal advantageous section, since the guidance is not executed in the game in which the pushing winning combination is won, the net increase number of medals per game that can be obtained by the player becomes 0 or negative when considering the number of medals used for setting the bet number. In the present embodiment, the normal medal payout rate in the advantageous section is set to 40%. Thus, in the normal advantageous section, the medal payout rate is 1 or less (100% or less) or less than 1 (less than 100%).

[0043] In the normal advantageous section, an AT continuous effect suggesting a transition to the first state is executed. The AT continuous effect is an effect that continues for 3 to 5 consecutive games from the start, and in the final game, it is an effect that notifies the player whether or not to transition to the first state.

[0044] In the first state of the advantageous section, the number of games (hereinafter also referred to as the AT game number) is fixed. For example, in the present embodiment, the AT game number in the first state is predetermined to be 30G or 50G. In the first state of the advantageous section, a life specialization continuous effect suggesting a transition to the life specialization zone is executed. The life specialization continuous effect is an effect that continues for 3 to 5 consecutive games from the start, and in the final game, it is an effect that notifies the player whether or not to transition to the life specialization zone. The life specialization zone indicates a state in which there is a high possibility of obtaining a life, which will be described with reference to FIG. 22(d) below. The 3 to 5 games of the life specialization continuous effect in the first state are included in the AT game number predetermined when transitioning to the first state. That is, within the AT game number of 30 games or 50 games, the life specialization continuous effect is executed. Hereinafter, the AT continuous effect and the life specialization continuous effect may be collectively simply referred to as the "continuous effect".

[0045] In the first state, when all of the predetermined number of AT games have been completed, the state transitions from the first state to the second state (hereinafter, also referred to as the AT second state). In the second state, the number of AT games is indefinite. Specifically, in the second state, the ally character battles the enemy character. When the ally character wins the battle, the state transitions to the first state. On the other hand, when the ally character loses the battle, the AT state ends and the state transitions to the non-AT state.

[0046] In order for the ally character to battle the enemy character in the second state, life is required as a right to conduct the battle. In the present embodiment, life can be acquired in the first state, but life cannot be acquired in the second state. That is, the player acquires life while staying in the first state and consumes the life acquired in the first state in the second state, enabling the ally character to battle the enemy character. In the second state, the battle can be conducted the number of times equal to the number of lives owned. Even if the ally character loses to the enemy character in the battle, as long as life remains, the ally character can battle the enemy character again. If no life remains when the ally character loses to the enemy character, the AT state ends and the state transitions to the non-AT state.

[0047] When the ally character wins against the enemy character in the second state and the state transitions to the first state, life can be acquired again in the first state. Therefore, as long as life remains, it is also possible to repeatedly transition between the first state and the second state. During that time, when a push-order bell (such as the 213-choice role A described later) is won, navigation is performed, and by the player operating the stop switches 8L, 8C, 8R according to the navigation, the net increase in the number of medals can be increased.

[0048] In the first state, as intervals with different net medal increases, a first interval and a second interval are included. The first interval is the first half interval (for example, if the first state is 30G, then 1G to 15G) in the first state where the number of AT games is fixed. The first interval is an interval where the frequency of navigation is less than that of the second interval and the net medal increase is lower than that of the second interval. For example, the net medal increase per 1G in the first interval is 1 medal.

[0049] On the other hand, the second interval is the second half interval (for example, if the first state is 30G, then 16G to 30G) in the first state where the number of AT games is fixed. The second interval is an interval where the frequency of navigation is more than that of the first interval and the net medal increase is higher than that of the first interval. For example, the net medal increase per 1G in the second interval is 5 medals. Thus, even within the AT state, when it is the second interval, navigation is performed with a higher probability than when it is the first interval.

[0050] As described above, the net medal increase in the first interval in the first state is lower than that in the second interval. Thus, it is more advantageous for the player to stay in the second interval in terms of being able to acquire more medals.

[0051] In the second state, similar to the second interval, the frequency of navigation is more than that of the first interval and the net medal increase is high. For example, the net medal increase per 1G in the second state is 5 medals, similar to the second interval in the first state. Therefore, the player can acquire more medals during the battle in the second state. Thus, even within the AT state, when it is the second state, navigation is performed with a higher probability than when it is the first interval in the first state.

[0052] In the present embodiment, when a specific symbol (watermelon, strong cherry) is won, the advantage degree of the player increases. Specifically, in the first interval in the first state, when the strong cherry is won, the granting of life is determined, and in the second state, when the strong cherry is won, it is determined that the ally character wins in the battle.

[0053] During the advantageous period, processes such as a lottery related to control to the first state are performed. Specifically, during the advantageous period, the main control unit 41 conducts a point acquisition lottery to be described later with reference to Fig. 17(a). The points updated by the point acquisition lottery are managed by the main control unit 41. The main control unit 41 is provided with a point counter (not shown) for counting points internally. Also, when the value of the point counter reaches a specified value, the main control unit 41 executes an AT lottery to be described later with reference to Fig. 17(b).

[0054] In the advantageous period, when the total number of medals generated by winning during the advantageous period, which is updated based on the progress of the game, reaches a predetermined number of ED transition medals, the ending state is controlled. The number of ED transition medals is updated during the advantageous period and not updated during the normal period or BB. The ending state is, for example, a state where control to the advantageous period state continues until the total value of the net increase medals reaches the upper limit number of medals (for example, 2400 medals) or until the number of consumed games during the advantageous period reaches the upper limit number of games (for example, 1500G). In the ending state, similar to the second state or the second section, the frequency of navigation is higher than that in the first section, and the net increase number of medals is higher. Thus, even among the AT states, when it is in the ending state, navigation is performed with a higher probability than when it is in the first section of the first state. The number of ED transition medals is set when transitioning from the normal period to the advantageous period. Note that the number of ED transition medals may be determined by lottery or may be predetermined. The number of ED transition medals is managed by the main control unit 41. That is, the RAM 41c of the main control unit 41 stores the number of ED transition medals. The main control unit 41 cumulatively counts the number of ED transition medals and ends the advantageous period according to the counting process.

[0055] When the limiter condition is satisfied in the advantageous section, the control shifts from the advantageous section to the normal section. Specifically, when the number of sheets in the advantageous section (the net increase in the number of sheets in the advantageous section) reaches 2,400, the advantageous section ends and the control shifts to the normal section. The number of sheets in the advantageous section is counted by the number-of-sheets counter in the advantageous section stored in the RAM 41c. That is, when the number of sheets in the advantageous section reaches the upper limit number, it is said that the "limiter condition" is satisfied. Alternatively, in the advantageous section, when the total number of played games (advantageous-section G number) updated based on the progress of the game reaches a predetermined upper limit G number (for example, 1,500G), the advantageous section ends and the control shifts to the normal section. The advantageous-section G number is counted by the net-increase counter stored in the RAM 41c.

[0056] When the control shifts from the advantageous section to the normal section, the total value of the played games and the net increase in the number of sheets counted in the advantageous section, as well as the points that can be obtained during the game, are also initialized. The advantageous-section G number and the net increase in the number of sheets in the advantageous section are updated not only during the advantageous section but also during BB, and are not updated in the normal section.

[0057] When the setting is changed during the advantageous section, the control shifts to the normal section. At this time, the total value of the played games and the net increase in the number of sheets counted in the advantageous section, as well as the points that can be obtained during the game, are also reset. The slot machine 1 of the present embodiment is such that the medal payout rate changes according to the set value. Specifically, according to the set value (for example, 1 to 6), the winning probability in a predetermined lottery such as a point acquisition lottery described later is made different, so that the medal payout rate changes. A store clerk or the like of the game parlor can change this set value by making a setting change. When the setting change is made, no lottery such as determining the initial value of the played games until the ceiling game number is reached is performed.

[0058] Thus, the conditions for the state to shift from the advantageous section to the normal section include the limiter condition and the arbitrary end condition that are satisfied based on the progress of the game, and the condition that a setting change is made.

[0059] Winning Combination Figures 4 to 7 are diagrams for explaining the types of winning combinations, the symbol combinations of winning combinations, and the awards given upon winning. In the name column of Figures 4 to 7, the names of the winning combinations are shown, and in the symbol combination column, the symbol combinations for which the winning combination wins are shown. Also, in the award column, the values (number of medals paid out, additional game award, etc.) given upon winning are shown.

[0060] As shown in Figure 4, as replay winning combinations, REP1 to REP6 are provided. As shown in Figure 5, as special winning combinations, BB is provided. As shown in Figures 5 to 7, as minor winning combinations, Plum 1 to 6, Watermelon, and Single Medal 1 to 33 are provided. Plum 1 to 6 are main winning combinations that can win when the draw order winning combination is selected. Upon winning, 9 medals, which is more than the number of medals (3) used for betting, are paid out. Plum 1 to 6 are also collectively referred to as the "Plum Combination". Single Medal 1 to 33 are sub-winning combinations that can win when the draw order winning combination is selected. Upon winning, 1 medal, which is less than the number of medals (3) used for betting, is paid out. Single Medal 1 to 33 are also collectively referred to as the "Single Medal Combination".

[0061] As shown in Figure 6, among the symbol combinations in which the winning of Single Medal 22 occurs, when "Character - Character - Black 7" is derived on Reels 2L, 2C, and 2R, three Character symbols are arranged side by side on the reel. Specifically, by deriving the Character symbols at the lower stage of the left reel 2L, the middle stage of the middle reel 2C, and the upper stage of the right reel 2R respectively, the Character symbols are arranged side by side in an upward - right direction. Note that the arrangement of Character symbols side by side is also referred to as "Character Alignment".

[0062] As shown in Figure 7, among the symbol combinations in which the winning of Single Medal 23 occurs, when "Character - Character - Plum" or "Character - Plum - Plum" is derived on Reels 2L, 2C, and 2R, three 7 - symbols are arranged side by side on the reel. Specifically, by deriving the 7 - symbols at the upper stage of the left reel 2L, the upper stage of the middle reel 2C, and the upper stage of the right reel 2R respectively, the 7 - symbols are arranged side by side at the upper stage. Note that the arrangement of 7 - symbols side by side is also referred to as "7 - Alignment".

[0063] [Target lottery winning combination] FIG. 8 is a diagram for explaining combinations of winning combinations read as target lottery winning combinations for each gaming state. FIG. 9 is a diagram showing target lottery winning combinations arranged for each flag category. In the winning combination number columns of FIGS. 8 and 9, winning combination numbers determined for each target lottery winning combination are shown, in the flag category columns, flag categories assigned for each type of target lottery winning combination are shown, in the target lottery winning combination columns, their names are shown, in the gaming state columns, it is shown by a circle for each gaming state that the target lottery winning combination is a target for lottery, and in the favorable section winning columns, the presence or absence of favorable section winning is shown. Further, in the winning combination columns in FIG. 8, combinations of winning combinations included in each target lottery winning combination are shown.

[0064] As shown in FIG. 8, BB is provided as a target lottery winning combination for special winning combinations. As target lottery winning combinations for replay winning combinations, normal replay, 7 complete replays, 7 incomplete replays, character complete replays, and character incomplete replays are provided. As target lottery winning combinations for minor winning combinations, common plum, 213 selection winning combinations A to D, 231 selection winning combinations A to D, 312 selection winning combinations A to D, 321 selection winning combinations A to D, watermelon, 7 complete 1s, 2s, character complete 1s, weak cherries, strong cherries, and chance eyes A, B are provided. As minor winning combinations in BB, BB minor winning combinations and BB 1s are provided. Note that 213 selection winning combinations A to D, 231 selection winning combinations A to D, 312 selection winning combinations A to D, and 321 selection winning combinations A to D are types of winning combinations for which navigation can be executed when winning, and thus are a type of pressing order winning combinations. 213 selection winning combinations A to D, 231 selection winning combinations A to D, 312 selection winning combinations A to D, and 321 selection winning combinations A to D are collectively also referred to as "pressing order bells". Also, 7 complete 1s, 2s are collectively also referred to as "7 complete 1s".

[0065] In non-internal states, winning combinations other than BB minor winning combinations and BB 1s can be won, but in internal states, since the winning of BB has already been carried over, BB, BB minor winning combinations, and BB 1s cannot be won.

[0066] Flag categories have flag categories that are common to all roles whether in non-internal, internal, or BB. Also, while the role number is determined for each lottery target role, the flag category is assigned for each type of lottery target role. For this reason, the number of flag categories is less than the number of role numbers. Also, the point acquisition lottery in the normal advantageous section and the privilege lottery in the advantageous section (hereinafter, these are collectively also referred to as "lotteries related to AT control") are both performed based on the flag category. For this reason, the processing burden can be reduced compared to performing these lotteries related to the control of these AT states based on the role number.

[0067] In this embodiment, flag categories are also assigned to losses and BBs. For BBs, the same FC1 as other roles such as normal replays is assigned. Also, for the common plum, the same FC4 as watermelon is assigned.

[0068] [Reel control for the pushing order role] FIG. 10 is a diagram for explaining the reel control when the pushing order role is won. As described above, in this embodiment, in a game where the pushing order role is won in the advantageous section, navigation is executed and the correct procedure is notified to the player. The player can win a winning role (main role) advantageous to the player by operating the stop switches 8L, 8C, 8R in the correct procedure according to the navigation.

[0069] For example, as shown in FIG. 10, in a game where any of the 213-choice roles A to D, 231-choice roles A to D, 312-choice roles A to D, and 321-choice roles A to D is won, when the stop switches 8L, 8C, 8R are operated in the correct procedure, the main role, the plum role, wins, while when the stop switches 8L, 8C, 8R are operated in the incorrect procedure, the sub-role, the single-piece role, wins. Note that if the winning of the sub-role, the single-piece role, is missed when the stop switches 8L, 8C, 8R are operated in the incorrect procedure, it may be the case that no winning occurs at all.

[0070] As shown in FIG. 10, the "normal procedure" is not set as the "correct procedure", while the "irregular procedure" can be set as the "correct procedure". That is, in a game in which the player wins any one of the 213-choice roles A to D, 231-choice roles A to D, 312-choice roles A to D, and 321-choice roles A to D, as long as the stop switches 8L, 8C, and 8R are operated according to the normal procedure, it is impossible to win the main plum role. This can also be a factor that induces the player to operate the stop switches 8L, 8C, and 8R according to the irregular procedure. However, as will be described later, in the present embodiment, if the stop switches 8L, 8C, and 8R are operated according to the irregular procedure in a game in which the navigation is not executed, a penalty disadvantageous to the player is imposed on the player. Therefore, the player is encouraged to operate the stop switches 8L, 8C, and 8R according to the normal procedure in a game in which the navigation is not executed.

[0071] FIG. 11 is a diagram showing a game start command that the main control unit 41 transmits to the sub-control unit 91 when the start switch 7 is operated. When the start switch 7 is operated (start operation), the main control unit 41 executes an internal lottery process and transmits a command group including predetermined information to the sub-control unit 91 according to the result of the internal lottery process. Hereinafter, the command groups No. 1 to No. 13 shown in FIG. 11 will be simply referred to as "game start commands". The main control unit 41 transmits each command as a game start command in the order of No. 1 to No. 13. Each command has a serial number defined as the "set serial number" with the same number as the No. Each command stores various information managed by the main control unit 41.

[0072] For example, the command "Instruction Number" of No. 2 stores information related to navigation. That is, the command of No. 2 stores information that can identify the pressing order in the game when the start switch 7 is operated. Specifically, the command "Instruction Number" stores information indicating the order of pressing the stop switch 8L, the stop switch 8C, and the stop switch 8R. When the sub-control unit 91 receives the command "Instruction Number" of No. 2, based on the operation procedure that can be specified from the command "Instruction Number", it executes a navigation effect on the liquid crystal display 51. In addition, the sub-control unit 91 outputs a sound for notifying the player of the operation procedure from the speaker 53 based on the operation procedure that can be specified from the command "Instruction Number".

[0073] For example, the command "Minor Winning Type" of No. 3 stores information that can identify whether the winning combination selected by the internal lottery is a minor winning combination, a replay winning combination, or a special winning combination. Also, the command "Interval State" of No. 6 stores information that can identify which state among the internal states shown in FIG. 3 the game is in when the start switch 7 is operated. Specifically, the command "Interval State" of No. 6 stores information indicating whether the currently controlled state is a normal interval, a favorable interval, and further, among the favorable intervals, whether it is a normal favorable interval, the first interval of the first state, the second interval of the first state, the second state, or an ending state. Based on receiving the command "Interval State" of No. 6, the sub-control unit 91 can identify which interval state the game is in when the start switch 7 is operated. Also, in the command "Outcome State" of No. 4, information that can identify the game state of the game when the start switch 7 is operated can be stored. The command "ART Prefix G Number" of No. 9 stores the number of games of the AT continuous effect. The command "Points" of No. 10 in the game start command stores the number of points obtained in the previous game. Also, the command "Winning Number" of No. 11 stores information that can identify the winning combination number of the winning combination selected by the internal lottery.

[0074] In addition, when the main control unit 41 transmits a game start command, it stores information indicating that medals have been BET on the command "Medal Insertion" of No. 12. When information indicating that medals have been BET on the command "Medal Insertion" of No. 12 is stored, the sub-control unit 91 can determine that it has received a game start command.

[0075] FIG. 12 shows the game end command transmitted by the main control unit 41 to the sub-control unit 91 at the time of the third stop. The main control unit 41 transmits a command group from No. 1 to No. 13 to the sub-control unit 91 in the order of No. 1 to No. 13 not only when the start switch is operated but also at the time of the third stop of the stop switch. Hereinafter, the command group from No. 1 to No. 13 shown in FIG. 12 will be simply referred to as the "game end command". Note that, among the commands transmitted at the time of the third stop, No. 11 is different from the command of No. 11 transmitted when the start switch 7 is operated. No. 11 is a command for storing information regarding winning. That is, at the time of the third stop, the main control unit 41 transmits information regarding winning instead of information regarding the winning number.

[0076] The number of points obtained in the point acquisition lottery process at the time of the third stop described later is stored in the command "Point" of No. 10 in the game end command. In addition, when the main control unit 41 transmits a game end command, it stores information indicating that the reel has stopped in the command "Reel Stop" of No. 13. When information indicating that the reel has stopped is stored in the command "Reel Stop" of No. 13, the sub-control unit 91 can determine that it has received a game end command. That is, the sub-control unit 91 determines whether the received command group is a game start command or a game end command based on the command "Medal Insertion" of No. 12 and the command "Reel Stop" of No. 13. When transmitting a game start command, the main control unit 41 does not need to transmit the command "Reel Stop" of No. 13, and when transmitting a game end command, it does not need to transmit the command "Medal Insertion" of No. 12.

[0077] [Regarding the main process] Regarding the control content of the main process performed by the main control unit 41, it will be described based on FIG. 13. FIG. 13 is a flowchart showing the control content of the main process performed by the main control unit 41. Note that the main process is repeatedly executed for each unit game. And one cycle of the main process corresponds to one unit of the game.

[0078] As shown in FIG. 13, the main control unit 41 first performs a game start waiting process (S1) to perform the process from after the end of the control of the previous game until the start of the next game. In the game start waiting process, a process of setting the bet number is performed according to the insertion of medals or the like, and when the operation of the start switch 7 is detected in a state where the specified number of bet numbers is set, a process of starting the next game is performed.

[0079] Next, when the game starts, an internal lottery process (S2) is performed to determine whether to allow the occurrence of a winning (internal lottery). In the internal lottery process, based on the set values (1 to 6) preset in the slot machine 1 and the random number value for internal lottery obtained simultaneously with the start of the game by detecting the start switch 7, an internal lottery is performed to determine whether to allow the occurrence of a winning (that is, whether to allow the derivation of the display result). And the winning number (general winning combination) corresponding to the winning combination is stored in the winning number setting area of the RAM 41c so that the winning result in the internal lottery can be specified. Also, when a special winning combination wins, the winning number (special winning combination) corresponding to the winning special winning combination is stored in the winning number setting area of the RAM 41c.

[0080] Next, a winning number (general winning combination) is converted into a flag for advantageous section transition, and a flag generation process for advantageous section transition (S3) is performed. Also, a lottery flag generation process (S4) is performed to convert the winning number (general winning combination) into a lottery flag. In the flag generation process for advantageous section transition, the value of the flag for advantageous section transition corresponding to the winning number (general winning combination) is obtained using the flag conversion table for advantageous section transition, and is stored in a predetermined area of the RAM 41c. Further, in the lottery flag generation process, the values of lottery flags 1 to 3 corresponding to the winning number (general winning combination) are obtained using the lottery flag conversion table, and are respectively stored in a predetermined area of the RAM 41c.

[0081] Next, a game start time pachinko ball control process (S5) is performed to perform processes related to the advantageous section, processes related to navigation notification, and processes related to the AT state at the timing of starting the game. In the process related to the advantageous section, a process of shifting to the advantageous section when the advantageous section transition winning combination is won in the normal section is performed. In the process related to navigation notification, a process of setting the navigation number and a process related to the management of the advantageous section state are performed. In the process related to the AT state, a process of shifting to the AT state according to the winning combination in the normal advantageous section is performed. In the process of setting the navigation number, when the winning combination that is the target of navigation notification is won and navigation notification is to be performed, the navigation numbers from "1" to "13" are set in the navigation number setting area of the RAM 41c according to the operation mode to be notified. When the winning combination that is the target of navigation notification is won but navigation notification is not to be performed, or when the winning combination that is not the target of navigation notification is won, "0" is set in the navigation number setting area of the RAM 41c.

[0082] Next, interrupt inhibition is set (S6), and an operation signal setting process is performed (S7). In the operation signal setting process, a process is performed to transmit an operation signal that can specify the recommended stop operation mode to the test device.

[0083] Next, after the operation signal setting process, set the interrupt permission (S8), perform the game start command transmission process (S9) shown in FIG. 11, and set a control state command group including a plurality of commands that can identify that one game has started and can identify various control states at the start point of one game in the command queue, and sequentially transmit it to the sub-control unit 91.

[0084] Next, after the game start command transmission process, perform a freeze process (S10) for controlling the freeze state in which the progress of the game is delayed for a predetermined period. In the freeze process, it is determined whether or not it has been determined to control to the freeze state when the start switch 7 is operated and the game is started. If it is determined that it has been determined to control to the freeze state, the progress of the game is delayed for a predetermined period. Also, when performing a reel effect that varies the reel in the freeze state, perform a process of varying the reel in a variation mode according to the type of the reel effect.

[0085] Next, after the freeze process ends, set the interrupt prohibition (S11), and perform a game start setting process (S12) for performing a setting at the start of rotation of a predetermined reel. In the game start setting process, a reel rotation start process accompanying the start of the game is performed, and the rotation of the reel is started toward a constant speed rotation.

[0086] Next, after the game start setting process, set the interrupt permission (S13), and perform an external signal process at the start of rotation (S14) for outputting an external output signal at the start of rotation (such as a medal IN signal indicating the number of medals used in the game) to external devices such as a call lamp, a hall computer, and a test device from a predetermined output port.

[0087] Next, after the external signal processing at the start of rotation, a reel stop process (S15) for performing stop control of the reels is carried out. In the reel stop process, when performing navigation notification, the operation mode is notified by causing the game auxiliary display 12 to display the navigation number set in the navigation number setting area. Also, when all the reels during rotation are rotating at a constant speed, reception of the stop operation of the reels during rotation is enabled, and the process waits until a stop operation of the reels by the player is performed. Then, when a valid stop operation is detected for the reels for which the stop operation has been enabled, reel stop control for stopping the reels is performed for the reels for which a valid stop operation has been performed. Such reel stop control is repeatedly performed for the reels during rotation, and when the rotation of all the reels is stopped, the reel stop process is terminated.

[0088] Next, after the reel stop process, a winning combination search process (S16) is carried out. In the winning combination search process, a winning combination is searched based on the symbol combinations stopped on the reels 2L, 2C, and 2R, and a winning flag indicating the presence or absence of a win and the number of medals paid out accompanying the win are set in a predetermined area of the RAM 41c.

[0089] Next, interruption is prohibited (S17), and a game machine information calculation process (S18) for calculating the game history used when calculating the game machine information displayed on the game machine information display 50 is carried out.

[0090] Next, after the game machine information calculation process, interruption is permitted (S19), and a special game state end check process (S20) is carried out. In the special game state end check process, when being controlled in the special game state, it is determined whether or not the end condition is satisfied. Next, a game state setting process (S21) is carried out. In the game state setting process, the game state of the next game is set based on the winning data set by the winning combination search process and the result of the special game state end check process.

[0091] Next, at the timing of ending the game, a process related to the advantageous section and a process related to the navigation notification are performed, and a game end credit control process (S22) that performs a point acquisition lottery process, a life acquisition lottery process, and a one-hit victory lottery process based on predetermined conditions is performed. In the process related to the advantageous section, it is determined whether the end condition of the advantageous section is satisfied in the advantageous section, and when the end condition of the advantageous section is satisfied, a process of setting an advantageous section end flag is performed. In the process related to the navigation notification, a process related to the management of the advantageous section state is performed. The point acquisition lottery process, the life acquisition lottery process, and the one-hit victory lottery process will be described in detail later.

[0092] Next, the game end command transmission process (S23) shown in FIG. 12 is performed, and a control state command group including a plurality of commands capable of specifying various control states at the end of one game is set in the command queue and sequentially transmitted to the sub-control unit 91.

[0093] Next, after the game end command transmission process, a payout process (S24) is performed to award medals in an amount corresponding to the winnings generated as a result of the game based on the payout number set in a predetermined area of the RAM 41c by the winning search process (S16). In the payout process, for each winning, a predetermined number of medals determined in advance are awarded to the player, and the number of medals awarded is added to the credit. When the credit reaches the upper limit number (50 in this embodiment), the medals corresponding to the amount not added to the credit are paid out from the medal payout port 9.

[0094] Next, after the payout process, an external signal process at game end (S25) is performed to output an external output signal at game end (such as a medal OUT signal indicating the number of medals awarded) to external devices such as a call lamp, a hall computer, and a test device from a predetermined output port.

[0095] Next, a game end setting process is performed (S26). In the game end setting process, it is determined whether or not the symbol combination of the replay winning combination has stopped on Reels 2L, 2C, and 2R. If the symbol combination of the replay winning combination has stopped, processes such as setting the bet number for performing a replay in the next game, setting a replay in-progress flag in a predetermined area of the RAM 41c, and controlling the replay-in-progress LED 20 to the ON state (lit state) are performed.

[0096] Next, an advantageous section end process is performed (S27). In the advantageous section end process, it is determined whether or not an advantageous section end flag indicating the end of the advantageous section is set in a predetermined area of the RAM 41c. If it is determined that the advantageous section end flag is set, an advantageous section data initialization process for initializing the advantageous section related area in which data related to the control of the advantageous section is stored in the storage area of the RAM 41c and ending the advantageous section is performed. In the advantageous section data initialization process, the in-advantageous-section flag indicating during the advantageous section and the navigation number set in the navigation number setting area are initialized, and the in-advantageous-section signal buffer for outputting to an external device such as a test device that it is during the advantageous section is turned OFF.

[0097] Next, after the advantageous section end process, an in-advantageous-section signal control process (S28) is performed. In the in-advantageous-section signal control process, when the in-advantageous-section flag is set in the RAM 41c, control is performed to turn ON the in-advantageous-section signal buffer of the RAM 41c.

[0098] Next, after the in-advantageous-section signal control process, an in-advantageous-section notification end process (S29) is performed. In the in-advantageous-section notification end process, it is determined whether or not the in-advantageous-section signal buffer of the RAM 41c is OFF. If it is determined that the in-advantageous-section signal buffer is OFF, the section display LED 19 is controlled to the extinguished state.

[0099] Next, after the advantageous section notification end process, an initialization setting process at game end (S30) is performed. In the initialization setting process at game end, in the initialization process of Sa32, the area of the RAM 41c to be initialized in the game is set. Except when ending the special game state, the size of the area to be initialized at the end of each game is set, and when ending the special game state, the size of the area to be initialized at the end of the special game state is set.

[0100] Next, interrupts are prohibited (S31), and an initialization process (S32) is performed. In the initialization process, from the initialization end address of the game RAM area allocated to the RAM 41c, the area of the size set in the initialization setting process at game end is initialized. Thus, except when ending the special game state, the area to be initialized at the end of each game is initialized, and when ending the special game state, the area to be initialized at the end of the special game state is initialized. Then, after the initialization process, interrupts are permitted (S33), and the process returns to the process of Sa1.

[0101] Thereafter, the processes of S1 to S33 are repeatedly performed. By one cycle of the main process, the process related to the control of one unit of game is completed, and the main process is repeatedly executed for each unit of game.

[0102] [Point Map] With reference to FIG. 14, an example of the point map used in the normal advantageous section will be described. FIG. 14 is a diagram for explaining an example of the point map. As shown in FIG. 14(a), in the display area of the liquid crystal display 51, there are included a production area 510 where production images related to the game such as a background image are displayed, and a map area 520 where the point map is displayed. The production area 510 is located near the center on the screen of the liquid crystal display 51 and occupies most of the display area. The map area 520 is located at the upper end of the screen of the liquid crystal display 51 (in this embodiment, the lower part and the right end of the screen) and is a display area smaller than the production area 510.

[0103] In the point map of the map area 520, an update image 520a that displays the updated value of the points accumulated based on the game, reaching icon images 520c, 520d, 520e that decorate the target reaching points of the accumulated points, a final icon image 520f that decorates the final points, and a moving image 520b consisting of a character (hereinafter also referred to as "moving character") that moves toward the reaching points corresponding to the accumulated points are integrally displayed. In the present embodiment, a plurality of points such as 100p, 300p, and 600p are set as the reaching points, and 1000p is set as the final point. Since the reaching points are not displayed in the update image 520a, the player also pays attention to the reaching points decorated by the reaching icon images together with the updated value in the update image 520a.

[0104] In the normal advantageous section, when points are awarded by a point acquisition lottery, the updated value is updated by the amount of the awarded points, and the number corresponding to the updated points is reflected in the update image 520a. The point acquisition lottery is executed by the main control unit 41 based on a table described later with reference to FIG. 17(a). Further, as the moving character moves to a position corresponding to the updated value, it approaches the target reaching point. While the moving character is moving, the number of the reaching point and the reaching icon are always displayed, so the player can easily recognize the number of points until reaching the reaching point based on the distance between the moving character and the target position of the moving character. When the moving character reaches the reaching point, an AT lottery is performed, and it is possible to shift to the first state (AT winning) based on the lottery.

[0105] As shown in FIG. 14(b), when the current update value is 50p, the moving character stops at the 50p position on the map 520m. As shown in FIG. 14(c), then, when 10p is added, the update value is updated to 60p, and the moving character moves on the map 520m to the 60p position. As shown in FIG. 14(d), then, when 50p is further added, the update value is updated to 110p, and the moving character moves on the map 520m to the 110p position. In this case, since the moving character has reached the 100p position, an AT lottery is performed.

[0106] [Effect of Point Update] FIG. 15 is a diagram for explaining an example of the point update effect. The point update effect is an effect for showing the number of points given by the point acquisition lottery to the player. As shown in FIG. 15, a character image PI indicating the number of points given is displayed near the center of the liquid crystal display 51. Such a point update effect is executed at the timing when the start switch 7 is pressed in the next game after the game in which the point acquisition lottery is performed. That is, the sub-control unit 91 executes an update effect suggesting that the value of the point counter has been updated when the next game after the game in which the point acquisition lottery is performed starts.

[0107] FIG. 16 is a diagram showing an example of the point acquisition lottery process. In FIG. 16, the point acquisition lottery process executed by the main control unit 41 will be described using a flowchart. The point acquisition lottery process is executed during the normal advantageous period shown in FIG. 3. In the game end payout control process (S22) shown in FIG. 13, the main control unit 41 can execute the point acquisition lottery process. The main control unit 41 determines whether or not the stop switch 8L (left stop switch) has been operated as the first stop operation within the reel stop process (S15) (step Sa1). That is, it is determined whether or not it is a normal operation in which the stop switch 8L is pressed. When the main control unit 41 is operated in an irregular procedure (NO in step Sa1), a penalty setting is performed (step Sa2). The penalty setting during the normal advantageous period is, for example, a process of changing the lottery probability of the privilege lottery process in the next game. For example, the main control unit 41 sets the point acquisition probability in the point acquisition lottery process shown in FIG. 17, which is executed in the next game, to be lower than the point acquisition probability when no penalty setting is made. As a result, the probability of being given points only in the next game decreases, which is a disadvantageous control for the player. Thus, in the penalty setting, a setting that is disadvantageous to the player may be performed, but no setting may be performed. That is, the fact that the point acquisition lottery process itself shown in step Sa3 is not executed is the penalty in the game.

[0108] When the stop switch 8L (left stop switch) is operated as the first stop operation (YES in step Sa1), the main control unit 41 executes the point acquisition lottery process shown in the table shown in FIG. 17 (step Sa3). FIG. 17 is a diagram showing a table of privilege lottery processes. As shown in FIG. 17(a), the main control unit 41 executes the point acquisition lottery process based on the flag category. In FIG. 17(a), for each flag category, it shows at what ratio each of 0 points, 1 point, 10 points, 50 points, and 100 points is awarded as the number of points. As shown in FIG. 17(a), when the flag category FC4 wins, since the expected value of the points obtained by the point acquisition lottery is derived as 10 points × (179 / 256) + 50 points × (64 / 256) + 100 points × (13 / 256), it is about 25 points. Also, when the flag category FC6 wins, since the expected value of the points obtained by the point acquisition lottery is derived as 50 points × (51 / 256) + 100 points × (205 / 256), it is about 90 points.

[0109] Also, as shown in FIG. 17(b), the main control unit 41 executes the AT lottery process based on the reached points. In FIG. 17(b), for each reached point, it shows at what ratio the winning of AT is awarded. That is, when operated in an irregular procedure (NO in step Sa1), the main control unit 41 ends the out-ball control process at the end of the game shown in FIG. 13 without executing the point acquisition lottery process. That is, the main control unit 41 does not update the value of the point counter when operated in an irregular procedure.

[0110] For example, when the flag category of the role selected in the internal lottery process in step S2 of the main process shown in FIG. 13 is FC0, points are not given with a probability of 125 / 256, 1 point is given with a probability of 76 / 256, 10 points are given with a probability of 51 / 256, and 50 points are given with a probability of 3 / 256. Also, when the flag category of the role selected in the internal lottery process in step Sa1 is FC7, 50 points are given with a probability of 51 / 256, and 100 points are given with a probability of 204 / 256, but the given points are never determined to be 0 points. Returning to FIG. 16, the main control unit 41 determines whether points have been obtained in the point acquisition lottery process of step Sa4 (step Sa4). When the main control unit 41 determines that points have been obtained (YES in step Sa4), it executes a point giving process (step Sa5). The point giving process is a process in which the main control unit 41 updates the points stored in the RAM 41c and stores the number of obtained points in the command "points" in the game end command transmitted to the sub-control unit 91 at the third stop described in FIG. 12.

[0111] After the main control unit 41 executes the point giving process (step Sa5), it ends this process. Also, when the main control unit 41 determines that points have not been obtained (NO in step Sa4), it ends this process without executing the point giving process.

[0112] As described above, in this embodiment, the main control unit 41 executes the point acquisition lottery process only when a normal operation is performed. In other words, when an irregular operation is performed, the main control unit 41 does not execute the point acquisition lottery process. That is, when an irregular operation is performed, the fact that the point acquisition lottery process is not executed serves as a penalty for the player. As a result, when the stop switch is operated by a normal operation, the value of the points for controlling to the first state is updated, while when it is operated by an irregular procedure, a penalty can be given such that the value of the points is not updated, so that the player can be prompted to operate by a normal operation. Further, regardless of the result of the internal lottery process, since a penalty is given when an irregular procedure is operated, the player can be prompted to perform a normal operation.

[0113] FIG. 18 is a diagram showing an example in which a point update effect is executed based on normal operation. In FIG. 18, the relationships among (a) the operations of the player, (b) the processing of the main control unit 41, and (c) the processing of the sub-control unit 91 are shown at timings t1 to t7. As shown in FIG. 18, at timing t1, the player operates the start switch 7. Based on the operation of the start switch 7, the main control unit 41 executes an internal lottery process. After the start switch 7 is operated, at timing t2, the stop switch 8L is operated as the first stop operation. That is, a normal operation is performed. The main control unit 41 detects that the stop switch operated as the first stop operation at timing t2 is the stop switch 8L. The main control unit 41 transmits to the sub-control unit 91 that the stop switch 8L has been operated as the first stop operation. At timing t3, the stop switch 8L is operated as the second stop operation. The main control unit 41 detects that the stop switch operated as the second stop operation at timing t3 is the stop switch 8C. The main control unit 41 transmits to the sub-control unit 91 that the stop switch 8C has been operated as the second stop operation. At timing t4, the stop switch 8L is operated as the third stop operation. The main control unit 41 detects that the stop switch operated as the third stop operation at timing t4 is the stop switch 8R. The main control unit 41 transmits to the sub-control unit 91 that the stop switch 8R has been operated as the third stop operation. Based on the fact that the third stop operation has been performed after the normal operation, the main control unit 41 executes a point acquisition lottery process. In the example of FIG. 18, in the point acquisition lottery process, the acquired points are 1 point or more. After executing the point acquisition lottery process, the main control unit 41 executes a point awarding process at timing t5.

[0114] At timing t5, point awarding processing is performed, and the main control unit 41 transmits a game end command shown in FIG. 12 to the sub-control unit 91. That is, in the point acquisition lottery process at timing t4, a command "point" that can specify the number of acquired points (hereinafter sometimes simply referred to as acquired points) is transmitted to the sub-control unit 91. Here, at timing t5, the sub-control unit 91 does not execute the point update effect shown in FIG. 15, such as displaying the acquired points on the liquid crystal display 51, but waits. After the winning determination process, at timing t6, the main control unit 41 counts the number of medals awarded based on the occurrence of a win as the ED transfer number and the advantageous section number.

[0115] Furthermore, at timing t6, the main control unit 41 counts the number of medals awarded by a win as data for display on a ratio monitor (not shown). The ratio monitor usually displays numerical values indicating the performance of the slot machine (hereinafter also referred to as "ratio information"). The numerical values indicating the performance of the slot machine are, for example, the instructed combination payout ratio with respect to the total cumulative payout number, the consecutive combination payout ratio during the past 6000 games, the combination payout ratio during the past 6000 games, the consecutive combination payout ratio with respect to the total cumulative payout number, the combination payout ratio with respect to the total cumulative payout number, and the combination state ratio with respect to the total cumulative payout number. The main control unit 41 stores the number of medals awarded by a win in the RAM 41c in order to display the ratio information on the ratio monitor. Therefore, the main control unit 41 adds the number of medals awarded by the winning determination process at timing t5 to the data stored as ratio information in the RAM 41c. That is, the main control unit 41 updates the ratio information. Thereby, the game started at timing t1 ends.

[0116] At timing t7, the start switch 7 is pressed again. That is, a new next game is started. Here, the sub-control unit 91 executes a point update effect for the acquired points received at timing t5. That is, the sub-control unit 91 suggests by the point update effect that the value of the point counter was updated in the game before the game in which the point update effect is executed.

[0117] FIG. 19 is a diagram showing an example in which a point update effect is not executed based on an irregular operation. In the example of FIG. 19, compared with FIG. 18, at timing t2, as the first stop operation, the stop switch 8L is not operated, which is different. That is, FIG. 19 shows an example in which an irregular operation is performed at timing t2. The main control unit 41 detects that the stop switch operated as the first stop operation at timing t2 is the stop switch 8R or the stop switch 8C. The main control unit 41 transmits to the sub-control unit 91 that the stop switch 8R or the stop switch 8C has been operated as the first stop operation. Based on receiving that the stop switch 8R or the stop switch 8C has been operated as the first stop operation, the sub-control unit 91 executes an abort effect. The abort effect is an effect indicating that the point acquisition lottery process was not executed due to an irregular operation that is not a normal operation, and is an effect such as aborting an effect of displaying an image suggesting a winning combination. In the slot machine 1 of the present embodiment, the effect of dimming the display of the liquid crystal display 51 executed by the sub-control unit 91 corresponds to the abort effect. The abort effect may be not only the effect of dimming but also an effect of displaying a character image such as "Please press from the left stop switch". Or, it may be an effect of ending the execution of the point suggestion effect during execution and returning to the normal image before the point suggestion effect is executed.

[0118] In addition, since an irregular operation has been performed, the main control unit 41 does not execute the point acquisition lottery process at timing t4 and does not execute the point awarding process at timing t5. Therefore, the sub-control unit 91 does not receive the acquired points and does not execute the point update effect at timing t7, which is the start of the next game. On the other hand, even when an irregular operation has been performed, at timing t5, the main control unit 41 updates the number of ED transfer sheets, the number of advantageous interval sheets, and the ratio information.

[0119] As described with reference to FIGS. 18 and 19, in the slot machine 1 according to the present embodiment, the point update effect is executed only when a normal operation is performed in a predetermined game and points are acquired and the start switch 7 of the next game is operated. Thereby, it is possible to suggest to the player by the point update effect at the start of the next game that the point counter has been updated in the previous game. Also, when an irregular operation is performed in the previous game, the point counter is not updated, and the point update effect is not executed in the next game either. Therefore, it is possible to achieve consistency between whether the point counter is updated and whether the point update effect is executed.

[0120] Furthermore, as shown in FIG. 19, even when an irregular operation is performed, after the winning determination process, the main control unit 41 executes a process of updating the ratio information and the limiter at timing t6. That is, the main control unit 41 counts the medals when medals are awarded based on the occurrence of a win, regardless of whether it is operated by a normal operation or an irregular operation.

[0121] As a result, not only when normal operation is performed but also when irregular operation is performed, the accumulation of medal counts is counted, preventing discrimination as to whether it is advantageous according to the procedures of the stop switches 8L, 8C, and 8R, and preventing excessive advantage due to irregular operation. Also, not only when normal operation is performed but also when irregular operation is performed, the accumulation of medal counts is counted and the accumulation result is displayed, so that the payout history of the medal counts in the slot machine 1 can be appropriately shown to the outside as ratio information.

[0122] [Point Suggestion Display] FIG. 20 is a diagram for explaining an example of a point suggestion display at the time of winning a strong cherry. The point suggestion display is a display performed when winning a specific combination, and is a display for making the player anticipate the points given by suggesting the winning combination. The point suggestion display is executed during normal advantageous intervals.

[0123] As shown in FIG. 20(a), when the start operation is performed, a point suggestion display in which an image showing a cherry and an image showing "?" are displayed on the liquid crystal display 51 is executed. Since the player sees the image showing a cherry, the player is prompted to operate so as to win the cherry. Further, since the flag category of the strong cherry is FC6, as shown in FIG. 17, when the cherry wins, the player expects that 50 or more points will be given. That is, the point suggestion display is a display suggesting that many point awards have been established, and is a display executed based on the operation of the start switch 7.

[0124] In FIG. 20, after the point suggestion effect is performed, the case of normal operation and the case of irregular operation are explained. FIGS. 20(b1), (c1), and (d1) are diagrams for explaining the case of normal operation. FIGS. 20(b2), (c2), (d2), (b3), (c3), and (d3) are diagrams for explaining the case of irregular operation. In FIG. 20(b1), the stop switch 8L is operated as the first stop operation. That is, in FIG. 20(b1), normal operation is being performed. At this time, the images indicating the cherry and "?" displayed as the point suggestion effect remain displayed. Thereafter, in FIG. 20(c1), the stop switch 8C is operated as the second stop operation. The images indicating the cherry and "?" displayed as the point suggestion effect remain displayed. Finally, in FIG. 20(d1), the stop switch 8R is operated as the third stop operation. As a result, a strong cherry wins on the reel, and an image indicating that the strong cherry has won is displayed on the liquid crystal display 51. When the start switch 7 for the next game is operated, the points awarded due to the winning of the strong cherry are displayed as a point update effect.

[0125] In FIGS. 20(b2) and (b3), the stop switch 8L is not operated as a first stop operation, and an irregular operation is performed. As a result, the main control unit 41 detects that the stop switch operated as the first stop operation is the stop switch 8R or the stop switch 8C. The main control unit 41 transmits to the sub-control unit 91 that the stop switch 8R or the stop switch 8C has been operated as the first stop operation. Based on receiving that the stop switch 8R or the stop switch 8C has been operated as the first stop operation, the sub-control unit 91 executes an interruption effect to dim the liquid crystal display 51 as shown in FIGS. 20(b2) and (b3). Also, the image indicating a cherry and the image indicating "?" that were being displayed as a point suggestion effect disappear. That is, when an irregular operation is performed, the sub-control unit 91 ends the execution of the point suggestion effect. In any of FIGS. 20(c2) and (c3) when the second stop operation is performed thereafter, and FIGS. 20(d2) and (d3) when the third stop operation is performed, the image displayed on the liquid crystal display 51 maintains the state when the interruption effect was executed.

[0126] As a result, even if the value of the point counter is not updated due to an irregular operation after a point suggestion effect that suggests that the point counter is updated using 50 points or more at the start of a game in which a strong cherry is selected has been executed, the execution of the point suggestion effect ends. This can prevent a player who has performed an irregular operation from misunderstanding that the point counter has been updated using a large value. Note that the point suggestion effect may be not only an image indicating a cherry and an image indicating "?", but also a character image directly suggesting the acquisition of points such as "Point acquisition?". That is, the point suggestion effect may be anything that suggests to the player the possibility of being given points.

[0127] FIG. 21 is a diagram for explaining an example of a point suggestion effect when a watermelon wins. The point suggestion effect is also executed when a winning combination other than the strong cherry combination is selected in the internal lottery. FIG. 21 shows an example when the watermelon combination is selected in the internal lottery.

[0128] As shown in FIG. 21(a), when the start operation is performed, a point suggestion effect is executed on the liquid crystal display 51, in which an image showing a watermelon and an image showing "?" are displayed. Since the image showing the watermelon is displayed, the player is prompted to operate so that the watermelon wins. Further, since the flag category of the watermelon is FC4, when the watermelon wins, as shown in FIG. 17, the player expects that 10 points or more will be awarded. FIGS. 21(b1) to (d1) show the point suggestion effect when normal operation is performed. FIGS. 21(b2) to (d2) and (b3) to (d3) show examples in which a cancellation effect is executed when irregular operation is performed. Since the form of the effect is the same as that in FIG. 20, it will not be repeated.

[0129] Thus, in the slot machine 1 of the present embodiment, regardless of the winning combination selected in the internal lottery, when irregular control is performed, the point acquisition lottery process is not performed and the cancellation effect is executed, so that the player can be prompted to perform normal operation.

[0130] [Special lottery during AT] FIG. 22 is a diagram showing tables of life acquisition lottery and one-hit victory lottery in the first state and the second state of the advantageous section. The benefits in the present embodiment include points that can be given during normal advantageous section, life that can be given during the first state, and one-hit victory in battles that can be given during the second state. While life is consumed even if acquired in the second state and there is a possibility that the transition from the second state to the first state cannot be made, one-hit victory is a process that determines the transition from the second state to the first state. Therefore, winning one-hit victory is a more advantageous control for the player than acquiring life. Hereinafter, being in the first state is referred to as "AT first state", and being in the second state is referred to as "AT second state". Also, the life acquisition lottery and the one-hit victory lottery are collectively referred to as "special lottery during AT".

[0131] (Life acquisition lottery) Life can be given based on the life acquisition lottery executed by the main control unit 41 during the AT first state. FIG. 22(a) shows the life acquisition lottery table referred to in the life acquisition lottery in the first section during the AT first state. As shown in FIG. 22(a), in the life acquisition lottery in the first section, when a role with a flag category of FC4 or FC5 is selected, when a role with a flag category of FC6 is selected, and when a role with a flag category of FC7 is selected, the expected value of life given per 1G is different.

[0132] Specifically, when a role with a flag category of FC4 or FC5 is selected, one life is given with a probability of 55%, and two lives are given with a probability of 10%. Also, when a role with a flag category of FC6 is selected, two lives are given with a probability of 100%. Furthermore, when a role with a flag category of FC7 is selected, one life is given with a probability of 35%, and two lives are given with a probability of 20%.

[0133] Thus, in the first section during the AT first state, among the lottery conditions, the expected value of multiple lives being awarded is high in the order of winning of the role of FC4 or FC5, winning of the role of FC7, and winning of the role of FC6.

[0134] In addition, in the first section during the AT first state, when a life is awarded on the occasion of winning of the role of the flag category being FC6, a reverse push navigation is executed in the game where the role of the flag category has won FC6. For this reason, when the player operates the stop switches 8L, 8C, 8R according to the reverse push navigation, the BAR replay wins. That is, in the first section during the AT first state, the awarding of a life is suggested to the player by the winning of the BAR replay.

[0135] In FIG. 22(b), a life acquisition lottery table referred to in the life acquisition lottery in the second section during the AT first state is shown. As shown in FIG. 22(b), when the role of the flag category is FC4 or FC5 and wins, one life is awarded with a probability of 20%. In addition, when the role of the flag category is FC6 and wins, one life is awarded with a probability of 60%, and two lives are awarded with a probability of 31%. Further, when the role of the flag category is FC7 and wins, one life is awarded with a probability of 28%, and two lives are awarded with a probability of 5%.

[0136] Thus, also in the second section during the AT first state, among the lottery conditions, the expected value of multiple lives being awarded is high in the order of winning of the role of FC4 or FC5, winning of the role of FC7, and winning of the role of FC6.

[0137] In addition, the first section is a section where navigation is performed less frequently than the second section. That is, the probability of notifying navigation in the second section is higher than the probability of notifying navigation in the first section.

[0138] (Life specialization zone) The life specialization zone is a state that can transition from the first AT state based on specialization zone lottery. Figure 22(c) shows the specialization zone lottery table referred to in the specialization zone lottery during the first AT state. As shown in Figure 22(c), in the specialization zone lottery during the first AT state, the probability of entering the specialization zone differs when the role of the flag category is FC4 or FC5, when the role of the flag category is FC6, and when the role of the flag category is FC7.

[0139] Specifically, when the role of the flag category is FC4 or FC5, there is a 10% probability of entering the specialization zone. Also, when the role of the flag category is FC6, there is a 50% probability of entering the specialization zone. Furthermore, when the role of the flag category is FC7, there is a 30% probability of entering the specialization zone.

[0140] Figure 22(d) shows the life acquisition lottery table referred to in the life acquisition lottery in the specialization zone. As shown in Figure 22(d), when the role of the flag category is FC4 or FC5, one life is given with a 50% probability and two lives are given with a 35% probability. Also, when the role of the flag category is FC6, two lives are given with a 100% probability. Furthermore, when the role of the flag category is FC7, one life is given with a 35% probability and two lives are given with a 50% probability.

[0141] (One-hit victory lottery) One-hit victory in battle can be granted based on the one-hit victory lottery executed by the main control unit 41 during the second AT state. Figure 22(e) shows the one-hit victory lottery table referred to in the one-hit victory lottery during the second AT state. As shown in Figure 22(e), in the one-hit victory lottery during the second AT state, the one-hit victory probability differs when the role of the flag category is FC4 or FC5, when the role of the flag category is FC6, and when the role of the flag category is FC7.

[0142] Specifically, when a role with flag category FC4 or FC5 is selected, a one-hit victory is given with a 50% probability. Also, when a role with flag category FC6 is selected, a one-hit victory is given with a 100% probability. Furthermore, when a role with flag category FC7 is selected, a one-hit victory is given with a 50% probability.

[0143] In this way, during the AT second state, among the lottery conditions, the probability of a one-hit victory is higher for the role with flag category FC6 than for rare role selections such as a role with flag category FC4 or FC5, or a role with flag category FC7. Note that during the AT second state, when a one-hit victory is given triggered by the selection of a role with flag category FC6, a reverse push navigation is executed in the game where the role with flag category FC6 is selected. Also, the first state is a section where navigation is performed less frequently than in the second state. That is, the probability of notifying navigation in the second state is higher than the probability of notifying navigation in the first state.

[0144] FIG. 23 is a diagram showing an example of the special lottery process during AT. In FIG. 23, the special lottery during AT executed by the main control unit 41 is explained using a flowchart. The special lottery acquisition lottery process during AT can be executed in the game end ball payout control process (S22) in the first state, second state, and ending state shown in FIG. 3. After the third stop operation is performed in the game end ball payout control process (S22) shown in FIG. 13, the main control unit 41 determines whether the game state is in the ending state (step Sb1). If it is in the ending state (YES in step Sb1), the main control unit 41 ends the process. That is, when it is in the ending state, the main control unit 41 does not execute the life acquisition lottery process and the one-hit victory lottery process described later.

[0145] When not in the ending state (NO in step Sb1), the main control unit 41 determines whether it is a game in which navigation display is performed (step Sb2). In the internal lottery process (S2) shown in FIG. 13, the main control unit 41 determines whether it is a game in which navigation display is performed based on the role number of the selected role. A game in which navigation display is performed is a game in which the sub-control unit 91 executes a navigation effect. When it is a game in which navigation display is performed (YES in step Sb2), the main control unit 41 executes the process shown in step Sb5. When it is not a game in which navigation display is performed (NO in step Sb2), the main control unit 41 determines whether the stop switch 8L (left stop switch) has been operated as the first stop operation (step Sb3). That is, the main control unit 41 determines whether a normal operation or an irregular operation has been performed in step Sb4. When the stop switch 8L has not been operated as the first stop operation (NO in step Sb3), a penalty setting is made (Sb4) and the process ends. The penalty setting in the AT state is a process of changing the lottery probability of the life acquisition lottery process and the one-hit victory lottery process in the next game. For example, the main control unit 41 sets the winning probability of life or one-hit victory in the life acquisition lottery process and the one-hit victory lottery process shown in FIG. 22 executed in the next game to be lower than the winning probability when no penalty setting is made. As a result, the probability of being given life or one-hit victory only in the next game decreases, resulting in control that is disadvantageous to the player. Thus, in the penalty setting, a setting that is disadvantageous to the player may be made, but no setting may be made. This is because the fact that the life acquisition lottery process shown in step Sa6 and the one-hit victory acquisition lottery process shown in step Sa9 are not executed is the penalty in the game. Also, because an irregular operation has been performed, the sub-control unit 91 executes a cancellation effect. The cancellation effect is the same effect as the cancellation effect described in the above point acquisition lottery process, and is an effect of dimming the screen. The cancellation effect here does not indicate that the point acquisition lottery process was not executed due to the irregular operation, but indicates that the life acquisition lottery process or the one-hit victory lottery process was not executed.The suspension of the performance may be not only the performance of dimming but also the performance of displaying character images such as "Please press from the left stop switch". That is, when an irregular operation is performed during AT, the main control unit 41 does not execute the life acquisition lottery process or the one-shot victory lottery process as a penalty for the player.

[0146] When it is determined that the stop switch 8L has been operated as the first stop operation (YES in step Sb3), the main control unit 41 determines whether the gaming state is in the first state (step Sb5). If it is in the first state (YES in step Sb5), the main control unit 41 executes the life acquisition lottery process (step Sb6). That is, the main control unit 41 determines whether to grant a life according to the table shown in FIG. 22(a) or FIG. 22(b) and the result of the internal lottery process. After the life acquisition lottery process, the main control unit 41 determines whether a life has been acquired in step Sb10 (step Sb7). If a life has not been acquired (NO in step Sb7), the main control unit 41 ends the process.

[0147] If a life has been acquired (YES in step Sb7), the main control unit 41 executes the life granting process (step Sb8). The life granting process is a process in which the main control unit 41 updates the number of lives stored in the RAM 41c and stores the acquired number of lives in the game end command transmitted to the sub-control unit 9 when stopping for the third time as described in FIG. 12. After the main control unit 41 executes the life granting process, the process ends.

[0148] Subsequently, returning to step Sb5, the case where it is not in the first state will be described. If it is not in the first state (NO in step Sb5), the main control unit 41 executes the one-shot victory lottery process (step Sb9). At this time, since it is determined that the gaming state is not in the ending state in step Sb1 and it is determined that it is not in the first state in step Sb5, the main control unit 41 determines that the gaming state is in the second state. Since a normal operation has been performed during the second state, the main control unit 41 executes the one-shot victory lottery.

[0149] That is, the main control unit 41 performs a one-hit victory lottery based on the table shown in FIG. 22(e) and the result of the internal lottery process. After the one-hit victory lottery process, the main control unit 41 determines whether or not it has won the one-hit victory (step Sb10). If the main control unit 41 determines that it has not won the one-hit victory (NO in step Sb10), the process ends. If the main control unit 41 determines that it has won the one-hit victory (YES in step Sb10), it executes the one-hit victory awarding process (step Sb11). The one-hit victory awarding process is a process in which the main control unit 41 executes a process corresponding to winning the one-hit victory, and stores the fact of winning the one-hit victory in the game end command transmitted to the sub-control unit 91 at the third stop described in FIG. 12.

[0150] In this way, in the game in the first state or the second state where the navigation display is not performed, the main control unit 41 performs control to execute the life acquisition lottery process or the one-hit victory awarding process when normally operated, while performing control not to execute the life acquisition lottery process or the one-hit victory awarding process when irregularly operated. The control not to execute the life acquisition lottery process or the one-hit victory awarding process is a control disadvantageous to the player. That is, in the slot machine 1, a penalty can be given to the player when an irregular operation is performed. Thereby, in the slot machine 1, the player can be prompted to operate by normal operation.

[0151] On the other hand, the main control unit 41 performs common control whether it is normally operated or irregularly operated in the game during the ending state. Thereby, in the ending state, even if an irregular operation is performed, it is possible to prevent the interest of the game in the ending state, which is the last state executed during the AT, from decreasing by not giving a penalty.

[0152] [Life Grant Suggestion Effect] FIG. 24 is a diagram for explaining an example of a life-giving suggestion effect when a watermelon is won. The life-giving suggestion effect is an effect that is performed when a specific role is won, and is an effect that suggests that life can be given by suggesting the winning role to the player. The life-giving suggestion effect is executed in the first state. Since it is during AT, the liquid crystal display 51 displays a remaining game image 51a indicating the number of remaining games and a life image 51b indicating the number of lives.

[0153] As shown in FIG. 24(a), when the start switch 7 is operated, an image indicating a treasure box is displayed on the liquid crystal display 51. The image indicating the treasure box suggests that the watermelon role has been won because a watermelon is drawn on it. The image indicating the treasure box may suggest that the watermelon role has been won because it is green without a watermelon drawn on it. That is, the player expects that the watermelon role has been won when the image indicating the treasure box is displayed. Also, as shown in FIGS. 22(a) and 22(b), the watermelon role with the flag category being FC4 is a role in which a life acquisition lottery process is executed. That is, the life-giving suggestion effect is an effect that suggests the possibility of life being given, and is executed based on the operation of the start switch 7.

[0154] In FIG. 24, after a life-giving suggestion effect is presented, the case of normal operation and the case of irregular operation are described. FIGS. 24(b1), (c1), and (d1) are diagrams for explaining the case of normal operation. Also, FIGS. 24(b2), (c2), (d2) and (b3), (c3), (d3) are diagrams for explaining the case of irregular operation. In FIG. 20(b1), the stop switch 8L is operated as a first stop operation. That is, in FIG. 20(b1), normal operation is being performed. At this time, the image showing the treasure box displayed as a life-giving suggestion effect remains displayed. Thereafter, in FIG. 24(c1), the stop switch 8C is operated as a second stop operation. The image showing the treasure box displayed as a life-giving suggestion effect remains displayed. Finally, in FIG. 24(d1), the stop switch 8R is operated as a third stop operation. As a result, a watermelon wins on the reel, and on the liquid crystal display 51, an image indicating that a life has been given as the watermelon combination has been won is displayed. Also, as the life is given, the sub-control unit 91 updates the life image 51b.

[0155] In FIGS. 24(b2) and 24(b3), an example is shown where the stop switch 8L is not operated as the first stop operation and an irregular operation is performed. As a result, the main control unit 41 detects that the stop switch operated as the first stop operation is the stop switch 8R or the stop switch 8C. The main control unit 41 transmits to the sub-control unit 91 that the stop switch 8R or the stop switch 8C has been operated as the first stop operation. Based on receiving that the stop switch 8R or the stop switch 8C has been operated as the first stop operation, the sub-control unit 91 executes an interruption effect to prevent the liquid crystal display 51 from dimming, as shown in FIGS. 24(b2) and 24(b3). Also, an image showing the treasure box that was being displayed as a life-giving suggestion effect disappears. That is, when an irregular operation is performed, the sub-control unit 91 ends the execution of the life-giving suggestion effect. In FIGS. 24(c2) and 24(c3) when the second stop operation is performed later, and in FIGS. 24(d2) and 24(d3) when the third stop operation is performed, the image displayed on the liquid crystal display 51 maintains the state when the interruption effect was executed.

[0156] In this way, in the game where the watermelon role is selected, when an irregular operation is performed, the life acquisition lottery is not executed and the control to extend the AT state by life acquisition is not performed. Thereby, it is possible to prompt the player to perform normal operations.

[0157] FIG. 25 is a diagram for explaining an example of a life-giving suggestion effect when a strong cherry is won. As shown in FIG. 25(a), when the start switch 7 is operated, an image showing a treasure chest is displayed on the liquid crystal display 51. The image showing the treasure chest suggests that the cherry role has been won because a cherry is drawn on it. The image showing the treasure chest may also suggest that the cherry role has been won because it is red without a cherry drawn on it. That is, the player expects that the cherry role has been won when the image showing the treasure chest is displayed. Also, as shown in FIGS. 22(a) and 22(b), the strong cherry role with the flag category FC6 is a role in which a life acquisition lottery process is executed. Since the mode of the effect is the same as that in FIG. 24, it will not be repeated.

[0158] Thus, in the slot machine 1 of the present embodiment, regardless of whether the role won in the internal lottery is the watermelon role or the strong cherry role, when irregular control is performed, the life acquisition lottery process is not performed and the stop effect is executed, so that the player can be prompted to operate normally.

[0159] FIG. 26 is a diagram showing a process in which the sub-control unit 91 executes a navigation effect. Hereinafter, the process when the sub-control unit 91 receives a game start command will be described. The sub-control unit 91 receives the game start command shown in FIG. 11 from the main control unit 41 (step Sc1). As described above, information related to navigation can be stored in the "instruction number" of command No. 2 included in the game start command. That is, command No. 2 stores information that can identify the pressing order in the game in which the start switch 7 is operated. The sub-control unit 91 determines whether information that can identify the pressing order is stored in the "instruction number" of command No. 2 (step Sc2).

[0160] When information capable of specifying the pressing order is stored in the command “instruction number” of No. 2 (YES in step Sc2), the sub-control unit 91 executes navigation effects (step Sc3) and ends the process. On the other hand, when information capable of specifying the pressing order is not stored in the command “instruction number” of No. 2 (NO in step Sc2), the sub-control unit 91 ends the process without executing navigation effects. That is, the sub-control unit 91 determines whether to execute navigation effects using the command “instruction number” of No. 2. Here, the sub-control unit 91 does not refer to commands other than the command “instruction number” of No. 2 included in the game start command when determining whether to execute navigation effects.

[0161] In other words, regardless of information including commands in which information related to winning hands such as the command “minor winning hand type” and “winning number” and commands in which information capable of specifying game states such as “section state” and “outcome state” are stored among the game start commands received by the sub-control unit 91 from the main control unit 41, when information related to navigation is stored in the command “instruction number” of No. 2, the sub-control unit 91 executes navigation effects. As a result, regardless of whether a winning hand is won and what the game state is, when information related to navigation is stored in the command “instruction number” of No. 2, the sub-control unit 91 executes navigation effects, so that the operation procedure can be appropriately notified to the player.

[0162] That is, for example, even if the main control unit 41 stores information indicating the normal section in the command “section information” due to an error or the like and transmits it to the sub-control unit 91 despite the game state being the advantageous section, the sub-control unit 91 can determine whether to execute navigation effects based on the command “instruction number” of No. 2. Similarly, even if the main control unit 41 stores information indicating that a hand without navigation display has won in the command “winning number” due to an error or the like and transmits it to the sub-control unit 91 despite a hand with navigation display having won, the sub-control unit 91 can determine whether to execute navigation effects based on the command “instruction number” of No. 2.

[0163] FIG. 27 is a diagram showing the command transmission process at the start of a game in the main control unit. Hereinafter, the process when the main control unit 41 transmits a command at the start of a game will be described. After the start switch 7 is operated, as shown in step S9 of the main process shown in FIG. 13, the main control unit 41 executes the command transmission process at the start of a game. In the slot machine 1 of the present embodiment, depending on the winning combination, the main control unit 41 changes the content of the command to be transmitted as a command at the start of a game. After the command transmission process at the start of a game is started, the main control unit 41 determines whether the winning combination number is any of combination numbers 8 to 23 (step Sd1). The combinations with combination numbers 8 to 23 are combinations that award a winning combination that is more advantageous when the stop operation is performed in a predetermined pressing order than when the stop operation is performed in another pressing order, as shown in FIG. 10. Hereinafter, the combinations with combination numbers 8 to 23 will be simply referred to as "pressing order combinations".

[0164] When the winning combination is a pressing order combination (YES in step Sd1), the main control unit 41 transmits the commands "minor combination type" and "winning number" without including them in the command at the start of a game (step Sd2). That is, the main control unit 41 does not transmit the command "minor combination type" of No. 3 and the command "winning number" of No. 11 itself among the commands at the start of a game shown in FIG. 11, but transmits the commands of No. 1, 2, 4 to 10, 12, and 13 to the sub-control unit 91. Hereinafter, among the commands at the start of a game, the order of No. 1, 2, 4 to 10, 12, and 13 will be referred to as a special order. That is, when it is a pressing order combination (YES in step Sd1), the main control unit 41 transmits the command at the start of a game in the special order (step Sd2) and ends the process.

[0165] When the elected winning combination is not a pushing order winning combination (NO in step Sd1), the main control unit 41 stores the information regarding the elected winning combination in the commands "minor winning combination type" and "winning number" (step Sd3). The main control unit 41 includes the commands "minor winning combination type" and "winning number" in the game start command and transmits it (step Sd4). That is, the main control unit 41 transmits the commands No. 1 to 13 among the game start commands shown in FIG. 11 to the sub-control unit 91. Hereinafter, the order of No. 1 to 13 among the game start commands is referred to as the "specific order". That is, when it is not a pushing order winning combination (NO in step Sd1), the main control unit 41 transmits the game start command in the specific order (step Sd2) and ends the process.

[0166] In this way, when the pushing order winning combination shown in FIG. 10 is elected, the main control unit 41 transmits the game start command in a special order without including the commands "minor winning combination type" and "winning number" in the game start command. At this time, regardless of whether the information regarding the navigation is stored in the command "instruction number" or not, the main control unit 41 transmits the game start command in the special order. That is, even when the pushing order winning combination in which the navigation effect is not executed in the AT state is elected, the main control unit 41 transmits the game start command in the special order.

[0167] As a result, the main control unit 41 does not transmit the commands "minor winning combination type" and "winning number" in which the information regarding the elected winning combination is stored in a game in which the navigation effect in the AT state is not executed. Therefore, it is possible to prevent the sub-control unit 91 from recognizing that the pushing order winning combination has been elected based on the game start command received from the main control unit 41.

[0168] In addition, the game start commands transmitted in a specific order include the command "minor winning combination type" and the command "winning number", while the game start commands transmitted in a special order do not include the command "minor winning combination type" and the command "winning number". Thus, the sub-control unit 91 can recognize whether the push-order winning combination has won or not based on whether the command "minor winning combination type" and the command "winning number" are included or not.

[0169] Also, in the slot machine 1 of the present embodiment, even in the game end command shown in FIG. 12, the order in which the commands shown in No. 1 to 13 are transmitted is referred to as the "specific order". Hereinafter, in order to distinguish the specific order in the game start command from the specific order in the game end command, the specific order in the game start command may be referred to as the "first specific order", and the specific order in the game end command may be referred to as the "second specific order".

[0170] As described above, in FIG. 27, an example in which the main control unit 41 transmits the game start command in a special order has been described. On the other hand, in the slot machine 1 of the present embodiment, for the game end command, the main control unit 41 transmits it including the command "minor winning combination type". Thus, when the game has already ended, the sub-control unit 91 can determine whether the push-order winning combination has won or not based on the command "minor winning combination type" included in the game end command.

[0171] Also, the main control unit 41 may transmit the commands of No. 1, 2, 4 to 10, 12, and 13 among the game end commands in a special order for the game end command. In this case, in order to distinguish the special order in the game start command from the special order in the game end command, the special order in the game start command is referred to as the "first special order", and the special order in the game end command is referred to as the "second special order".

[0172] FIG. 28 is a diagram showing the processing in the sub-control unit 91 when a game start command or a game end command is received. The sub-control unit 91 of the present embodiment changes the processing to be executed according to the order of the game start command and the game end command received from the main control unit 41. The sub-control unit 91 determines whether or not a game start command or a game end command has been received from the main control unit 41 (step Se1).

[0173] If the sub-control unit 91 has not received a game start command or a game end command from the main control unit 41 (NO in step Se1), the sub-control unit 91 repeats the processing of step Se1. If the sub-control unit 91 has received a game start command or a game end command from the main control unit 41 (YES in step Se1), the sub-control unit 91 determines whether or not the received command is in a specific order (step Se2). If it is not in a specific order (NO in step Se2), the sub-control unit 91 determines whether or not the received command is in a special order (step Se3). If it is not in a special order (NO in step Se3), the sub-control unit 91 performs error notification control (step Se4). As described above, the specific order is an order in which all of the commands No. 1 to 13 are included without omission in the game start command and the game end command. The special order is an order in which, in the game start command, the commands No. 4 and No. 11 are missing and which means that a winning combination of pressing order has been won. That is, the specific order and the special order are predetermined orders in the slot machine 1. When the received command is neither in a specific order nor in a special order, the sub-control unit 91 can determine that an error or the like has occurred. Therefore, in step Se4, the sub-control unit 91 starts error notification. Hereinafter, an order that is neither a specific order nor a special order is referred to as a "special order". The sub-control unit 91 may determine that it is a special order on the assumption that an error has occurred when the numerical information included in the command is outside the specified range.

[0174] The sub-control unit 91 performs error notification control (step Se4) and ends the process. FIG. 29 is a diagram showing the liquid crystal display 51 in a state where error notification control has been performed. Returning to step Se2, if the received command is in a specific order (YES in step Se2), the sub-control unit 91 performs control according to the received game start command or game end command (step Se5) and proceeds to step Se7. Also, in step Se3, if the received command is in a special order (YES in step Se3), the sub-control unit 91 performs control when the push order winning combination is selected (step Se6) and proceeds to step Se7. Note that when the command received by the sub-control unit 91 is a game end command, in step Se3, the sub-control unit 91 may determine whether to perform either the control when the push order winning combination is selected (step Se6) or the error notification control (step Se4) based on both the game start command and the game end command. That is, the sub-control unit 91 may recognize that the push order winning combination is selected based on the fact that the game start command within a unit game is in a first special order and further that the game end command is also in a second special order.

[0175] In step Se7, the sub-control unit 91 determines whether or not the error notification control is being performed (step Se7). That is, it determines whether or not the state in which the error notification control was performed in step Se4 is maintained. If the error notification control is being performed (YES in step Se7), the sub-control unit 91 cancels the error notification control (step Se8) and ends the process. If the error notification control is not being performed (NO in step Se7), the sub-control unit 91 ends the process.

[0176] In this way, the main control unit 41 can transmit the game start command in a special order or a specific order, and transmit the game end command in a specific order. When the sub-control unit 91 receives the game start command or the game end command from the main control unit 41 in a specific order, the sub-control unit 91 performs control according to the received command. When the sub-control unit 91 receives the game start command from the main control unit 41 in a special order, the sub-control unit 91 performs control when the pushing order winning combination is won. When the game start command or the game end command received by the sub-control unit 91 from the main control unit 41 is received in a special order that is neither the specific order nor the special order, the sub-control unit 91 performs error notification control. As a result, as shown in FIG. 28, the sub-control unit 91 can perform different controls according to the order in which a plurality of commands including the game start command or the game end command are received from the main control unit 41.

[0177] FIG. 30 is a diagram showing the timing for canceling the error notification based on receiving the game end command. In FIG. 30, at timings t1 and t2, the relationship between (a) the operation of the player, (b) the process of the main control unit 41, and (c) the process of the sub-control unit 91 is shown. As shown in FIG. 30, at timing t1, the player operates the start switch 7. Based on the operation of the start switch 7, the main control unit 41 transmits the game start command to the sub-control unit 91. Here, the sub-control unit 91 receives the game start command in a special order that is neither the specific order nor the special order. As a result, the sub-control unit 91 starts the error notification. That is, the sub-control unit 91 causes the liquid crystal display 51 to display the error occurrence screen shown in FIG. 29. The player stops the reels according to the display shown in FIG. 29.

[0178] At timing t2, the player performs the third stop operation. Based on the third stop operation, the main control unit 41 transmits the game end command to the sub-control unit 91. At this time, the sub-control unit 91 receives the game end command in a specific order. The sub-control unit 91 cancels the error notification. As a result, a minor communication error or the like that occurred when transmitting the game start command can be easily canceled.

[0179] In this way, when the start switch 7 is operated, the sub-control unit 91 starts error notification when receiving a game start command from the main control unit 41 in a special order. Also, after the error notification is started, when the sub-control unit 91 receives a game end command from the main control unit 41 in a second specific order at the third stop, the sub-control unit 91 ends the error notification. As a result, within one game, even if an error such as a command omission occurs in the game start command transmitted when the start switch 7 is operated and the error notification is started, if no error such as a command omission occurs at the subsequent third stop, the error notification can be ended. Therefore, in the slot machine 1, minor errors such as command omissions can be easily resolved within one game.

[0180] FIG. 31 is a diagram showing an example of canceling error notification in the next game. In FIG. 31, the relationships among (a) the player's operations, (b) the processing of the main control unit 41, and (c) the processing of the sub-control unit 91 are shown at timings t1, t2, and t3. As shown in FIG. 31, at timing t1, the player operates the start switch 7. Based on the operation of the start switch 7, the main control unit 41 transmits a game start command to the sub-control unit 91. Here, the sub-control unit 91 receives the game start command in a special order that is neither a specific order nor a special order. Thereby, the sub-control unit 91 starts error notification. That is, the sub-control unit 91 causes the liquid crystal display 51 to display the error occurrence screen shown in FIG. 29. The player stops the reels according to the display of the error occurrence screen shown in FIG. 29.

[0181] At timing t2, the player performs a third stop operation. Based on the third stop operation, the main control unit 41 transmits a game end command to the sub-control unit 91. Here, the sub-control unit 91 receives the game end command in a special order different from the specific order. Therefore, the sub-control unit 91 does not cancel the error notification. At timing t2, the sub-control unit 91 may change the error occurrence screen shown in FIG. 29 to a screen displaying a message such as "Please operate the start switch." At timing t3, the player operates the start switch 7 again. Based on the operation of the start switch 7, the main control unit 41 transmits a game start command to the sub-control unit 91. At this time, the sub-control unit 91 receives the game start command in the specific order. The sub-control unit 91 cancels the error notification. This makes it easy to resolve minor communication errors that occurred at timings t1 and t2.

[0182] Thus, when the start switch 7 is operated, the sub-control unit 91 initiates an error notification when it receives a game start command from the main control unit 41 in a special order that is neither a specific order nor a special order. Furthermore, after the error notification has been initiated, the sub-control unit 91 terminates the error notification when it receives a game start command from the main control unit 41 in the first specific order when the start switch 7 is operated for the next game. As a result, even if an error notification is initiated due to an error such as a missing command in the game start command transmitted in response to the operation of the start switch 7, the error notification will terminate if there is no missing command in the game start command transmitted in response to the operation of the start switch 7 for the next game. Therefore, in the slot machine 1, minor missing commands due to static electricity or the like can be easily resolved in the next game.

[0183] Originally, the privilege lottery process was to be executed at the timing when the start switch 7 was operated. However, in the slot machine 1 according to the present embodiment, whether to execute the privilege lottery process is determined according to whether the first stop operation is a normal operation or an irregular operation. If the privilege lottery process is executed at the timing when the start switch 7 is operated as in the prior art, it is necessary to discard the result of the privilege lottery process that has already been executed when the start switch 7 is operated after the irregular operation, and the process becomes complicated. This is because in the unit game, the timing at which the first stop operation for determining whether to impose a penalty is performed is after the timing at which the start switch 7 is operated. Therefore, in the slot machine 1 according to the present embodiment, the privilege lottery process itself is executed at the timing when the third stop operation is performed after the timing when the first stop operation is performed. Thereby, even when an irregular operation is performed, since the privilege lottery process has not yet been executed at the timing when the first stop operation is performed, it is not necessary to discard the result of the executed privilege lottery process.

[0184] FIG. 32 is a diagram for explaining the processes executed in the gaming state. In FIG. 32, the periods in which "normal stage" and "continuous performance" are executed in the normal advantageous section, the periods in which "first section stage" and "continuous performance" are executed in the first state, the periods in which "second section stage" and "continuous performance" are executed in the second state, the specialized zone stage, the second state stage in the second state, and the ending stage in the ending state are compared and explained.

[0185] As described above, the "continuous performance" is a performance suggesting that the gaming state shifts, and the performance is continuously executed for 3 to 5 games. The continuous performance in the normal advantageous section is a performance suggesting whether to shift to the first state. The continuous performance in the first state is a performance suggesting whether to shift to the specialized zone of the first state. The continuous performance is, for example, a performance in which the story progresses every one game and notifies whether the gaming state shifts in the final game.

[0186] In the normal stage and continuous performance of the favorable section, when the stop switch 8L is operated as the first stop operation, a point acquisition lottery process is executed. On the other hand, in the normal stage and continuous performance of the favorable section, when the stop switch 8C or the stop switch 8R is operated as the first stop operation, the point acquisition lottery process is not executed as a penalty. Also, in a state other than the normal state of the favorable section, the point acquisition lottery process is not executed.

[0187] In the first section stage, second section stage, continuous performance, and specialized zone stage of the first state, when the stop switch 8L is operated as the first stop operation, a life acquisition lottery process is executed. On the other hand, in the first section stage, second section stage, continuous performance, and specialized zone stage of the first state, when the stop switch 8C or the stop switch 8R is operated as the first stop operation, the life acquisition lottery process is not executed as a penalty. Also, in a state other than the first state, the life acquisition lottery process is not executed.

[0188] In the second state stage of the second state, when the stop switch 8L is operated as the first stop operation, a one-hit victory lottery process is executed. On the other hand, in the second state stage of the second state, when the stop switch 8C or the stop switch 8R is operated as the first stop operation, the one-hit victory lottery process is not executed as a penalty. Also, in a state other than the second state, the one-hit victory lottery process is not executed.

[0189] In a state other than the ending state, when the stop switch 8L is operated as the first stop operation, the abort performance is not executed. On the other hand, in a state other than the ending state, even if the stop switch 8C or the stop switch 8R is operated as the first stop operation, the abort performance is not executed. In all states, the number of favorable section cards and the ratio information are updated for each game.

[0190] Next, the processing in the next game when the start switch 7 is pressed will be described. In the normal stage and continuous performance in the advantageous section, when the stop switch 8L is operated as the first stop operation, in the next game, a point update performance is executed. On the other hand, in the normal stage and continuous performance in the advantageous section, when the stop switch 8C or the stop switch 8R is operated as the first stop operation, in the next game, the point update performance is not executed. Also, in a state other than the normal advantageous section, the point update performance is not executed.

[0191] Next, the update of the continuous performance will be described. As described above, the continuous performance is a performance that is continuously executed between 3 to 5 games. Hereinafter, the case where the continuous performance is 5 games will be described as an example. In each of the 5 games included in the continuous performance, different performances are executed. For example, in the first game, the first fanning performance is executed, in the second game, the second fanning performance is executed, in the third game, the third fanning performance is executed, in the fourth game, the fourth fanning performance is executed, and in the fifth game, the result notification performance is executed. Here, the update of the continuous performance means that after the performance in the continuous performance is executed, the performance corresponding to the next game is executed. That is, when the second fanning performance is executed in the game after the first fanning performance is executed in the first game, the continuous performance is updated. On the other hand, when the first fanning performance is executed again in the game after the first fanning performance is executed in the first game, the continuous performance is not updated.

[0192] In the continuous performance in each state, when the stop switch 8L is operated as the first stop operation, in the next game, the continuous performance is updated. That is, the continuous performance progresses.

[0193] In the normal continuous performance in the advantageous section, when the stop switch 8C or the stop switch 8R is operated as the first stop operation, the continuous performance is not updated. For example, in the second game of the continuous performance, when the stop switch 8C is operated as the first stop operation, in the next game, the second exciting performance is executed again. That is, in the normal advantageous section, as a penalty, the continuous performance is not updated.

[0194] On the other hand, in the continuous performance in the first state, even when the stop switch 8C or the stop switch 8R is operated as the first stop operation, the continuous performance is updated. That is, in the first state that is advantageous to the player, if the continuous performance is executed again without being updated, the state advantageous to the player will continue. Therefore, even when an irregular operation is performed, it does not result in control that is disadvantageous to the player and does not become a penalty. Therefore, in the slot machine 1, in the continuous performance in the first state, even when irregular control is performed, the continuous performance is not updated.

[0195] The performance lottery process will be described. The performance lottery process is a process for determining the type of performance to be executed. In the normal stage in the normal advantageous section, the first section stage in the first state, the second section stage, and the second state stage in the second state, when the stop switch 8L is operated as the first stop operation, the performance lottery process for the next game is executed. On the other hand, in the normal stage in the normal advantageous section, the first section stage in the first state, the second section stage, and the second state stage in the second state, when the stop switch 8C or the stop switch 8R is operated as the first stop operation, as a penalty, the performance lottery process for the next game is not executed. That is, the game progresses without a performance. The period during which the performance is not executed is not limited to one game and may be three games.

[0196] [Main Configuration] The S base 2 according to the present embodiment has been described above. In the following, the main configuration of the S base 2 according to the present embodiment will be described.

[0197] (1-1) A slot machine (e.g., slot machine 1) includes a plurality of variable display units (e.g., reels 2L, 2C, 2R) capable of variably displaying a plurality of types of discriminable identification information, each of which can be discriminated. After variably displaying the variable display unit, the display result is derived by stopping the variable display of the variable display unit, and a winning can occur according to the display result combination, which is a combination of the display results of the plurality of variable display units. Game control means (e.g., main control unit 41) for controlling the progress of the game, Effect control means (e.g., sub control unit 91) for controlling the effects, A plurality of derivation operation means (e.g., stop switches 8L, 8C, 8R) operated to derive the display result combination, and includes: The game control means includes: Pre-determination means (e.g., internal lottery process by main control unit 41) for determining a display result combination that allows derivation, Derivation control means (e.g., reel control by main control unit 41) for performing control to derive a display result combination according to the determination result of the pre-determination means and the operations of the plurality of derivation operation means, Update means (e.g., point awarding process by main control unit 41) for updating the value of a specific counter (e.g., point counter) according to the progress of the game in the normal state (e.g., normal in the advantageous section), Notification state control means (e.g., process for controlling to the AT state by main control unit 41) for controlling to a notification state (e.g., AT state) in which the operation procedure of the plurality of derivation operation means can be notified when the value of the specific counter reaches a specific value (e.g., 100, 300, 600, 1000) in the normal state, Transmission means (e.g., game start command transmission process by main control unit 41, game end command transmission process by main control unit 41) for transmitting commands (e.g., game start command, game end command) to the effect control means, and includes: The effect control means includes notification effect means (e.g., process for executing a navigation effect by sub control unit 91) for notifying the operation procedure in the notification state. When the determination result of the pre-determined means is any one of a plurality of types of specific determination results (for example, push-order bell), the notification presentation means notifies the operation procedure (for example, correct procedure) corresponding to the specific determination result. When the determination result of the pre-determined means is any one of the plurality of types of specific determination results, when the plurality of derivation operation means are operated according to the operation procedure corresponding to the specific determination result, the derivation control means can derive an award display result combination (for example, a symbol combination of a plum combination) in which an award for granting a game value (for example, medal) (for example, a plum combination) occurs. The updating means updates the value of the specific counter when the plurality of derivation operation means are operated in a normal procedure (for example, normal operation), while when the plurality of derivation operation means are operated in an irregular procedure (for example, irregular operation) different from the normal procedure (for example, when NO in Sa1 of FIG. 16), the value of the specific counter is not updated (for example, the point acquisition lottery process of Sa3 shown in FIG. 16 is not executed). The transmission means can transmit a determination result command (for example, commands "small combination type", "winning number") based on the determination result of the pre-determined means to the effect control means, and in a game in which the notification presentation means does not notify the operation procedure (for example, normal section, normal in advantageous section, game in which navigation is not executed in AT state), when the determination result of the pre-determined means is any one of the plurality of types of specific determination results (for example, when YES in Sd1 shown in FIG. 27), the determination result command is not transmitted (for example, at Sd2 shown in FIG. 27, the game start command is transmitted in a special order not including the commands "small combination type", "winning number").

[0198] Specifically, as shown in FIG. 16, when the stop switches 8L, 8C, and 8R are normally operated, the value of the point counter for controlling the AT state is updated. On the other hand, when an irregular operation is performed, a penalty can be given such that the value of the point counter is not updated. Therefore, the player can be prompted to normally operate the stop switches 8L, 8C, and 8R. Further, since the commands "minor winning type" and "winning number" are not transmitted from the main control unit 41 to the sub-control unit 91, it is possible to prevent the sub-control unit 91 from recognizing that the player has won in any of the pressing-order winning combinations based on the game start command received from the main control unit 41.

[0199] (1-2) The effect control means further includes an update effect means (for example, a process for executing the point update effect shown in FIG. 15 by the sub-control unit 91) that executes an update effect (for example, the point update effect shown in FIG. 15) that suggests that the value of the specific counter has been updated when the game is started (for example, at the start operation). The update effect means suggests, by the update effect, that the value of the specific counter has been updated in the game before the game in which the update effect is executed (for example, the process in which the sub-control unit 91 executes the point update effect at timing t7 for the points acquired at timing t4 shown in FIG. 18).

[0200] Specifically, as shown in FIGS. 18 and 19, it is possible to suggest to the player by a point update effect at the start of the next game that the point counter was updated in the previous game. Also, when an irregular operation is performed in the previous game, the point counter is not updated, and the point update effect is not executed in the next game either. Therefore, the presence or absence of the update of the point counter and the presence or absence of the execution of the point update effect can be made consistent. In a slot machine, generally, the point update effect is often executed at the timing when the start switch 7 is operated. Therefore, for the player, it is natural that the point update effect is executed at the timing when the start switch 7 is operated, and there is no sense of discomfort. Therefore, it is desirable that the point update effect is executed at the timing when the start switch 7 is operated.

[0201] (1-3) In a game where the advantageous update condition is satisfied (for example, a game in which a strong cherry or watermelon is won), the update means updates the specific counter using a value larger than that in a game where the advantageous update condition is not satisfied (for example, the point acquisition lottery shown in FIG. 17). The effect control means further includes advantageous update suggestion effect means for executing an advantageous update suggestion effect for suggesting that the advantageous update condition is satisfied (for example, a process for executing the point suggestion effect shown in FIGS. 20 and 21 by the sub-control unit 91). After executing the advantageous update suggestion effect at the start of a game where the advantageous update condition is satisfied, the advantageous update suggestion effect means ends the execution of the advantageous update suggestion effect when the plurality of derivation operation means are operated in the irregular procedure in that game (for example, as shown in FIGS. 20 and 21, the sub-control unit 91 executes a cancellation effect).

[0202] Specifically, as shown in FIGS. 20 and 21, at the start of the game in which a rare role is won, a point suggestion effect that suggests that the point counter is updated using a value larger than that of the game in which the rare role is not won is executed. However, even if the value of the point counter is not updated due to an irregular operation thereafter, the execution of the point suggestion effect ends. Thereby, it is possible to prevent a player who has performed an irregular operation from misunderstanding that the point counter is updated using a large value.

[0203] (1-4) The updating means performs first update control to update the specific counter so that the expected value of the value used for updating becomes a first value (for example, about 25 points) when the determination result of the prior determination means becomes a first determination result (for example, watermelon winning) (for example, the process when flag category FC4 in the point acquisition lottery shown in FIG. 17 by the main control unit 41 wins), performs second update control to update the specific counter so that the expected value of the value used for updating becomes a second value (for example, about 90 points) when the determination result of the prior determination means becomes a second determination result (for example, strong cherry winning) (for example, the process when flag category FC6 in the point acquisition lottery shown in FIG. 17 by the main control unit 41 wins), when the determination result of the prior determination means is the first determination result or the second determination result, and when the plurality of derivation operation means are operated in the irregular procedure (for example, NO in Sa1 of FIG. 16), the value of the specific counter is not updated (for example, the point acquisition lottery process of Sa3 shown in FIG. 16 is not executed).

[0204] Specifically, as shown in FIGS. 20 and 21, regardless of the role won in the internal lottery process, the player can be prompted to perform normal operations.

[0205] (1-5) The advantageous update suggestion effect means When the determination result of the pre-determination means becomes the first determination result, execute the first update suggestion effect as the advantageous update suggestion effect (for example, the sub-control unit 91 executes the point suggestion effect at the time of winning a strong cherry shown in FIG. 20), When the determination result of the pre-determination means becomes the second determination result, execute the second update suggestion effect as the advantageous update suggestion effect (for example, the sub-control unit 91 executes the point suggestion effect at the time of winning a watermelon shown in FIG. 21), When any of the first update suggestion effect and the second update suggestion effect is being executed and the plurality of derivation operation means are operated according to the irregular procedure, end the advantageous update suggestion effect (for example, as shown in FIGS. 20 and 21, the sub-control unit 91 executes a cancellation process).

[0206] Specifically, as shown in FIGS. 20 and 21, regardless of the winning combination in the internal lottery process, the player can be prompted to operate normally.

[0207] (2-1) A slot machine (for example, slot machine 1) having a plurality of variable display units (for example, reels 2L, 2C, 2R) capable of variably displaying a plurality of types of identification information that can be individually identified, After variably displaying the variable display unit, the display result is derived by stopping the variable display of the variable display unit, and winning can occur according to the display result combination that is a combination of the display results of the plurality of variable display units, A game control means (for example, main control unit 41) for controlling the progress of the game, An effect control means (for example, sub-control unit 91) for controlling the effect, A plurality of derivation operation means (for example, stop switches 8L, 8C, 8R) operated to derive the display result combination, The game control means includes A pre-determination means (for example, internal lottery process by the main control unit 41) for determining a display result combination that allows derivation, Derivation control means for performing control to derive a display result combination according to the determination result of the pre-determined means and the operations of the plurality of derivation operation means (for example, reel control by the main control unit 41), Notification state control means for controlling to a notification state (for example, AT state) in which the operation procedures of the plurality of derivation operation means can be notified (for example, processing for controlling to the AT state by the main control unit 41), Transmission means for transmitting commands (for example, game start command, game end command) to the effect control means (for example, game start command transmission processing and game end command transmission processing by the main control unit 41), including The effect control means includes notification effect means (for example, processing for executing a navigation effect by the sub-control unit 91) for notifying the operation procedure in the notification state. The game in the notification state (for example, the game in the first section during the first state) includes a notification game (for example, a game in which a navigation effect is executed) in which the operation procedure is notified and a non-notification game (for example, a game in which a navigation effect is not executed) in which the operation procedure is not notified. When the determination result of the pre-determined means is any one of the plurality of types of specific determination results (for example, push order bell), the derivation control means can derive an awarding display result combination (for example, a symbol combination of a plum combination) in which an awarding winning (for example, a plum combination) that awards game value (for example, medals) occurs when the plurality of derivation operation means are operated according to the operation procedure (for example, the correct procedure) corresponding to the specific determination result. In the non-notification game, the game control means performs normal control (for example, the processing of Sb6 to Sb8 for executing the life acquisition lottery process shown in FIG. 23 or the processing of Sb9 to Sb11 for executing the one-shot victory lottery process) when the plurality of derivation operation means are operated in the normal procedure (for example, normal operation), while performing irregular control that is more disadvantageous than the normal control (for example, the processing of Sb4 that does not execute the life acquisition lottery process and the one-shot victory lottery process shown in FIG. 23) when the plurality of derivation operation means are operated in an irregular procedure (for example, irregular operation) different from the normal procedure. The transmission means can transmit a determination result command (e.g., commands "minor role type", "winning number") based on the determination result of the pre-determination means to the effect control means, and in a game where the notification effect means does not notify the operation procedure (e.g., a game in which a navigation effect is not executed in the AT state), when the determination result of the pre-determination means becomes any of the plurality of specific determination results, the determination result command is not transmitted (e.g., at Sd2 shown in FIG. 27, the game start command is transmitted in a special order excluding the commands "minor role type" and "winning number").

[0208] Specifically, as shown in FIG. 23, in a game where a navigation effect is not executed in the AT state, when normally operated, a life acquisition lottery process and a one-shot victory lottery process are executed, while when an irregular operation different from the normal operation is performed, a penalty of not executing the life acquisition lottery process and the one-shot victory lottery process can be given, so that the player can be urged to perform a normal operation. Further, in a game where a navigation effect is not executed, since the commands "minor role type" and "winning number" are not transmitted from the main control unit 41 to the sub-control unit 91, it is possible to prevent the sub-control unit 91 from recognizing that a pressing-order winning combination has won based on the game start command received from the main control unit 41.

[0209] (2-2) The notification state includes a normal notification state (e.g., the first state) and a specific notification state (e.g., the second state), when the notification effect means is in the specific notification state, it notifies the operation procedure with a probability higher than the probability of notifying the operation procedure in the normal notification state, in the non-notification game in the normal notification state, when the plurality of derivation operation means are operated in the irregular procedure (e.g., in the case of NO at Sb3 in FIG. 23), the game control means performs the irregular control that is more disadvantageous than when the plurality of derivation operation means are operated in the normal procedure (e.g., in the first state, the life acquisition lottery process shown in Sb5 in FIG. 23 is not executed).

[0210] Specifically, as shown in FIG. 23, in the first state, it is possible to prompt the player to perform normal operations. Further, the normal notification state may be set as the first section of the first state, and the specific notification state may be set as the second section of the first state. Furthermore, the normal notification state may be set as the first state, and the specific notification state may be set as the ending state.

[0211] (2-3) The game control means further includes value counting means for counting the accumulation of game values given based on the occurrence of a winning (for example, the process of counting the number of advantageous section tickets by the main control unit 41). The notification state further includes a special notification state (for example, an ending state). The notification state control means can control to the special notification state until a specific condition is satisfied (for example, the limiter condition is satisfied) in the notification state. In the non-notification game in the special notification state, the game control means performs common control when the plurality of derivation operation means are operated in the normal procedure and when they are operated in the irregular procedure (for example, in the case of the ending state shown in FIG. 23, regardless of whether it is a normal operation or an irregular operation, common control is performed to skip the processes of Sb2 to Sb11 in FIG. 23).

[0212] Specifically, as shown in FIG. 23, in the special notification state (for example, the ending state), even if an irregular operation is performed in the non-notification game, common control is performed as when a normal operation is performed, so the interest of the game can be improved.

[0213] (2-4) The notification state control means performs first extension control to extend the notification state when the determination result of the pre-determination means becomes the first determination result (for example, watermelon winning) in the notification state (for example, life acquisition lottery in FIG. 22, life acquisition based on winning FC4). Control for extending the notification state when the determination result of the pre-determined means is the second determination result (for example, winning a strong cherry) in the notification state, and performing second extension control that is more advantageous than the first extension control (for example, winning FC6 in the life acquisition lottery in FIG. 22 based on life acquisition), When the determination result of the pre-determined means is either the first determination result or the second determination result, and the plurality of derivation operation means are operated in the irregular procedure (for example, in the case of NO in Sb3 of FIG. 23), neither the first extension control nor the second extension control is performed (for example, in the first state, the life acquisition lottery process of Sb6 shown in FIG. 23 is not executed).

[0214] Specifically, as shown in FIGS. 24 and 25, the player can be prompted to perform normal operations. Also, the second extension control may be a life acquisition lottery executed in the specialization zone.

[0215] (2-5) The effect control means,[[]]END]] In the notification state, when the determination result of the pre-determined means is the first determination result, a first effect is executed (for example, when winning a watermelon, the life grant suggestion effect shown in FIG. 24 is executed), In the notification state, when the determination result of the pre-determined means is the second determination result, a second effect is executed (for example, when winning a strong cherry, the life grant suggestion effect shown in FIG. 25 is executed), When the plurality of derivation operation means are operated in the irregular procedure (for example, in the case of NO in Sb3 of FIG. 23) while either the first effect or the second effect is being executed, a cancellation effect is executed (for example, the cancellation effect shown in FIGS. 24 and 25 is executed).

[0216] Specifically, as shown in FIGS. 24 and 25, it is possible to prompt the player to perform normal operations. Further, the pause performance executed in the first performance and the pause performance executed in the second performance may be pause performances with different modes. For example, in the pause performance executed in the first performance, the life-giving suggestion performance is paused without performing a fade-out performance, while in the pause performance executed in the second performance, a fade-out performance may be performed and the life-giving suggestion performance may be paused.

[0217] (2-6) The game control means further includes value counting means for counting the accumulation of game values given based on the occurrence of a winning (for example, the process of counting the number of advantageous intervals by the main control unit 41). The notification state control means ends the notification state (for example, the ending state) according to the accumulation of the game values counted by the value counting means. The value counting means counts the game value when the game value is given based on the occurrence of a winning regardless of whether the plurality of derivation operation means are operated according to the normal procedure or the irregular procedure (for example, the limiter update shown in FIGS. 18 and 19). Specifically, as shown in FIGS. 18 and 19, not only when performing normal operations but also when performing irregular operations, the accumulation of the number of medals is counted, so it is possible to prevent distinguishing whether it is advantageous according to the operation mode and prevent becoming overly advantageous due to an irregular operation.

[0218] (2-7) The game control means further includes display means (for example, a winning ratio monitor) capable of displaying the accumulation of the game values counted by the game control means. The value counting means counts the game value when the game value is given based on the occurrence of a winning regardless of whether the plurality of derivation operation means are operated according to the normal procedure or the irregular procedure (for example, the winning ratio information update shown in FIGS. 18 and 19).

[0219] Specifically, as shown in FIGS. 18 and 19, not only when performing normal operations but also when performing irregular operations, the cumulative number of paid-out medals is counted and the cumulative result is displayed. Therefore, the payout history of the number of paid-out medals in the slot machine 1 can be appropriately shown to the outside.

[0220] (2-8) The transmission means can transmit a procedure command capable of specifying the operation procedure to the effect control means (for example, transmitting a game start command and a game end command in a specific order by the main control unit 41), Regardless of whether or not the effect control means has specified that the determination result of the advance determination means is the specific determination result based on the determination result command received from the transmission means (for example, regardless of whether or not winning the push-order bell in the internal lottery process), when receiving the procedure command, the effect control means notifies the operation procedure that can be specified based on the procedure command (for example, executes a navigation effect).

[0221] Specifically, as shown in FIG. 26, regardless of the winning combination in the internal lottery process, when receiving a game start command, a navigation effect is executed by the sub-control unit 91. Therefore, the push order can be appropriately notified to the player.

[0222] (2-9) The transmission means can transmit a game state command capable of specifying the state being controlled to the effect control means (for example, transmitting a game start command and a game end command in a specific order by the main control unit 41), Regardless of whether or not the state being controlled is the notification state based on the game state command received from the transmission means (for example, regardless of the game state), when receiving the procedure command, the effect control means notifies the operation procedure that can be specified based on the procedure command (for example, executes a navigation effect).

[0223] Specifically, as shown in FIG. 26, regardless of the game state, when receiving a game start command, a navigation effect is executed by the sub-control unit 91. Therefore, the push order can be appropriately notified to the player.

[0224] (2-10) The transmitting means can transmit the determination result command based on the determination result of the pre-determination means to the effect control means, and in a game where the notification effect means does not notify the operation procedure (for example, a game in which the navigation effect is not executed in the AT state), when the determination result of the pre-determination means becomes any one of the plurality of types of the specific determination results (for example, when winning the push order bell), the determination result command is not transmitted (for example, the game start command does not include the commands "small winning type" and "winning number").

[0225] Specifically, as shown in FIG. 27, in a game in which the navigation effect is not executed in the AT state, even if winning the push order bell in the internal lottery process, the commands "small winning type" and "winning number" based on the winning combination are not transmitted from the main control unit 41 to the sub-control unit 91. Therefore, it is possible to prevent the sub-control unit 91 from recognizing that the push order bell has won based on the game start command received from the main control unit 41.

[0226] (2-11) The transmitting means can transmit a plurality of commands to the effect control means in a predetermined order. The effect control means When receiving the plurality of commands from the transmitting means in a specific order (for example, when YES in Se2 of FIG. 28), performs first control (for example, the process of step Se5 by the sub-control unit 91 shown in FIG. 28). When receiving the plurality of commands from the transmitting means in a special order (for example, when YES in Se3 of FIG. 28), performs second control (for example, the process of step Se6 by the sub-control unit 91 shown in FIG. 28). When receiving the plurality of commands from the transmitting means in an order that is neither the specific order nor the special order (for example, when NO in Se3 of FIG. 28), performs third control (for example, the process of step Se4 by the sub-control unit 91 shown in FIG. 28).

[0227] Specifically, as shown in FIG. 28, the sub-control unit 91 can perform different controls according to the order of commands when receiving a game start command or a game end command from the main control unit 41.

[0228] (2-12) The transmission means In a first timing in a single unit game (for example, when the start switch 7 is operated), the plurality of commands can be transmitted to the effect control means in a first specific order (for example, the main control unit 41 transmits a game start command in the first specific order), In a second timing after the first timing in the single unit game (for example, at the third stop), the plurality of commands can be transmitted to the effect control means in a second specific order (for example, the main control unit 41 transmits a game end command in the second specific order), The effect control means In the first timing, when receiving the plurality of commands from the transmission means in an order different from the first specific order, special notification (for example, error notification by the sub-control unit 91 shown at timing t1 in FIG. 30) can be started, After the special notification is started, in the second timing, when receiving the plurality of commands from the transmission means in the second specific order, the special notification is terminated (for example, termination of error notification by the sub-control unit 91 shown at timing t2 in FIG. 30).

[0229] Specifically, as shown in FIG. 30, even if error notification is started due to a missing command that occurred when the start switch 7 was operated within a unit game, if there is no missing command at the subsequent third stop, the error notification ends, so minor missing commands can be easily resolved within the unit game.

[0230] (2-13) The effect control means In the first opportunity in one game, when the plurality of commands are received from the transmitting means in an order that is neither the specific order nor the special order (for example, a special order), the special notification (for example, the error notification by the sub-control unit 91 shown at timing t1 in FIG. 31) is started as the third control. After the special notification is started, in the first opportunity in the next game of the one game, when the plurality of commands are received from the transmitting means in the first specific order, the special notification is terminated (for example, the end of the error notification by the sub-control unit 91 shown at timing t3 in FIG. 31).

[0231] Specifically, as shown in FIG. 31, in one game, even if an error notification is started due to a missing command that occurred when the start switch 7 was operated, if there is no missing command when the start switch 7 is operated in the next game, the error notification ends. Therefore, a minor command missing that occurred in one game can be easily resolved in the next game.

[0232] (2-14) The plurality of commands transmitted in the specific order (for example, the game start command in the specific order and the game end command in the specific order) include the determination result commands (for example, the commands "minor winning type", "winning number"). The plurality of commands transmitted in the special order (for example, the game start command in the special order) do not include the determination result commands (for example, the commands "minor winning type", "winning number").

[0233] Specifically, as shown in FIG. 27, the sub-control unit 91 can recognize whether or not a pressing-order winning combination has won based on whether or not the commands "minor winning type" and "winning number" are included.

[0234] [Modification Example] The present invention is not limited to the above-described embodiments, and various modifications and applications are possible. Hereinafter, modification examples of the above-described embodiments applicable to the present invention will be described.

[0235] [Regarding error notification by the sub-control unit 91] As described above, the sub-control unit 91 performs error notification control when the game start command and the game end command are in a special order.

[0236] In the slot machine 1 in the modification example, in order to perform error notification control, only the order of the game start command is focused on. That is, the sub-control unit 91 does not perform error notification control even if the game end command is in a special order. Thereby, the sub-control unit 91 only needs to determine only the order of only the game start command, so that it is possible to prevent the processing from becoming complicated.

[0237] [Regarding the specialized zone] In the slot machine 1 in the present embodiment, as shown in FIG. 3, a specialized zone is provided in the first state.

[0238] In the slot machine 1 in the modification example, the specialized zone is provided in the second state. In the specialized zone in the second state, for example, a one-shot victory can be stocked with a high probability. That is, the number of one-shot victories stored as stock determines the victory in the second state. That is, if two one-shot victories can be stocked in the specialized zone in the second state, the main control unit 41 determines a one-shot victory in the second state when entering the specialized zone. Furthermore, a one-shot victory is also certain in the next second state. Thereby, the interest of the game in the second state is improved.

[0239] [Regarding the frequency of navigation in the AT state] In the slot machine 1 in the present embodiment, as shown in FIG. 3, in the AT state, the frequency of executing the navigation effect is higher in the second section of the first state, the second state, and the ending state than in the first section of the first state.

[0240] In the slot machine 1 in the modification example, in at least one of the second section in the first state, the second state, and the ending state, a guidance effect is executed in all the games in which the winning combination for pushing order is won. That is, the main control unit 41 controls to a so-called full guidance state. As a result, in the AT state, the interest in the second section in the first state, the second state, and the ending state is further improved.

[0241] [Regarding the point acquisition lottery] In the slot machine 1 in the present embodiment, as shown in FIG. 17, an example of executing a point acquisition lottery process according to a flag category has been described.

[0242] In the slot machine 1 in the modification example, regardless of the flag category, the points may be uniformly updated as the game progresses. Or, even if the winning combination is a miss, it may be uniformly updated, while when a rare winning combination or the like is won, the points may be updated with a value larger than the value updated when it is a miss according to the flag category.

[0243] Also, in the slot machine 1 in the present embodiment, as shown in FIG. 18 and the like, an example of executing a point acquisition lottery process when the third stop operation is performed has been described. In the slot machine 1 in the modification example, the main control unit 41 may execute a point acquisition lottery process when the first stop operation or the second stop operation is performed.

[0244] [Regarding the life acquisition lottery] In the slot machine 1 in the present embodiment, as shown in FIGS. 13 and 23 and the like, an example of executing a life acquisition lottery process when the third stop operation is performed has been described. In the slot machine 1 in the modification example, the main control unit 41 may execute a life acquisition lottery process when the first stop operation or the second stop operation is performed.

[0245] As described above, the embodiments of the present invention have been described with reference to the drawings. However, the present invention is not limited to these embodiments, and it goes without saying that the present invention includes any changes and additions without departing from the gist of the present invention.

[0246] The embodiments disclosed this time should be considered as illustrative in all respects and not restrictive. The scope of the present invention is shown not by the above description but by the claims, and it is intended that all changes within the meaning and scope equivalent to the claims are included.

Explanation of Reference Numerals

[0247] 1 Slot machine, 2L, 2C, 2R Reels, 7 Start switch, 8L, 8C, 8R Stop switch, 51 Liquid crystal display, 41 Main control unit, 91 Sub control unit.

Claims

【Claim 1】 Comprising a plurality of variable display units capable of variably displaying a plurality of types of identification information each of which is distinguishable, In a slot machine capable of generating a winning according to a display result combination which is a combination of display results of the variable display units, after variably displaying the variable display units, the display result is derived by stopping the variable display of the variable display units, Game control means for controlling the progress of the game, Effect control means for controlling the effects, Comprising a plurality of derivation operation means operated to derive a display result combination, The game control means includes: Prior determination means for determining a display result combination that allows derivation, Derivation control means for performing control to derive a display result combination according to the determination result of the prior determination means and the operations of the plurality of derivation operation means, Notification state control means for controlling to a notification state capable of notifying the operation procedure of the plurality of derivation operation means, The effect control means includes, in the notification state, notification effect means for notifying the operation procedure, The game in the notification state includes a notification game in which the operation procedure is notified and a non-notification game in which the operation procedure is not notified, The derivation control means can derive an awarding display result combination in which an awarding winning that gives a game value occurs when the plurality of derivation operation means are operated according to the operation procedure corresponding to the specific determination result when the determination result of the prior determination means becomes any one of a plurality of types of specific determination results, The notification state further includes a normal notification state and a special notification state, The notification state control means can control to the special notification state until a specific condition is satisfied in the notification state, The game control means includes: Capable of executing a privilege determination process for determining a privilege to be given to the player, In the normal notification state, after the display results of the plurality of variable display units are derived, it is determined whether the game is the notification game or the non-notification game, When it is the notification game, the privilege awarding determination process is executed without determining whether the plurality of derivation operation means are operated according to a normal procedure or a irregular procedure different from the normal procedure in the game, When it is the non-notification game, it is determined whether the plurality of derivation operation means are operated according to the normal procedure or the irregular procedure in the game. When operated according to the normal procedure, the privilege awarding determination process is executed, and when operated according to the irregular procedure, the privilege awarding determination process is not executed. Before the first determination is made as to whether the game is either the notification game or the non-notification game, and as to whether the plurality of derivation operation means are operated in either a normal procedure or an irregular procedure different from the normal procedure in the game, a second determination is made as to whether it is in the special notification state. When it is in the special notification state, the first determination and the privilege granting determination process are not executed. The game control means further includes value counting means for cumulatively counting game values. The notification state control means ends the notification state according to the counting result of the value counting means. The value counting means counts the game value when the game value is granted based on the occurrence of a winning, regardless of whether the plurality of derivation operation means are operated in either the normal procedure or the irregular procedure, in a slot machine.

Citation Information

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