Slot machines
The slot machine addresses the lack of point-based engagement by using a control system to award points based on stop switch sequences, enhancing player interaction and game interest.
Patent Information
- Application Number
- JP2021125919
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-07-30
- Publication Date
- 2025-08-01
- Estimated Expiration
- 2041-07-30
AI Technical Summary
Existing slot machines lack a mechanism for awarding points based on player interactions beyond the initial start lever operation, limiting engagement and interest.
The slot machine incorporates a system with a main control board and a sub-control board that determine points based on the order of operations of stop switches, allowing for effects and awards based on specific and predetermined stop switch sequences.
Enhances player engagement by providing point awards and effects tied to the operation order of stop switches, increasing game interest and variety.
Smart Images

Figure 0007716745000001 
Figure 0007716745000002 
Figure 0007716745000003
Abstract
Description
Technical Field
[0001] The present invention relates to a slot machine.
Background Art
[0002] A slot machine includes a main control board that controls the progress of a game using a plurality of reels (also referred to as "drums") (for example, drive control of the reels, control of winning determination, payout control of game media (for example, medals), control related to modes and game states), and a sub-control board that controls effects (for example, displaying an image on an image display device, lighting and flashing a lamp, emitting sound from a speaker) for the purpose of enhancing the interest in the game according to the game situation. Communication between the two boards is only in one direction from the main control board to the sub-control board.
[0003] Also, in a slot machine, after a prescribed number of medals are BET and the start lever is operated, winning determination is performed and a plurality of reels start rotating. When a plurality of reels reach a predetermined rotation speed after starting to rotate, the operation of stop buttons provided corresponding to each of the plurality of reels becomes effective, and when the stop button is operated, the rotation of the corresponding reel stops. And when a winning combination is established, medals are paid out.
[0004] Recently, a slot machine that awards points when point acquisition conditions are satisfied is known (for example, Patent Document 1). Here, in the slot machine shown in Patent Document 1, points are awarded when point acquisition conditions such as when the winning determination result is a specific winning combination or when small winning combinations are not won for 10 games are satisfied. And according to the acquired points, a transition is made to an AT or a bonus state. Thereby, the interest of the game can be enhanced.
Prior Art Documents
Patent Documents
[0005]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0006] However, in many slot machines including such slot machines, it is determined whether points are awarded when an operation of the start lever is received. For this reason, a slot machine with a contrivance for awarding points has been desired.
[0007] The present invention has been made in view of such circumstances, and an object thereof is to provide a slot machine with a contrivance for awarding points.
Means for Solving the Problems
[0008] In order to solve such problems, a slot machine according to the present invention includes main control means for performing control related to a game, sub-control means for performing control related to an effect, a start switch for detecting an operation for starting rotation of a plurality of reels, and a plurality of stop switches corresponding to the plurality of reels respectively and detecting an operation for stopping the rotation of the reels. In the provided slot machine, the main control means includes first determination means for determining points to be awarded to a player with reference to first data when the start switch detects an operation, second determination means for determining points to be awarded to the player with reference to second data when the stop switch detects an operation, and awarding means for awarding the points determined by the first determination means or the points determined by the second determination means according to the operation order of the stop switch. The sub-control means is capable of executing an effect based on the points determined by the first determination means and is also capable of executing an effect based on the points determined by the second determination means.
[0009] Also, in the slot machine according to the present invention, the sub-control means can execute a first effect when the order of operations detected by the stop switch is a specific order, and can execute a second effect different from the first effect when the order is a predetermined order different from the specific order.
Advantages of the Invention
[0010] According to the present invention, it is possible to provide a slot machine that devises the awarding of points.
Brief Description of the Drawings
[0011]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6
Figure 7
Figure 8
Figure 9
Figure 10
Figure 11
Figure 12
Figure 13
Figure 14
Figure 15
Figure 16
Figure 17
Figure 18
Figure 19
Figure 20
Figure 21
Figure 22
Figure 23
Figure 24
Figure 25
Figure 26
Figure 27
Figure 28
Figure 29
Figure 30
Figure 31
Figure 32
Figure 33
Figure 34
Figure 35
Figure 36
Figure 37
Figure 38
Figure 39
Figure 40
Figure 41
Figure 42
Figure 43
Figure 44
Figure 45
Figure 46
Figure 47
Figure 48
Figure 49
Figure 50
Figure 51
Figure 52
Figure 53
Figure 54
Figure 55
Figure 56
Figure 57
Figure 58
Figure 59
Figure 60
Figure 61
Figure 62
Figure 63
Figure 64
Figure 65
Figure 66
Figure 67
Figure 68
Figure 69
Figure 70
Figure 71
Figure 72
Figure 73
Mode for Carrying Out the Invention
[0012] Hereinafter, embodiments of the present invention will be described with reference to the drawings.
[0013] <Front external view of the slot machine 1> As shown in FIG. 1, the slot machine 1 includes a box portion 1A and a front door portion 1B that is openably and closably attached to the front surface of the box portion 1A.
[0014] The front door portion 1B is provided with a medal insertion port 2 for inserting a game medium (for example, a medal). Here, the medal insertion port 2 is provided with a medal sensor 2A for detecting the inserted medal.
[0015] The front door portion 1B is provided with a BET button 3 for receiving a BET operation for BETting one medal within the credited range, and a MAXBET button 4 for receiving a MAXBET operation for BETting the maximum allowable number (for example, three medals) of medals within the credited range. Here, the BET button 3 is provided with a BET switch 3A for detecting the BET operation, and the MAXBET button 4 is provided with a MAXBET switch 4A for detecting the operation of the MAXBET button 4.
[0016] The front door portion 1B is provided with a start lever 5 for receiving a start operation for starting the game after the maximum allowable number of medals have been BET. Here, the start lever 5 is provided with a start switch 5A for detecting the operation of the start lever 5.
[0017] Inside the box portion 1A, a left reel 6, a middle reel 7, and a right reel 8 are arranged side by side horizontally. Here, the left reel 6, the middle reel 7, and the right reel 8 can display the variable display of a plurality of symbols drawn on each by rotating. Also, the left reel 6, the middle reel 7, and the right reel 8 can display the stop display of a plurality of symbols drawn on each. Note that when the left reel 6, the middle reel 7, and the right reel 8 are stopped and displayed, the symbols will be stopped and displayed in the upper, middle, and lower stages of the left reel 6, the upper, middle, and lower stages of the middle reel 7, and the upper, middle, and lower stages of the right reel 8, respectively.
[0018] The front door 1B has a left stop button 9, a center stop button 10, and a right stop button 11 arranged side by side. The left stop button 9 is equipped with a left stop switch 9A that detects operation of the left stop button 9, and when the left stop switch 9A detects operation of the left stop button 9, the left reel 6 that is currently spinning stops.
[0019] The center stop button 10 is also provided with a center stop switch 10A that detects operation of the center stop button 10, and when the center stop switch 10A detects operation of the center stop button 10, the center reel 7 that is currently spinning stops.
[0020] The right stop button 11 is also provided with a right stop switch 11A that detects operation of the right stop button 11, and when the right stop switch 11A detects operation of the right stop button 11, the right reel 8 that is currently spinning stops.
[0021] The front door 1B is provided with a settlement button 12 for settling the credited medals. The settlement button 12 is provided with a settlement switch 12A for detecting operation of the settlement button 12.
[0022] The front door section 1B is provided with a storage display section 13 that displays the number of medals credited, a payout display section 14 that displays the number of medals paid out, a bet number display section 15 that displays the number of medals bet, a replay display section 16 that displays when a replay has been established (a prize has been won), a start permission display section 17 that displays that operation of the start lever 5 is permitted, an insertion permission display section 18 that displays that insertion of medals is permitted, and an advantageous zone display section 19 that displays that the current zone is advantageous.
[0023] The front door section 1B is provided with a lamp 25 for producing a light-emitting effect, an image display device 26 for producing an effect that displays an effect image, and a speaker 27 for producing an effect using sound.
[0024] On the front door part 1B, there are provided an effect button 28 for receiving the operation of the player, a light adjustment button 29 for receiving a light amount adjustment operation for adjusting the light amount of a lamp 25 or the like, and a sound adjustment button 30 for receiving a volume adjustment operation for adjusting the volume of a speaker 27.
[0025] <Block diagram of slot machine 1> As shown in FIG. 2, the slot machine 1 includes a main control board 100 and a sub-control board 800. The main control board 100 and the sub-control board 800 are provided inside the box part 1A.
[0026] The main control board 100 includes a main CPU 200 that performs control related to the game, a main ROM 300 that is a read-only storage device storing a control program and the like, a main RAM 400 that is a storage device capable of writing and reading information, a clock signal generator 500 for generating a clock signal, a frequency divider 600 for dividing the clock signal generated by the clock signal generator 500, and a random number generator 700 for generating a random number used for winning determination.
[0027] Connected to the main control board 100 are a medal sensor 2A, a BET switch 3A, a MAXBET switch 4A, a start switch 5A, a left reel 6, a middle reel 7, a right reel 8, a left stop switch 9A, a middle stop switch 10A, a right stop switch 11A, a settlement switch 12A, a storage display section 13, a payout display section 14, a BET number display section 15, a replay display section 16, a start permission display section 17, an insertion permission display section 18, and an advantageous section display section 19.
[0028] Connected to the main control board 100 are a hopper 20 for paying out medals, a set value change switch 21A for detecting the operation of a set value change button 21 that is operated when changing a set value indicating the degree of advantage to the player, a keyhole switch 22A for detecting that a set key for changing the set value has been inserted into the keyhole and rotated by a predetermined angle, a set value display section 23 for displaying the set value, and a power switch 24A for detecting the operation of a power button 24 that is operated when turning on the power of the slot machine 1.
[0029] The sub-control board 800 includes a first sub-control board 810 and a second sub-control board 820. Here, the first sub-control board 810 includes a sub-CPU 811 that mainly performs various arithmetic processes related to the management of effects, a sub-ROM 812 that is a read-only storage device storing control programs and the like, and a sub-RAM 813 that enables writing and reading of information. Further, a lamp 25 is connected to the first sub-control board 810.
[0030] The second sub-control board 820 includes an audio-visual CPU 821 that mainly performs various arithmetic processes related to the control of images and sounds, an audio-visual ROM 822 that is a read-only storage device storing control programs and the like, and an audio-visual RAM 823 that enables writing and reading of information. Further, an image display device 26, a speaker 27, an effect switch 28A that detects the operation of an effect button 28, a light adjustment switch 29A that detects the operation of a light adjustment button 29, and a sound adjustment switch 30A that detects the operation of a sound adjustment button 30 are connected to the second sub-control board 820.
[0031] <Symbol arrangements of the left reel 6, the middle reel 7, and the right reel 8> As shown in FIG. 3, a plurality of symbols (in this embodiment, 20 symbols with symbol numbers from "00" to "19") are arranged on the left reel 6, the middle reel 7, and the right reel 8 respectively. Specifically, on the left reel 6, the middle reel 7, and the right reel 8, 10 types of symbols, namely, a black BAR symbol 1000, a red BB symbol 1001, a blue BB symbol 1002, a white blank symbol 1003, a black blank symbol 1004, a white BAR symbol 1005, a bell symbol 1006, a replay symbol 1007, a watermelon symbol 1008, and a cherry symbol 1009, are arranged in predetermined numbers.
[0032] <Transition diagram of the gaming state of the slot machine 1> As shown in FIG. 4, the gaming states of the slot machine 1 are provided with a general gaming state, a BBF gaming state, a BBN gaming state, a BRF gaming state, a BBRB gaming state, an RBF gaming state, and an RB gaming state.
[0033] The normal gaming state is a gaming state that is disadvantageous to the player. Here, while remaining in the normal gaming state, if the first condition is met, the game transitions to the BBF gaming state, and if the second condition is met, the game transitions to the RBF gaming state. The first condition is that the BB has been won, and the second condition is that the RB has been won.
[0034] The BBF gaming state is a state in which the BB winnings are carried over. Here, if the third condition is met while remaining in the BBF gaming state, the game transitions to the BBN gaming state. The third condition is that the BB is displayed on an active line (in this embodiment, the line connecting the top row of the left reel 6, the middle row of the center reel 7, and the bottom row of the right reel 8) (hereinafter, the display of a symbol combination on an active line is referred to as a "winning").
[0035] The BBN gaming state is the state to which the game is transitioned when a BB is won. If the fourth condition is met while the game is in the BBN gaming state, the game is transitioned to the BRF gaming state. The fourth condition is that the RB is won in the BBN gaming state (more specifically, the RB is won but the RB is not won).
[0036] The BRF gaming state is the state to which the player transitions when an RB win is carried over from the BBN gaming state. If the fifth condition is met while the player is in the BRF gaming state, the game transitions to the BBRB gaming state. The fifth condition is that an RB win occurs in the BRF gaming state.
[0037] The BBRB gaming state is a state to which the game is transitioned when RB is won in the BRF gaming state. Here, if the sixth condition is met while remaining in the BBRB gaming state, the game is transitioned to the BBN gaming state. The sixth condition is that RB has ended in the BR gaming state. Here, the RB ending condition is that a predetermined number of wins have been made or a predetermined number of games have been played.
[0038] Here, in the present embodiment, the BBN game state, the BRF game state, and the BBRB game state are collectively referred to as the "BB game state". And when the seventh condition is satisfied during the stay in the BB game state, the game transitions to the general game state. Note that the seventh condition is that BB has ended in the BB game state. Here, the end condition of BB is that a predetermined number of medals have been paid out.
[0039] The RBF game state is a state in which RB fails to win in the general game state and the non-winning of RB is carried over. Here, when the eighth condition is satisfied during the stay in the RBF game state, the game transitions to the RB game state. Note that the eighth condition is that RB has won in the RBF game state.
[0040] The RB game state is a state that is transitioned to when RB wins in the RBF game state. Here, when the ninth condition is satisfied during the stay in the RB game state, the game transitions to the general game state. Note that the ninth condition is that RB has ended in the RB game state.
[0041] <Number of settings assigned to each condition device> As shown in FIG. 5, as an example of the determination probability of the combination, the number of settings assigned to each condition device is shown. Here, the number of settings of each condition device is assigned for each game state. In the present embodiment, the number of settings corresponding to each of the general game state, the BBF game state, the BBN game state, the BRF game state, the BBRB game state, the RBF game state, and the RB game state is defined for each set value. As an example, the number of settings of each condition device when the set value is 1 is illustrated, and the illustration of the number of settings of each condition device for other set values (set values 2 to 6) is omitted. The number of settings assigned to each of these condition devices is stored in the main ROM 300.
[0042] Also, in FIG. 5, the number of settings when the maximum allowable number (for example, 3 medals) of medals are BET is illustrated. Although not illustrated, the number of settings varies according to the number of BET medals. Specifically, the larger the number of BET medals, the more advantageous it is for the player, and the number of settings is assigned accordingly.
[0043] As shown in FIG. 5, in the general gaming state, BB+ follow-up roles Oa to Od, RB+ follow-up roles Oa to Od, RB+ follow-up role Oe, RB+ follow-up role Of, RB+ follow-up role Og, RB+ reach target roles RRa to RRd, seven replay Sb, seven replay Sc, seven replay Sd, fake replay, push order replay Ra, push order replay Rb, weak cherry replay, strong cherry replay, chance replay, common replay Ka, common replay Kb, common replay Kc, watermelon, push order bell Ba, push order bell Bb, push order bell Bc, push order bell Bd, push order bell Be, push order bell Bf, push order bell Bg, push order bell Bh, push order bell Bi, push order bell Bj, push order bell Bk, push order bell Bl, and common bell can be determined.
[0044] Also, in the BBF gaming state, seven replay Sa, seven replay Sb, seven replay Sc, seven replay Sd, fake replay, push order replay Ra, push order replay Rb, weak cherry replay, strong cherry replay, chance replay, common replay Ka, common replay Kb, common replay Kc, watermelon, follow-up roles Oa to Od, follow-up role Oe, follow-up role Of, follow-up role Og, reach target roles RRa to RRd, push order bell Ba, push order bell Bb, push order bell Bc, push order bell Bd, push order bell Be, push order bell Bf, push order bell Bg, push order bell Bh, push order bell Bi, push order bell Bj, push order bell Bk, push order bell Bl, and common bell can be determined.
[0045] Also, in the BBN game state, RB+ follow-up roles Oa to Od, RB+ follow-up role Oe, RB+ follow-up role Of, RB+ follow-up role Og, RB+ reach target roles RRa to RRd, seven replay Sb, seven replay Sc, seven replay Sd, fake replay, push order replay Ra, push order replay Rb, weak cherry replay, strong cherry replay, chance replay, common replay Ka, common replay Kb, common replay Kc, watermelon, follow-up roles Oa to Od, push order bells Ba, push order bells Bb, push order bells Bc, push order bells Bd, push order bells Be, push order bells Bf, push order bells Bg, push order bells Bh, push order bells Bi, push order bells Bj, push order bells Bk, push order bells Bl, and common bells can be determined.
[0046] Also, in the BRF game state, seven replay Sa, seven replay Sb, seven replay Sc, seven replay Sd, fake replay, push order replay Ra, push order replay Rb, weak cherry replay, strong cherry replay, chance replay, common replay Ka, common replay Kb, common replay Kc, watermelon, follow-up roles Oa to Od, follow-up role Oe, follow-up role Of, follow-up role Og, reach target roles RRa to RRd, push order bells Ba, push order bells Bb, push order bells Bc, push order bells Bd, push order bells Be, push order bells Bf, push order bells Bg, push order bells Bh, push order bells Bi, push order bells Bj, push order bells Bk, push order bells Bl, and common bells can be determined.
[0047] Also, in the BBRB game state, common bells and JAC roles can be determined.
[0048] Also, in the RBF game state, Seven Replay Sa, Seven Replay Sb, Seven Replay Sc, Seven Replay Sd, Fake Replay, Push Order Replay Ra, Push Order Replay Rb, Weak Cherry Replay, Strong Cherry Replay, Chance Replay, Common Replay Ka, Common Replay Kb, Common Replay Kc, Watermelon, Follow Role Oa to Od, Follow Role Oe, Follow Role Of, Follow Role Og, Reach Target Role RRa to RRd, Push Order Bell Ba, Push Order Bell Bb, Push Order Bell Bc, Push Order Bell Bd, Push Order Bell Be, Push Order Bell Bf, Push Order Bell Bg, Push Order Bell Bh, Push Order Bell Bi, Push Order Bell Bj, Push Order Bell Bk, Push Order Bell Bl, and Common Bell can be determined.
[0049] Also, in the RB game state, Common Bell and JAC Role can be determined.
[0050] Here, as shown in FIG. 5, in the BBF game state, BRF game state, and RBF game state, the hitting probability of the replay is higher than that in the general game state and BBN game state.
[0051] <Symbol combination> As shown in FIG. 6, when the left reel 6, middle reel 7, and right reel 8 of the slot machine 1 stop and are displayed, the symbol combination displayed on the active line is defined. In this embodiment, BB, RB, Middle Replay, Diagonal Down Replay, Middle Seven Aligned Replay, Diagonal Down Seven Aligned Replay, Diagonal Down Follow Replay XDa, Diagonal Down Follow Replay XDb, Middle Follow Replay, Upper Blank Replay Ta, Upper Blank Replay Tb, Diagonal Down Blank Replay CDa, Diagonal Down Blank Replay CDb, Lower Blank Replay, Diagonal Up Blank Replay, Weak Cherry, Fake Replay FRa, Fake Replay FRb, Chance Replay, Strong Cherry SCa to SCb, Diagonal Down Watermelon, Diagonal Down Watermelon Follow, Middle Watermelon, Middle Watermelon Follow, Diagonal Down Bell, Upper Bell, Middle Bell, Diagonal Up Bell, Special Bell Za, Special Bell Zb, Middle Cherry CCa to CCj, Reach Target Rea to Ree, and Follow Fa to Fan are defined. The symbol combination is stored in the main ROM 300.
[0052] <Relationship between winning combinations, operation sequence of stop buttons, and symbol combinations> Figure 7 shows the relationship between the winning combination, the operation sequence of the left stop button 9, the middle stop button 10, and the right stop button 11, and the symbol combination displayed on the active line.
[0053] When the conditional device is in the BB + follow combination Oa to Od, BB or follow can be won regardless of the operation sequence of the left stop button 9, the middle stop button 10, and the right stop button 11. Note that BB will not win if the operation timing of the left stop button 9, the middle stop button 10, and the right stop button 11 is inappropriate.
[0054] When the conditional device is in the RB + follow combination Oa to Od, RB or follow can be won regardless of the operation sequence of the left stop button 9, the middle stop button 10, and the right stop button 11. Note that RB will not win if the operation timing of the left stop button 9, the middle stop button 10, and the right stop button 11 is inappropriate.
[0055] When the conditional device is in the RB + follow combination Oe, if the left stop button 9 is operated first, follow will win. On the other hand, if the middle stop button 10 or the right stop button 11 is operated first, RB or follow will win.
[0056] When the conditional device is in the RB + follow combination Of, if the middle stop button 10 is operated first, follow will win. On the other hand, if the left stop button 9 or the right stop button 11 is operated first, RB or follow will win.
[0057] When the conditional device is in the RB + follow combination Og, if the right stop button 11 is operated first, follow will win. On the other hand, if the left stop button 9 or the middle stop button 10 is operated first, RB or follow will win.
[0058] When the condition device is RB+ reach target RRa~RRd, if the left stop button 9 is operated first, the reach target wins. On the other hand, if the middle stop button 10 or the right stop button 11 is operated first, the follow wins.
[0059] When the condition device is Seven Replay Sa, if the left stop button 9 is operated first, the middle-stage replay wins. Also, if the middle stop button 10 is operated first, the lower-stage blank replay wins. Also, if the right stop button 11 is operated first, the middle-stage seven-of-a-kind replay wins.
[0060] When the condition device is Seven Replay Sb, if the left stop button 9 is operated first, the middle-stage replay wins. Also, if the middle stop button 10 is operated first, the lower-stage blank replay wins. Also, if the right stop button 11 is operated first, the middle-stage seven-of-a-kind replay wins.
[0061] When the condition device is Seven Replay Sc, if the left stop button 9 is operated first, the middle-stage replay wins. Also, if the middle stop button 10 is operated first, the lower-stage blank replay wins. Also, if the right stop button 11 is operated first, the middle-stage seven-of-a-kind replay wins.
[0062] When the condition device is Seven Replay Sd, if the left stop button 9 is operated first, the middle-stage replay wins. Also, if the middle stop button 10 is operated first, the lower-stage blank replay or the downward-slanting blank replay wins. Also, if the right stop button 11 is operated first, the downward-slanting seven-of-a-kind replay or the middle-stage seven-of-a-kind replay wins.
[0063] When the condition device is Fake Replay, if the left stop button 9 is operated first, the middle-stage replay wins. Also, if the middle stop button 10 is operated first, the lower-stage blank replay wins. Also, if the right stop button 11 is operated first, the Fake Replay wins.
[0064] When the condition device is the push-order replay Ra, if the left stop button 9 is operated first, the middle-stage replay wins. Also, if the middle stop button 10 is operated first, the lower-stage blank replay wins. Also, if the right stop button 11 is operated first, the upward-right blank replay wins.
[0065] When the condition device is the push-order replay Rb, if the left stop button 9 is operated first, the middle-stage replay wins. Also, if the middle stop button 10 is operated first, the upward-right blank replay wins. Also, if the right stop button 11 is operated first, the lower-stage blank replay wins.
[0066] When the condition device is the weak cherry replay, no matter in which order the left stop button 9, the middle stop button 10, and the right stop button 11 are operated, the weak cherry wins.
[0067] When the condition device is the strong cherry replay, no matter in which order the left stop button 9, the middle stop button 10, and the right stop button 11 are operated, the strong cherry wins.
[0068] When the condition device is the chance replay, no matter in which order the left stop button 9, the middle stop button 10, and the right stop button 11 are operated, the chance replay wins.
[0069] When the condition device is the common replay Ka, no matter in which order the left stop button 9, the middle stop button 10, and the right stop button 11 are operated, the downward-right blank replay or the lower-stage blank replay wins.
[0070] When the condition device is the common replay Kb, no matter in which order the left stop button 9, the middle stop button 10, and the right stop button 11 are operated, the upper-stage blank replay, the upward-right blank replay, or the lower-stage blank replay wins.
[0071] When the condition device is the common replay Kc, no matter in which order the left stop button 9, the middle stop button 10, and the right stop button 11 are operated, the downward-right blank replay, the upward-right blank replay, or the lower-stage blank replay wins.
[0072] When the conditional device is a watermelon, the lower-right watermelon can be won regardless of the order in which the left stop button 9, the middle stop button 10, and the right stop button 11 are operated.
[0073] When the conditional device is a follow role Oa~Od, the follow can be won regardless of the order in which the left stop button 9, the middle stop button 10, and the right stop button 11 are operated.
[0074] When the conditional device is a follow role Oe, if the left stop button 9 is operated first, the follow is won. On the other hand, if the middle stop button 10 or the right stop button 11 is operated first, the follow or RB is won. Specifically, RB can be won when the follow role Oe is assigned in the RBF game state.
[0075] When the conditional device is a follow role Of, if the middle stop button 10 is operated first, the follow is won. On the other hand, if the left stop button 9 or the right stop button 11 is operated first, the follow or RB is won. Specifically, RB can be won when the follow role Of is assigned in the RBF game state.
[0076] When the conditional device is a follow role Og, if the right stop button 11 is operated first, the follow is won. On the other hand, if the left stop button 9 or the middle stop button 10 is operated first, the follow or RB is won. Specifically, RB can be won when the follow role Og is assigned in the RBF game state.
[0077] When the conditional device is a reach target role RRa~RRd, if the left stop button 9 is operated first, the reach target is won. On the other hand, if the middle stop button 10 or the right stop button 11 is operated first, the follow is won.
[0078] When the condition device is the push-order bell Ba, if the left stop button 9, the middle stop button 10, and the right stop button 11 are operated in this order (hereinafter referred to as "left, middle, right"), the bell wins. Also, if the left stop button 9, the right stop button 11, and the middle stop button 10 are operated in this order (hereinafter referred to as "left, right, middle"), the follow can win with a probability of 1 / 2 according to the timing when the stop is detected. In addition, if they are operated in an order other than these, the follow can win with a probability of 1 / 8 according to the timing when the stop is detected.
[0079] When the condition device is the push-order bell Bb, if it is operated in the order of left, right, middle, the bell wins. Also, if it is operated in the order of left, middle, right, the follow can win with a probability of 1 / 2 according to the timing when the stop is detected. In addition, if they are operated in an order other than these, the follow can win with a probability of 1 / 8 according to the timing when the stop is detected.
[0080] When the condition device is the push-order bell Bc, if the middle stop button 10, the left stop button 9, and the right stop button 11 are operated in this order (hereinafter referred to as "middle, left, right"), the bell wins. Also, if the middle stop button 10, the right stop button 11, and the left stop button 9 are operated in this order (hereinafter referred to as "middle, right, left"), the follow can win with a probability of 1 / 2 according to the timing when the stop is detected. In addition, if they are operated in an order other than these, the follow can win with a probability of 1 / 8 according to the timing when the stop is detected.
[0081] When the condition device is the push-order bell Bd, if it is operated in the order of middle, right, left, the bell wins. Also, if it is operated in the order of middle, left, right, the follow can win with a probability of 1 / 2 according to the timing when the stop is detected. In addition, if they are operated in an order other than these, the follow can win with a probability of 1 / 8 according to the timing when the stop is detected.
[0082] When the conditional device is the push-order bell Be, if the right stop button 11, the left stop button 9, and the middle stop button 10 are operated in this order (hereinafter referred to as "right, left, middle"), the bell wins. Also, if the right stop button 11, the middle stop button 10, and the left stop button 9 are operated in this order (hereinafter referred to as "right, middle, left"), the follow can win with a probability of 1 / 2 according to the timing when the stop is detected. In addition, if they are operated in other orders, the follow can win with a probability of 1 / 8 according to the timing when the stop is detected.
[0083] When the conditional device is the push-order bell Bf, if it is operated in the order of right, middle, left, the bell wins. Also, if it is operated in the order of right, left, middle, the follow can win with a probability of 1 / 2 according to the timing when the stop is detected. In addition, if they are operated in other orders, the follow can win with a probability of 1 / 8 according to the timing when the stop is detected.
[0084] When the conditional device is the push-order bell Bg, the bell wins when the operation order of the left stop button 9, the middle stop button, and the right stop button 11 is left, middle, right. Also, when the operation order of the left stop button 9, the middle stop button, and the right stop button 11 is left, right, middle, the follow can win with a probability of 1 / 2 according to the timing when the stop operation is detected. In addition, if they are operated in other orders, the follow can win with a probability of 1 / 8 according to the timing when the stop is detected.
[0085] When the conditional device is the push-order bell Bh, the bell wins when the operation order of the left stop button 9, the middle stop button, and the right stop button 11 is left, right, middle. Also, when the operation order of the left stop button 9, the middle stop button, and the right stop button 11 is left, middle, right, the follow can win with a probability of 1 / 2 according to the timing when the stop operation is detected. In addition, if they are operated in other orders, the follow can win with a probability of 1 / 8 according to the timing when the stop is detected.
[0086] When the condition device is the push-order bell Bi, the bell wins when the operation order of the left stop button 9, the middle stop button, and the right stop button 11 is middle, left, right. Also, when the operation order of the left stop button 9, the middle stop button, and the right stop button 11 is middle, right, left, follow can win with a probability of 1 / 2 according to the timing when the stop operation is detected. In addition, when operated in other orders, follow can win with a probability of 1 / 8 according to the timing when the stop is detected.
[0087] When the condition device is the push-order bell Bj, the bell wins when the operation order of the left stop button 9, the middle stop button, and the right stop button 11 is middle, right, left. Also, when the operation order of the left stop button 9, the middle stop button, and the right stop button 11 is middle, left, right, follow can win with a probability of 1 / 2 according to the timing when the stop operation is detected. In addition, when operated in other orders, follow can win with a probability of 1 / 8 according to the timing when the stop is detected.
[0088] When the condition device is the push-order bell Bk, the bell wins when the operation order of the left stop button 9, the middle stop button, and the right stop button 11 is right, left, middle. Also, when the operation order of the left stop button 9, the middle stop button, and the right stop button 11 is right, middle, left, follow can win with a probability of 1 / 2 according to the timing when the stop operation is detected. In addition, when operated in other orders, follow can win with a probability of 1 / 8 according to the timing when the stop is detected.
[0089] When the condition device is the push-order bell Bl, the bell wins when the operation order of the left stop button 9, the middle stop button, and the right stop button 11 is right, middle, left. Also, when the operation order of the left stop button 9, the middle stop button, and the right stop button 11 is right, left, middle, follow can win with a probability of 1 / 2 according to the timing when the stop operation is detected. In addition, when operated in other orders, follow can win with a probability of 1 / 8 according to the timing when the stop is detected.
[0090] When the condition device is the common bell, the bell wins no matter in what order the left stop button 9, the middle stop button 10, and the right stop button 11 are operated.
[0091] When the condition device is JAC, following wins regardless of the order in which the left stop button 9, the middle stop button 10, and the right stop button 11 are operated.
[0092] In addition, in FIG. 7, the point marked "Follow (1 / 2)" means that following actually wins at 1 / 2. Specifically, when the condition device is the push order bell Ba and is operated among left, right, and middle, if the stop operation position of the middle reel 7 is the first stop operation position (for example, the symbol numbers are "00" to "09"), following wins; if it is the second stop operation position (for example, the symbol numbers are "10" to "19"), following does not win. On the other hand, when the condition device is the push order bell Bg and is operated among left, right, and middle, if the stop operation position of the middle reel 7 is the second stop operation position, following wins; if it is the first stop operation position, following does not win.
[0093] Also, in FIG. 7, the point marked "Follow (1 / 8)" means that following actually wins at 1 / 8. Specifically, when the condition device is the push order bell Ba and is operated among middle, left, and right, if the stop operation positions of the left reel 6, the middle reel 7, and the right reel 8 are all the first stop operation positions, following wins; otherwise, following does not win.
[0094] <Transition diagram of modes> As shown in FIG. 8, the slot machine 1 has a plurality of modes defined. Specifically, a normal mode, a point acquisition mode, a CZ precursor mode, a direct hit lottery mode, a CZ mode, a normal battle mode, a BB mode, an AT judge mode, a normal AT mode, an ATBB mode, an AT battle mode, a top AT mode, and a specialization mode are defined.
[0095] The normal mode is a mode in which lotteries such as the CZ mode, point acquisition mode, direct hit lottery mode, and BB mode lottery are conducted. Here, when transfer condition A is satisfied during the stay in the normal mode, the game shifts to the normal battle mode; when transfer condition B is satisfied, it shifts to the point acquisition mode; when transfer condition C is satisfied, it shifts to the CZ precursor mode; and when transfer condition D is satisfied, it shifts to the direct hit lottery mode. Note that transfer condition A is that the acquired points are 1000 points or more, transfer condition B is that one has participated in the lottery for transferring to the point acquisition mode, transfer condition C is that one has participated in the lottery for transferring to the CZ mode, and transfer condition D is that one has participated in the lottery for transferring to the direct hit lottery mode.
[0096] The point acquisition mode is a mode in which it is easier to acquire points compared to the normal mode. Also, in the point acquisition mode, when the judgment result of the role is the push order bell, the operation order of the left stop button 9, the middle stop button 10, and the right stop button 11 is notified to the image display device 26. Here, when transfer condition E is satisfied during the stay in the point acquisition mode, the game shifts to the normal battle mode; when transfer condition F is satisfied, it shifts to the normal mode. Note that transfer condition E is that 1000 points or more have been acquired at the end of the point acquisition mode, and transfer condition F is that the points acquired at the end of the point acquisition mode are less than 1000 points.
[0097] In this embodiment, the point acquisition mode includes a normal point acquisition mode, a high probability point acquisition mode in which it is easier to acquire points compared to the normal point acquisition mode, and an extremely high probability point acquisition mode in which it is easier to acquire points compared to the high probability point acquisition mode.
[0098] The CZ precursor mode is a mode in which one participates in the lottery for the CZ mode in the normal mode and which shifts before shifting to the CZ mode. Here, when transfer condition G is satisfied during the stay in the CZ precursor mode, the game shifts to the CZ mode. Note that transfer condition G is that a game of a predetermined number of games has been played in the CZ precursor mode.
[0099] The direct draw mode is a mode in which the draw of the normal AT mode is performed. Here, when the transition condition H is satisfied during the stay in the direct draw mode, it transitions to the normal AT mode, and when the transition condition I is satisfied, it transitions to the normal mode. Note that the transition condition H is hitting the draw for the transition draw of the normal AT mode, and the transition condition I is that a game of a predetermined number of games has been played in the direct draw mode.
[0100] The CZ mode is a mode that is likely to transition to a high-probability point acquisition mode or an ultra-high-probability point acquisition mode as compared to the normal mode. Also, the CZ mode is a mode in which the draw of the BB mode is performed. For this reason, the CZ mode is an advantageous mode for the player as compared to the normal mode. Here, when the transition condition J is satisfied during the stay in the CZ mode, it transitions to the high-probability point acquisition mode, when the transition condition K is satisfied during the stay in the CZ mode, it transitions to the ultra-high-probability point acquisition mode, when the transition condition L is satisfied during the stay in the CZ mode, it transitions to the normal BB mode, and when the transition condition M is satisfied during the stay in the CZ mode, it transitions to the normal mode. Note that the transition condition J is hitting the draw for the transition draw of the high-probability point acquisition mode, the transition condition K is hitting the draw for the transition draw of the ultra-high-probability point acquisition mode, the transition condition L is hitting the draw for the transition draw of the normal BB mode, and the transition condition M is that a game of a predetermined number of games has been played in the CZ mode.
[0101] Note that in this embodiment, in the CZ mode, although there is a possibility of transitioning to the high-probability point acquisition mode or the ultra-high-probability point acquisition mode, it does not transition to the normal point acquisition mode. That is, it is possible to expect a transition to a higher-level point acquisition mode when transitioning from the CZ mode to the point acquisition mode rather than when transitioning from the normal mode to the point acquisition mode.
[0102] The normal battle mode is the mode that is shifted to before shifting to the normal BB mode. Here, when the transition condition N is satisfied while staying in the normal battle mode, it shifts to the normal BB mode, and when the transition condition O is satisfied, it shifts to the normal mode. Note that the transition condition N is that when a game of a predetermined number of games is played in the normal battle mode, it is not applicable to the normal BB mode, and the transition condition O is that when a game of a predetermined number of games is played in the normal battle mode, it is not applicable to the normal BB mode.
[0103] The BB mode is a mode in which when the determination result of the combination is the push order bell, the operation order of the left stop button 9, the middle stop button 10, and the right stop button 11 is notified to the image display device 26. Therefore, the BB mode is a mode that is more advantageous for the player compared to the normal mode. Here, when the transition condition P is satisfied while staying in the BB mode, it shifts to the AT judge mode. Note that the transition condition P is that a game of a predetermined number of games has been played in the BB mode.
[0104] Note that in the present embodiment, the BB mode is provided with a normal BB mode and a normal upper BB mode that is more advantageous for the player compared to the normal BB mode.
[0105] The AT judge mode is the mode that is shifted to when the BB mode ends. Here, when the transition condition Q is satisfied while staying in the AT judge mode, it shifts to the normal AT mode, and when the transition condition R is satisfied, it shifts to the normal mode. Note that the transition condition Q is that when a game of a predetermined number of games is played in the AT judge mode, it is determined that it shifts to the normal AT mode, and the transition condition R is that when a game of a predetermined number of games is played in the AT judge mode, it is not determined that it shifts to the normal AT mode.
[0106] Normally, in the AT mode, when the result of the winning combination determination is the push order bell, the operation order of the left stop button 9, the middle stop button 10, and the right stop button 11 is notified to the image display device 26. Therefore, the normal AT mode is a mode that is advantageous for the player compared to the normal mode. Here, when the transition condition S is satisfied during the stay in the normal AT mode, it transitions to the upper ATBB mode; when the transition condition T is satisfied, it transitions to the normal ATBB mode; when the transition condition U is satisfied, it transitions to the specialized mode; and when the transition condition V is satisfied, it transitions to the normal mode. Note that the transition condition S is that a lottery for transition to the upper ATBB mode has been conducted, the transition condition T is that a lottery for transition to the normal ATBB mode has been conducted, the transition condition U is that a lottery for transition to the specialized mode has been conducted, and the transition condition V is that the end condition of the normal AT mode has been satisfied. Here, the conditions for transitioning from the normal AT mode to the normal mode are that the number of games that can be played in the AT mode has become 0, or the advantageous period has ended.
[0107] Normally, in the normal ATBB mode, when the result of the winning combination determination is the push order bell, the operation order of the left stop button 9, the middle stop button 10, and the right stop button 11 is notified to the image display device 26. Therefore, the normal ATBB mode is a mode that is advantageous for the player compared to the normal mode. Here, when the transition condition W is satisfied during the stay in the normal ATBB mode, it transitions to the AT battle mode; when the transition condition V is satisfied, it transitions to the normal mode. Note that the transition condition W is that a game of a predetermined number of games has been played in the normal ATBB mode, and the transition condition V is that the end condition of the normal ATBB mode has been satisfied. Here, the condition for transitioning from the normal ATBB mode to the normal mode is that the advantageous period has ended.
[0108] The upper ATBB mode is a mode in which when the judgment result of the role is the push order bell, the operation order of the left stop button 9, the middle stop button 10, and the right stop button 11 is notified to the image display device 26. Therefore, the upper ATBB mode is a mode that is advantageous for the player compared to the normal mode. Also, the upper ATBB mode will shift to the upper AT mode after completion. Therefore, the upper ATBB mode is a mode that is advantageous for the player compared to the normal ATBB mode. Here, when the transition condition X is satisfied during the stay in the upper ATBB mode, it will shift to the upper AT mode, and when the transition condition V is satisfied, it will shift to the normal mode. Note that the transition condition X is that a predetermined number of games have been played in the upper ATBB mode, and the transition condition V is that the end condition of the upper ATBB mode is satisfied. Here, the condition for shifting from the upper ATBB mode to the normal mode is that the advantageous section has ended.
[0109] The AT battle mode is a mode that is shifted to after the normal ATBB mode ends. Here, when the transition condition Y is satisfied during the stay in the AT battle mode, it will shift to the upper AT mode, when the transition condition Z is satisfied, it will shift to the normal AT mode, and when the transition condition V is satisfied, it will shift to the normal mode. Note that the transition condition Y is that when a predetermined number of games have been played in the AT battle mode, it is aiming at the upper AT mode, the transition condition Z is that when a predetermined number of games have been played in the AT battle mode, it is not aiming at the upper AT mode, and the transition condition V is that the end condition of the AT battle mode is satisfied. Here, the condition for shifting from the AT battle mode to the normal mode is that the advantageous section has ended.
[0110] The upper AT mode is a mode in which when the result of the combination determination is the push-order bell, the operation order of the left stop button 9, the middle stop button 10, and the right stop button 11 is notified to the image display device 26. Therefore, the upper AT mode is a mode that is advantageous for the player compared to the normal mode. Also, the upper AT mode is more likely to shift to the specialized mode compared to the normal AT mode. Therefore, the upper AT mode is a mode that is advantageous for the player compared to the normal AT mode. Here, when the transition condition AA is satisfied while staying in the upper AT mode, it shifts to the specialized mode, and when the transition condition V is satisfied, it shifts to the normal mode. Note that the transition condition AA is that a lottery for transition to the specialized mode has been conducted, and the transition condition V is that the end condition of the upper AT mode has been satisfied. Here, the conditions for shifting from the upper AT mode to the normal mode are that the number of games that can be played in the AT mode has become 0, or the advantageous section has ended.
[0111] The specialized mode is a mode in which when the result of the combination determination is the push-order bell, the operation order of the left stop button 9, the middle stop button 10, and the right stop button 11 is notified to the image display device 26. Also, the specialized mode is a mode in which the number of games that can be played in the normal AT mode and the upper AT mode is increased for each game. Therefore, the specialized mode is a mode that is advantageous for the player compared to the normal mode. Here, when the transition condition AB is satisfied while staying in the specialized mode, it shifts to the normal AT mode, and when the transition condition V is satisfied, it shifts to the normal mode. Note that the transition condition AB is that a game of a predetermined number of games has been played in the specialized mode, and the transition condition V is that the end condition of the specialized mode has been satisfied. Here, the condition for shifting from the specialized mode to the normal mode is that the advantageous section has ended.
[0112] Note that in the present embodiment, the specialized mode is provided with a normal specialized mode, an upper specialized mode that is advantageous for the player compared to the normal specialized mode, and a topmost specialized mode that is advantageous for the player compared to the upper specialized mode.
[0113] <Settings used in the normal mode> Fig. 9 shows the settings used in the normal mode stored in the main ROM 300.
[0114] Fig. 9 shows the settings assigned to the drawing for the CZ mode (see Fig. 9(A)). Here, in the present embodiment, when the determination result of the combination is a weak cherry replay or a watermelon, a lottery is conducted to determine whether to shift to the CZ mode. Also, in the present embodiment, the higher the set value, the easier it is to be selected in the lottery for determining whether to shift to the CZ mode.
[0115] Also, Fig. 9 shows the settings assigned to the drawing for the lottery of the point acquisition mode (see Fig. 9(B)). Here, in the present embodiment, when the determination result of the combination is a strong cherry replay or a chance replay, a lottery for shifting to the point acquisition mode is conducted. For example, when the determination result of the combination is a strong cherry replay, it is selected for the normal point acquisition mode with a probability of "32768 / 65536", for the high-probability point acquisition mode with a probability of "4096 / 65536", and for the ultra-high-probability point acquisition mode with a probability of "2048 / 65536".
[0116] Also, Fig. 9 shows the settings assigned to the drawing for the point acquisition lottery in the normal mode (see Fig. 9(C)). Here, in the present embodiment, a lottery for the points to be acquired is conducted according to the determination result of the combination. For example, when the determination result of the combination is a weak cherry replay, 10 points are acquired with a probability of 32768 / 65536, 20 points are acquired with a probability of 16384 / 65536, 30 points are acquired with a probability of 8192 / 65536, 50 points are acquired with a probability of 4096 / 65536, and 100 points are acquired with a probability of 4096 / 65536.
[0117] Note that when the lottery is conducted using the settings assigned to the point acquisition lottery in the normal mode shown in Fig. 9(C), at least 5 points can be acquired, but it is not limited thereto, and a case where no points can be acquired may be provided.
[0118] Also, Figure 9 shows the number of places allocated to the lottery in the direct hit mode (see Figure 9(D)). Here, in this embodiment, the lottery for transition to the direct hit lottery mode is conducted regardless of the result of the role determination, but the lottery for transition to the direct hit lottery mode may also be conducted depending on the result of the role determination. Also, in this embodiment, the higher the set value, the easier it is to win the lottery for whether or not to transition to the direct hit lottery mode.
[0119] FIG. 9 also shows the number of places allocated to the BB mode lottery (see FIG. 9(E)). In this embodiment, the BB mode transition lottery is held when the number of points earned reaches 1000 or more. In this embodiment, the probability of winning in BB mode differs depending on the setting value. For example, if the setting value is 1, the probability of winning in normal BB mode is 10922 / 65536, and the probability of winning in normal higher BB mode is 2345 / 65536.
[0120] <Numbers used in point acquisition mode> FIG. 10 illustrates the numbers stored in the main ROM 300 that are used in the point acquisition mode.
[0121] Figure 10 shows the number of places allocated to the point acquisition lottery in the normal point acquisition mode (see Figure 10(A)). Here, in this embodiment, the lottery for points to be acquired is conducted according to the result of the role determination. For example, if the result of the role determination is a weak cherry replay, 100 points will be acquired with a probability of 45056 / 65536, 200 points with a probability of 8192 / 65536, 300 points with a probability of 8192 / 65536, 500 points with a probability of 2048 / 65536, and 1000 points with a probability of 2048 / 65536.
[0122] In addition, FIG. 10 shows the numbers assigned to the point acquisition lottery in the high-probability point acquisition mode (see FIG. 10(B)). Here, in the present embodiment, a lottery for the points to be acquired is conducted according to the determination result of the hand. For example, when the determination result of the hand is a weak cherry replay, 100 points are acquired with a probability of 24576 / 65536, 200 points are acquired with a probability of 16384 / 65536, 300 points are acquired with a probability of 16384 / 65536, 500 points are acquired with a probability of 4096 / 65536, and 1000 points are acquired with a probability of 4096 / 65536.
[0123] In addition, FIG. 10 shows the numbers assigned to the point acquisition lottery in the ultra-high-probability point acquisition mode (see FIG. 10(C)). Here, in the present embodiment, a lottery for the points to be acquired is conducted according to the determination result of the hand. For example, when the determination result of the hand is a weak cherry replay, 100 points are acquired with a probability of 19536 / 65536, 200 points are acquired with a probability of 18000 / 65536, 300 points are acquired with a probability of 18000 / 65536, 500 points are acquired with a probability of 5000 / 65536, and 1000 points are acquired with a probability of 5000 / 65536.
[0124] That is, in the ultra-high-probability point acquisition mode, since the lottery is conducted using the numbers assigned to the point acquisition lottery in the ultra-high-probability point acquisition mode, it is easier to acquire points compared to the normal point acquisition mode and the high-probability point acquisition mode. Similarly, in the high-probability point acquisition mode, since the lottery is conducted using the numbers assigned to the point acquisition lottery in the high-probability point acquisition mode, it is easier to acquire points compared to the normal point acquisition mode.
[0125] Also, FIG. 10 shows the numbers assigned to the BB mode lottery in the point acquisition mode (see FIG. 10(D)). Here, in this embodiment, when the acquired points reach 1000 points or more, a transfer lottery to the BB mode is performed. Note that in this embodiment, the hitting probability of the BB mode varies according to the set value. For example, when the set value is 1, it will hit the normal BB mode with a probability of 10922 / 65536 and hit the normal upper BB mode with a probability of 2345 / 65536.
[0126] <Numbers used in the CZ precursor mode> FIG. 11 shows the numbers stored in the main ROM 300 and used in the CZ precursor mode.
[0127] Also, FIG. 11 shows the numbers assigned to the point acquisition lottery in the CZ precursor mode. Here, in this embodiment, a lottery for the points to be acquired is performed according to the result of the hand determination. For example, when the result of the hand determination is a weak cherry replay, 10 points are acquired with a probability of 32768 / 65536, 20 points are acquired with a probability of 16384 / 65536, 30 points are acquired with a probability of 8192 / 65536, 50 points are acquired with a probability of 4096 / 65536, and 100 points are acquired with a probability of 4096 / 65536.
[0128] Note that in this embodiment, the numbers assigned to the point acquisition lottery in the CZ precursor mode are the same as the numbers assigned to the point acquisition lottery in the normal mode, but it is not limited to this, and either one may be advantageous.
[0129] <Numbers used in the direct hit lottery mode> FIG. 12 shows the numbers stored in the main ROM 300 and used in the direct hit lottery mode.
[0130] FIG. 12 shows the settings assigned to the AT draw in the direct-hit draw mode. Here, in the present embodiment, when the result of the hand determination is a weak cherry replay, a strong cherry replay, a watermelon, or a chance replay, a transition draw to the normal AT mode is performed. For example, when the result of the hand determination is a weak cherry replay, the draw is made for the transition to the normal AT mode with a probability of 16384 / 65536.
[0131] Note that in the present embodiment, in the direct-hit draw mode, no point acquisition draw is performed, but it is also possible to perform a point acquisition draw even in the direct-hit draw mode.
[0132] <Settings used in the CZ mode> FIG. 13 shows the settings used in the CZ mode stored in the main ROM 300.
[0133] FIG. 13 shows the settings (see FIG. 13(A)) assigned to the draw of the point acquisition mode in the CZ mode. Here, in the present embodiment, when the result of the hand determination is a strong cherry replay or a chance replay, a transition draw to the point acquisition mode is performed. For example, when the result of the hand determination is a strong cherry replay, the draw is made for the high-probability point acquisition mode with a probability of 49152 / 65536, and the draw is made for the ultra-high-probability point acquisition mode with a probability of 16384 / 65536.
[0134] That is, in the CZ mode, it is easier to transition to the point acquisition mode compared to the normal mode. In particular, it is easier to transition to the high-probability point acquisition mode and the ultra-high-probability point acquisition mode. Therefore, the CZ mode is an advantageous mode for the player compared to the normal mode.
[0135] FIG. 13 shows the settings assigned to the BB mode lottery in the CZ mode (see FIG. 13(B)). Here, in the present embodiment, when the result of the hand determination is a weak cherry replay or a watermelon, a lottery for shifting to the BB mode is performed. For example, when the result of the hand determination is a weak cherry replay, it will be assigned to the normal BB mode with a probability of 16384 / 65536 and to the normal upper BB mode with a probability of 8192 / 65536.
[0136] <Settings used in the normal battle mode> FIG. 14 shows the settings stored in the main ROM 300 and used in the normal battle mode.
[0137] FIG. 14 shows the settings assigned to the rewrite lottery in the normal battle mode. Here, in the present embodiment, when the result of the hand determination is a weak cherry replay, a strong cherry replay, a watermelon, or a chance replay, a rewrite lottery is performed. For example, when the result of the hand determination is a weak cherry replay, it will be assigned to the rewrite lottery with a probability of 4096 / 65536. And when assigned to the rewrite lottery, it will be rewritten from a state of not being assigned to the BB mode to a state of being assigned to the normal BB mode.
[0138] Note that in the present embodiment, when assigned to the rewrite lottery, it can be rewritten from a state of not being assigned to the BB mode to a state of being assigned to the normal BB mode, but it may also be possible to rewrite it to a state of being assigned to the normal upper BB mode. Also, the settings to be rewritten to the state of being assigned to the normal BB mode and the settings to be rewritten to the state of being assigned to the normal upper BB mode may be defined, and it may be determined by lottery which one to rewrite to.
[0139] <Settings used in the BB mode> FIG. 15 shows the settings stored in the main ROM 300 and used in the BB mode.
[0140] FIG. 15 shows the settings assigned to the AT draw in the normal BB mode (see FIG. 15(A)). Here, in the present embodiment, when the result of the hand determination is a weak cherry replay, a strong cherry replay, a watermelon, or a chance replay, the draw in the normal AT mode is performed. For example, when the result of the hand determination is a weak cherry replay, it will be assigned to the draw in the normal AT mode with a probability of 4096 / 65536. And when it is assigned to the draw in the normal AT mode, it will shift to the normal AT mode via the AT judge mode.
[0141] Also, FIG. 15 shows the settings assigned to the AT draw in the normal upper BB mode (see FIG. 15(B)). Here, in the present embodiment, when the result of the hand determination is a weak cherry replay, a strong cherry replay, a watermelon, or a chance replay, the draw in the normal AT mode is performed. For example, when the result of the hand determination is a weak cherry replay, it will be assigned to the draw in the normal AT mode with a probability of 8192 / 65536. And when it is assigned to the draw in the normal AT mode, it will shift to the normal AT mode via the AT judge mode.
[0142] That is, in the normal upper BB mode, it is easier to be assigned to the AT draw compared to the normal BB mode. Therefore, the normal upper BB mode is a mode more advantageous to the player compared to the normal BB mode.
[0143] <Settings used in the AT judge mode> FIG. 16 shows the settings used in the AT judge mode stored in the main ROM 300.
[0144] FIG. 16 shows the settings assigned to the rewrite lottery in the AT judge mode. Here, in the present embodiment, the rewrite lottery is performed when the judgment result of the hand is a weak cherry replay, a strong cherry replay, a watermelon, or a chance replay. For example, when the judgment result of the hand is a weak cherry replay, the lottery for the rewrite lottery is performed with a probability of 4096 / 65536. And when the lottery for the rewrite lottery is won, it will be rewritten from the state of not being assigned to the normal AT mode to the state of being assigned to the normal AT mode.
[0145] Note that in the present embodiment, when the lottery for the rewrite lottery is won, it can be rewritten from the state of not being assigned to the normal AT mode to the state of being assigned to the normal AT mode, but it may also be possible to rewrite to the state of being assigned to the upper AT mode. Also, the settings to be rewritten to the state of being assigned to the normal AT mode and the settings to be rewritten to the state of being assigned to the upper AT mode may be defined. Further, it may be possible to rewrite from the state of being assigned to the normal AT mode to the state of being assigned to the normal upper AT mode.
[0146] <Settings used in the normal AT mode> FIG. 17 shows the settings used in the normal AT mode stored in the main ROM 300.
[0147] FIG. 17 shows the settings assigned to the bonus lottery in the normal AT mode (see FIG. 17(A)). Here, in the present embodiment, when the judgment result of the hand is a weak cherry replay, a strong cherry replay, a chance replay, or a watermelon, a bonus lottery for the number of games playable in the AT mode is performed, and when the lottery is won, the number of games playable in the AT mode is added.
[0148] Also, FIG. 17 shows the settings assigned to the lottery for transitioning to the ATBB mode in the normal AT mode (see FIG. 17(B)). Here, in this embodiment, when the result of the hand determination is a weak cherry replay, a strong cherry replay, a chance replay, or a watermelon, a lottery for transitioning to the ATBB mode is conducted. If one wins this lottery, one will transition to either the normal ATBB mode or the upper ATBB mode.
[0149] Also, FIG. 17 shows the settings assigned to the lottery for transitioning to the specialized mode in the normal AT mode (see FIG. 17(C)). Here, in this embodiment, when the result of the hand determination is a weak cherry replay, a strong cherry replay, a chance replay, or a watermelon, a lottery for transitioning to the specialized mode is conducted. If one wins this lottery, one will transition to either the normal specialized mode, the upper specialized mode, or the topmost mode.
[0150] <Settings used in the normal ATBB mode> FIG. 18 shows the settings used in the normal ATBB mode stored in the main ROM 300.
[0151] FIG. 18 shows the settings assigned to the lottery for transitioning to the upper AT mode in the normal ATBB mode. Here, in this embodiment, when the result of the hand determination is a weak cherry replay, a strong cherry replay, a chance replay, or a watermelon, a lottery for transitioning to the upper AT mode is conducted. If one wins this lottery, after the normal ATBB mode ends, one will transition to the upper AT mode via the AT battle mode.
[0152] <Settings used in the upper ATBB mode> FIG. 19 shows the settings used in the upper ATBB mode stored in the main ROM 300.
[0153] FIG. 19 shows the settings assigned to the additional draw in the upper ATBB mode. Here, in the present embodiment, when the result of the combination determination is a weak cherry replay, a strong cherry replay, a chance replay, or a watermelon, an additional draw of the number of games playable in the AT mode is performed. When winning this draw, the number of games playable in the AT mode is added.
[0154] <Settings used in the AT battle mode> FIG. 20 shows the settings used in the AT battle mode stored in the main ROM 300.
[0155] FIG. 20 shows the settings assigned to the rewrite draw in the AT battle mode. Here, in the present embodiment, a rewrite draw is performed when the result of the combination determination is a weak cherry replay, a strong cherry replay, a watermelon, or a chance replay. For example, when the result of the combination determination is a weak cherry replay, it will be a winner in the rewrite draw with a probability of 4096 / 65536. And when winning the rewrite draw, it will be rewritten from a state of not winning in the upper AT mode to a state of winning in the upper AT mode.
[0156] <Settings used in the upper AT mode> FIG. 21 shows the settings used in the upper AT mode stored in the main ROM 300.
[0157] FIG. 21 shows the settings assigned to the additional draw in the upper AT mode (see FIG. 21(A)). Here, in the present embodiment, when the result of the combination determination is a weak cherry replay, a strong cherry replay, a chance replay, or a watermelon, an additional draw of the number of games playable in the AT mode is performed. When winning this draw, the number of games playable in the AT mode is added.
[0158] Also, FIG. 21 shows the settings assigned to the lottery for shifting to the specialized mode in the upper AT mode (see FIG. 21(B)). Here, in the present embodiment, when the result of the role determination is a weak cherry replay, a strong cherry replay, a chance replay, or a watermelon, a lottery for shifting to the specialized mode is conducted, and if one wins this lottery, one will shift to either the normal specialized mode, the upper specialized mode, or the topmost mode.
[0159] Here, as shown by the settings assigned to the lottery for shifting to the specialized mode in the upper AT mode (see FIG. 21(B)) and the settings assigned to the lottery for shifting to the specialized mode in the normal AT mode (see FIG. 17(C)), the upper AT mode is more likely to shift to the specialized mode than the normal AT mode. Therefore, the upper AT mode is a more advantageous mode than the normal AT mode.
[0160] <Settings used in the specialized mode> FIG. 22 shows the settings used in the specialized mode stored in the main ROM 300.
[0161] FIG. 22 shows the settings assigned to the bonus lottery in the normal specialized mode (see FIG. 22(A)). Here, in the present embodiment, a bonus lottery for the number of games playable in the AT mode is conducted according to the result of the role determination, and the number of games playable in the AT mode is added.
[0162] Also, FIG. 22 shows the settings assigned to the bonus lottery in the upper specialized mode (see FIG. 22(B)). Here, in the present embodiment, a bonus lottery for the number of games playable in the AT mode is conducted according to the result of the role determination, and the number of games playable in the AT mode is added.
[0163] Also, FIG. 22 shows the number of additional draws assigned to the override draw in the top specialization mode (see FIG. 22(C)). Here, in the present embodiment, an override draw of the number of games playable in the AT mode is performed according to the determination result of the hand, and the number of games playable in the AT mode is added.
[0164] Here, in the specialization mode, an override draw of the number of games playable in the AT mode is performed regardless of the determination result of the hand. Specifically, when the determination result of the hand is a weak cherry replay, a strong cherry replay, a chance replay, or other than watermelon, an override draw of the number of games playable in the AT mode is performed with reference to the other column.
[0165] <Each storage area of the main RAM 400> FIG. 23 shows each storage area of the main RAM 400.
[0166] The setting value storage area 401 stores the setting values of the slot machine 1. Here, the slot machine 1 in the present embodiment has six levels of setting values. For example, when the setting value is 1, the value of the setting value storage area 401 is 1, and when the setting value is 6, the value of the setting value storage area 401 is 6.
[0167] The game state storage area 402 stores the current game state of the slot machine 1. When the current game state is the general game state, the value of the game state storage area 402 is 0. When the current game state is the BBF game state, the value of the game state storage area 402 is 1. When the current game state is the BBN game state, the value of the game state storage area 402 is 2. When the current game state is the BRF game state, the value of the game state storage area 402 is 3. When the current game state is the BBRB game state, the value of the game state storage area 402 is 4. When the current game state is the RBF game state, the value of the game state storage area 402 is 5. When the current game state is the RB game state, the value of the game state storage area 402 is 6.
[0168] In the conditional device storage area 403, the result of the hand rank determination is stored. When the result of the hand rank determination is a bust, the value of the conditional device storage area 403 becomes 0. When the result of the hand rank determination is a BB+ follow hand rank Oa to Od, the value of the conditional device storage area 403 becomes 1. When the result of the hand rank determination is an RB+ follow hand rank Oa to Od, the value of the conditional device storage area 403 becomes 2. When the result of the hand rank determination is an RB+ follow hand rank Oe, the value of the conditional device storage area 403 becomes 3. When the result of the hand rank determination is an RB+ follow hand rank Of, the value of the conditional device storage area 403 becomes 4. When the result of the hand rank determination is an RB+ follow hand rank Og, the value of the conditional device storage area 403 becomes 5. When the result of the hand rank determination is an RB+ reach target hand rank RRa to RRd, the value of the conditional device storage area 403 becomes 6.
[0169] Also, when the result of the hand rank determination is a seven replay Sa, the value of the conditional device storage area 403 becomes 7. When the result of the hand rank determination is a seven replay Sb, the value of the conditional device storage area 403 becomes 8. When the result of the hand rank determination is a seven replay Sc, the value of the conditional device storage area 403 becomes 9. When the result of the hand rank determination is a seven replay Sd, the value of the conditional device storage area 403 becomes 10. When the result of the hand rank determination is a fake replay, the value of the conditional device storage area 403 becomes 11. When the result of the hand rank determination is a push order replay Ra, the value of the conditional device storage area 403 becomes 12. When the result of the hand rank determination is a push order replay Rb, the value of the conditional device storage area 403 becomes 13.
[0170] Also, when the result of the hand rank determination is a weak cherry replay, the value of the conditional device storage area 403 becomes 14. When the result of the hand rank determination is a strong cherry replay, the value of the conditional device storage area 403 becomes 15. When the result of the hand rank determination is a chance replay, the value of the conditional device storage area 403 becomes 16. When the result of the hand rank determination is a common replay Ka, the value of the conditional device storage area 403 becomes 17. When the result of the hand rank determination is a common replay Kb, the value of the conditional device storage area 403 becomes 18. When the result of the hand rank determination is a common replay Kc, the value of the conditional device storage area 403 becomes 19.
[0171] Also, when the result of the hand evaluation is "Watermelon", the value in the conditional device storage area 403 becomes 20; when the result of the hand evaluation is "Follow Oa - Od", the value in the conditional device storage area 403 becomes 21; when the result of the hand evaluation is "Follow Oe", the value in the conditional device storage area 403 becomes 22; when the result of the hand evaluation is "Follow Of", the value in the conditional device storage area 403 becomes 23; when the result of the hand evaluation is "Follow Og", the value in the conditional device storage area 403 becomes 24; when the result of the hand evaluation is "Reach target RRa - RRd", the value in the conditional device storage area 403 becomes 25.
[0172] Also, when the result of the hand evaluation is "Push order bell Ba", the value in the conditional device storage area 403 becomes 26; when the result of the hand evaluation is "Push order bell Bb", the value in the conditional device storage area 403 becomes 27; when the result of the hand evaluation is "Push order bell Bc", the value in the conditional device storage area 403 becomes 28; when the result of the hand evaluation is "Push order bell Bd", the value in the conditional device storage area 403 becomes 29; when the result of the hand evaluation is "Push order bell Be", the value in the conditional device storage area 403 becomes 30; when the result of the hand evaluation is "Push order bell Bf", the value in the conditional device storage area 403 becomes 31.
[0173] Also, when the result of the hand evaluation is "Push order bell Bg", the value in the conditional device storage area 403 becomes 32; when the result of the hand evaluation is "Push order bell Bh", the value in the conditional device storage area 403 becomes 33; when the result of the hand evaluation is "Push order bell Bi", the value in the conditional device storage area 403 becomes 34; when the result of the hand evaluation is "Push order bell Bj", the value in the conditional device storage area 403 becomes 35; when the result of the hand evaluation is "Push order bell Bk", the value in the conditional device storage area 403 becomes 36; when the result of the hand evaluation is "Push order bell Bl", the value in the conditional device storage area 403 becomes 37; when the result of the hand evaluation is "Common bell", the value in the conditional device storage area 403 becomes 38; when the result of the hand evaluation is "JAC hand", the value in the conditional device storage area 403 becomes 39.
[0174] In the left stop position memory area 404, information regarding the stop position of the left reel 6 is stored. For example, when the left reel 6 stops and the symbol that stops on the active line is the 7th black BAR symbol 1000, the value stored in the left stop position memory area 404 is 7.
[0175] In the middle stop position memory area 405, information regarding the stop position of the middle reel 7 is stored. For example, when the middle reel 7 stops and the symbol that stops on the active line is the 7th black BAR symbol 1000, the value stored in the middle stop position memory area 405 is 7.
[0176] In the right stop position memory area 406, information regarding the stop position of the right reel 8 is stored. For example, when the right reel 8 stops and the symbol that stops on the active line is the 7th white BAR symbol 1005, the value stored in the middle stop position memory area 405 is 7.
[0177] In the winning information memory area 407, information regarding the combination of winning symbols is stored. For example, when the combination of winning symbols is BB, the value of the winning information memory area 407 becomes 1, and when the combination of winning symbols is RB, the value of the winning information memory area 407 becomes 2.
[0178] In the mode memory area 408, information regarding the current mode is stored. For example, when it is the normal mode, the value of the mode memory area 408 is 0.
[0179] In the winning combination flag memory area 409, information regarding the bonus that has been hit is stored. Note that when the value of the winning combination flag memory area 409 is 0, it means that neither BB nor RB has been hit. Also, when the value of the winning combination flag memory area 409 is 1, it means that BB has been hit, and when the value of the winning combination flag memory area 409 is 2, it means that RB has been hit.
[0180] The weight timer 410 stores the time to prevent the time of one game from becoming too short. In this embodiment, 4100 is set in the weight timer 410.
[0181] The advantageous section storage area 411 stores information regarding the advantageous section. Here, when it is a normal section, the value of the advantageous section storage area 411 becomes 0, and when it is an advantageous section, the value of the advantageous section storage area 411 becomes 1.
[0182] The advantageous section game number counter 412 stores the number of games that can be played in the advantageous section. In this embodiment, values from 0 to 3000 are stored in the advantageous section game number counter 412.
[0183] The advantageous section medal number counter 413 is provided to count the number of medals paid out in the BB mode, the AT mode, etc. Here, in this embodiment, values from 0 to 2500 are stored in the advantageous section medal number counter 413.
[0184] The point counter 414 stores the points acquired by the player. In this embodiment, values from 0 to 65536 are stored in the point counter 414.
[0185] The lottery point save area 415 temporarily saves (temporarily stores) information regarding the lottery points. In this embodiment, values from 0 to 1000 are temporarily saved (temporarily stored) in the lottery point save area 415.
[0186] The BB lottery information storage area 416 stores information regarding the BB mode in which a lottery has occurred. When the value of the BB lottery information storage area 416 is 0, it means that no lottery has occurred in the BB mode. When the value of the BB lottery information storage area 416 is 1, it means that a lottery has occurred in the normal BB mode. When the value of the BB lottery information storage area 416 is 2, it means that a lottery has occurred in the normal upper BB mode.
[0187] In the ATBB alignment information storage area 417, information regarding the aligned ATBB mode is stored. When the value of the ATBB alignment information storage area 417 is 0, it means that the ATBB mode is not aligned. Also, when aligned to the normal ATBB mode, the value of the ATBB alignment information storage area 417 becomes 1, and when aligned to the upper ATBB mode, the value of the ATBB alignment information storage area 417 becomes 2.
[0188] In the specialized mode alignment information storage area 418, information regarding the aligned specialized mode is stored. When the value of the specialized mode alignment information storage area 418 is 0, it means that the specialized mode is not aligned. Also, when the value of the specialized mode alignment information storage area 418 is 1, it means that it is aligned to the normal specialized mode, when the value of the specialized mode alignment information storage area 418 is 2, it means that it is aligned to the upper specialized mode, and when the value of the specialized mode alignment information storage area 418 is 3, it means that it is aligned to the topmost specialized mode.
[0189] In the AT mode alignment information storage area 419, information regarding the aligned AT mode is stored. When the value of the AT mode alignment information storage area 419 is 0, it means that the AT mode is not aligned. On the other hand, when the value of the AT mode alignment information storage area 419 is 1, it means that it is aligned to the normal AT mode, and when the value of the AT mode alignment information storage area 419 is 2, it means that it is aligned to the upper AT mode.
[0190] In the instruction information storage area 420, the instruction information displayed on the payout display unit 14 is stored. When the value of the instruction information storage area 420 is 0, it corresponds to no instruction information, so nothing is displayed on the payout display unit 14. When the value of the instruction information storage area 420 is 1, "left middle right" of the instruction information is displayed on the payout display unit 14. When the value of the instruction information storage area 420 is 2, "right middle left" of the instruction information is displayed on the payout display unit 14. When the value of the instruction information storage area 420 is 3, "middle left right" of the instruction information is displayed on the payout display unit 14. When the value of the instruction information storage area 420 is 4, "middle right left" of the instruction information is displayed on the payout display unit 14.
[0191] Also, when the value of the instruction information storage area 420 is 5, "right left middle" of the instruction information is displayed on the payout display unit 14. When the value of the instruction information storage area 420 is 6, "right middle left" of the instruction information is displayed on the payout display unit 14. When the value of the instruction information storage area 420 is 7, "left" of the instruction information is displayed on the payout display unit 14. When the value of the instruction information storage area 420 is 8, "middle" of the instruction information is displayed on the payout display unit 14. When the value of the instruction information storage area 420 is 9, "right" of the instruction information is displayed on the payout display unit 14.
[0192] In the pre-game number counter 421, the number of games played in the pre-game mode is stored. In this embodiment, values from 0 to 32 are stored in the pre-game number counter 421.
[0193] In the game number counter 422 for the point acquisition mode, the number of games that can be played in the point acquisition mode is stored. In this embodiment, values from 0 to 10 are stored in the game number counter 422 for the point acquisition mode.
[0194] In the game number counter 423 for the direct hit lottery mode, the number of games that can be played in the direct hit lottery mode is stored. In this embodiment, values from 0 to 10 are stored in the game number counter 423 for the direct hit lottery mode.
[0195] The game count for the CZ mode, 424, stores the number of games that can be played in the CZ mode. In this embodiment, values from 0 to 10 are stored in the game count for the CZ mode, 424.
[0196] The game count for the normal battle mode, 425, stores the number of games that can be played in the normal battle mode. In this embodiment, values from 0 to 3 are stored in the game count for the normal battle mode, 425.
[0197] The game count for the BB mode, 426, stores the number of games that can be played in the BB mode. In this embodiment, values from 0 to 20 are stored in the game count for the BB mode, 426.
[0198] The game count for the AT judge mode, 427, stores the number of games that can be played in the AT judge mode. In this embodiment, values from 0 to 3 are stored in the game count for the AT judge mode, 427.
[0199] The game count for the AT mode, 428, stores the number of games that can be played in the AT mode. In this embodiment, values from 0 to 3000 are stored in the game count for the AT mode, 428.
[0200] The game count for the ATBB mode, 429, stores the number of games that can be played in the ATBB mode. In this embodiment, values from 0 to 20 are stored in the game count for the ATBB mode, 429.
[0201] The game count for the AT battle mode, 430, stores the number of games that can be played in the AT battle mode. In this embodiment, values from 0 to 3 are stored in the game count for the AT battle mode, 430.
[0202] The game count counter 431 for the specialization mode stores the number of games that can be played in the specialization mode. In this embodiment, values from 0 to 10 are stored in the game count counter 431 for the specialization mode.
[0203] <Power-on process of the main control board 100> FIG. 24 shows a flowchart of the power-on process of the main control board 100.
[0204] In step A1, the main CPU 200 determines whether the power is on. Specifically, it is determined whether the power button 24 is operated and the power switch 24A is turned on.
[0205] In step A2, the main CPU 200 performs a setting value change process. Specifically, when the setting key is inserted into the keyhole and the keyhole switch 22A detects that it has been rotated by a predetermined angle, the current setting value will be displayed on the setting value display unit 23. Then, when the setting value change button 21 is operated and the setting value change switch 21A is turned on, the setting value displayed on the setting value display unit 23 is updated and displayed. Then, when the start switch 5A detects the operation of the start lever 5, the setting value is determined, and the determined setting value is stored in the setting value storage area 401.
[0206] In step A3, the main CPU 200 performs a game progress control process. Here, the game progress control process will be described with reference to FIG. 25.
[0207] <Game progress control process of the main control board 100> FIG. 25 shows a flowchart of the game progress control process of the main control board 100.
[0208] In step B1, the main CPU 200 performs medal reception processing. Specifically, processing for the medal sensor 2A to receive medals inserted into the medal insertion port 2, processing for the BET switch 3A to determine whether it has received an operation of the BET button 3, and processing for the MAXBET switch 4A to determine whether it has received an operation of the MAXBET button 4 are to be performed.
[0209] In step B2, the main CPU 200 determines whether it has received an operation of the start lever 5. Specifically, it is determined whether the start switch 5A has turned on when the start lever 5 is operated in a state where 3 medals have been BET or in a state where a replay has won.
[0210] In step B3, the main CPU 200 performs winning combination determination processing. Specifically, based on the current game state stored in the game state storage area 402, winning combination determination is performed using the setting numbers (see FIG. 5) assigned to each conditional device stored in the main ROM 300. Note that the winning combination determination result is stored in the conditional device storage area 403 and, when BB or RB is won, is stored in the winning combination flag storage area 409.
[0211] In step B4, the main CPU 200 performs mode-specific processing. Here, the mode-specific processing will be described with reference to FIG. 26.
[0212] In step B5, the main CPU 200 performs weight processing. Here, the weight processing will be described with reference to FIG. 41.
[0213] In step B6, the main CPU 200 determines whether operations of the left stop button 9, the middle stop button 10, and the right stop button 11 have been performed. Specifically, it is determined whether the left stop switch 9A, the middle stop switch 10A, and the right stop switch 11A have detected operations of the left stop button 9, the middle stop button 10, and the right stop button 11.
[0214] In step B7, the main CPU 200 performs a reel stop process. Specifically, when the operation of the left stop button 9 is detected in the process of step B6, stop control of the left reel 6 is performed based on the winning determination result and the symbol position of the left reel 6 when the left stop button 9 is operated, and information regarding the symbol that has stopped on the active line is stored in the left stop position storage area 404.
[0215] Similarly, when the operation of the middle stop button 10 is detected in the process of step B6, stop control of the middle reel 7 is performed based on the winning determination result and the symbol position of the middle reel 7 when the middle stop button 10 is operated, and information regarding the symbol that has stopped on the active line is stored in the middle stop position storage area 405.
[0216] Similarly, when the operation of the right stop button 11 is detected in the process of step B6, stop control of the right reel 8 is performed based on the winning determination result and the symbol position of the right reel 8 when the right stop button 11 is operated, and information regarding the symbol that has stopped on the active line is stored in the right stop position storage area 406.
[0217] In step B8, the main CPU 200 determines whether all of the left reel 6, the middle reel 7, and the right reel 8 have stopped.
[0218] In step B9, the main CPU 200 performs a winning determination process. Specifically, based on the symbol combination (see FIG. 6) and the values stored in the left stop position storage area 404, the middle stop position storage area 405, and the right stop position storage area 406, it is determined whether a winning has been established. Then, the determination result as to whether a winning has been established is stored in the winning information storage area 407.
[0219] In step B10, the main CPU 200 performs a medal payout process. Specifically, when it is determined in step B9 that a winning has been established and the symbol combination for which medal payout is to be made is displayed on the active line, the hopper 20 is driven to perform medal payout. Note that when a winning has been established, the value of the advantageous section number counter 413 is updated.
[0220] In step B11, the main CPU 200 performs game state management processing. Specifically, when the transition condition of the game state is satisfied, a process of updating the value in the game state storage area 402 is performed. Note that the transition condition of the game state is as described with reference to FIG. 4.
[0221] In step B12, the main CPU 200 performs post-all-stop mode management processing. Here, the post-all-stop mode management processing will be described with reference to FIG. 42.
[0222] In step B13, the main CPU 200 performs advantageous section management processing. Here, the advantageous section management processing will be described with reference to FIG. 57.
[0223] <Subroutine for Mode-Specific Processing> FIG. 26 shows a subroutine for mode-specific processing performed in step B4.
[0224] In step C1, the main CPU 200 performs mode reading processing. Specifically, a process of reading the value stored in the mode storage area 408 is performed.
[0225] In step C2, the main CPU 200 transfers to processing according to the mode. Specifically, according to the value read by the processing in step C1, a process of transferring to processing according to each mode (see FIGS. 27 to 40) is performed.
[0226] <Subroutine for Normal Mode Processing> FIG. 27 shows a subroutine for normal mode processing. Here, the subroutine for normal mode processing is the processing transferred in the processing of step C2 when the value in the mode storage area 408 is 0 by the mode reading processing in step C1.
[0227] In step D1, the main CPU 200 determines whether it is an advantageous section.
[0228] In step D2, a transfer drawing to the direct hit drawing mode is performed by the main CPU 200. Specifically, a transfer drawing to the direct hit drawing mode is performed using the number of balls placed that is assigned to the direct hit drawing mode shown in FIG.
[0229] In step D3, the main CPU 200 determines whether or not the direct hit lottery mode transition lottery has been won.
[0230] In step D4, a CZ mode transition drawing is performed by the main CPU 200. Specifically, a CZ mode transition drawing is performed using the number of balls placed that is assigned to the CZ mode drawing shown in Figure 9(A).
[0231] In step D5, the main CPU 200 determines whether or not the CZ mode transition lottery has been won.
[0232] In step D6, a process of determining the number of CZ premonition games is performed by the main CPU 200. The number of games determined here is stored in the premonition game number counter 421.
[0233] In step D7, a lottery for transition to the point earning mode is performed by the main CPU 200. Specifically, a lottery for transition to the point earning mode is performed using the number of balls assigned to the lottery for the point earning mode shown in Figure 9(B).
[0234] In step D8, the main CPU 200 determines whether or not the lottery for switching to the point acquisition mode has been won.
[0235] In step D9, a reel rotation point acquisition lottery process is performed by the main CPU 200. Specifically, a point acquisition lottery is performed using the number of symbols assigned to the point acquisition lottery in the normal mode shown in Figure 9(C).
[0236] Here, to explain more specifically, the point acquisition lottery process during reel rotation is performed according to the result of the hand determination. For example, when the result of the hand determination is a weak cherry replay, a point acquisition lottery is performed using the number of stops in the weak cherry replay column. It is determined that 10 points are acquired with a probability of 32768 / 65536, 20 points are acquired with a probability of 16384 / 65536, 30 points are acquired with a probability of 8192 / 65536, 50 points are acquired with a probability of 4096 / 65536, and 100 points are acquired with a probability of 4096 / 65536.
[0237] Also, when the result of the hand determination is other than weak cherry replay, strong cherry replay, watermelon, chance replay (hereinafter referred to as "rare hands"), a point acquisition lottery is performed with reference to the number of stops in other columns. That is, when a point acquisition lottery is performed with reference to the number of stops in other columns, it is determined that 5 points are acquired with a probability of 65536 / 65536. And the determined points are temporarily stored (temporarily memorized) in the lottery point save area 415.
[0238] Note that in the point acquisition lottery process during reel rotation in this embodiment, the number of stops in the special A column and the number of stops in the special B column are not used.
[0239] In step D10, the main CPU 200 performs the advantageous section transition process. Specifically, 1 is set in the advantageous section storage area 411, and 3000 is set in the advantageous section game number counter 412.
[0240] <Subroutine for point acquisition mode process> FIG. 28 shows a subroutine for the point acquisition mode process. Here, the subroutine for the point acquisition mode process is a process that is shifted in the process of step C2 when the value in the mode storage area 408 is any one of 1 to 3 by the mode reading process in step C1.
[0241] In step E1, the main CPU 200 performs a process of subtracting 1 from the game number counter 422 for the point acquisition mode.
[0242] In step E2, the main CPU 200 performs a point acquisition lottery process during reel rotation. Specifically, in the case of the normal point acquisition mode, a point acquisition lottery is performed using the settings assigned to the point acquisition lottery in the normal point acquisition mode shown in FIG. 10(A). Also, in the case of the high-probability point acquisition mode, a point acquisition lottery is performed using the settings assigned to the point acquisition lottery in the high-probability point acquisition mode shown in FIG. 10(B), and in the case of the ultra-high-probability point acquisition mode, a point acquisition lottery is performed using the settings assigned to the point acquisition lottery in the ultra-high-probability point acquisition mode shown in FIG. 10(C). Then, the result of the lottery is temporarily stored (temporarily memorized) in the target point backup area 415.
[0243] <Subroutine for CZ precursor mode processing> FIG. 29 shows a subroutine for CZ precursor mode processing. Here, the subroutine for CZ precursor mode processing is a process that is transferred in the process of step C2 when the value of the mode storage area 408 is 4 by the mode reading process of step C1.
[0244] In step F1, the main CPU 200 performs a process of subtracting 1 from the value of the precursor game number counter 421.
[0245] In step F2, the main CPU 200 performs a point acquisition lottery process during reel rotation. Specifically, a point acquisition lottery is performed using the settings assigned to the point acquisition lottery in the CZ precursor mode shown in FIG. 11. Then, the result of the lottery is temporarily stored in the target point backup area 415.
[0246] <Subroutine for direct hit lottery mode processing> FIG. 30 shows a subroutine for the direct draw mode process. Here, the subroutine for the direct draw mode process is a process that is transferred in the process of step C2 when the value of the mode storage area 408 is 5 by the mode reading process of step C1.
[0247] In step G1, a process of subtracting 1 from the value of the direct draw mode game number counter 423 is performed by the main CPU 200.
[0248] In step G2, the main CPU 200 performs a direct draw process. Specifically, a direct draw in the normal AT mode is performed using the setting assigned to the AT draw in the direct draw mode shown in FIG. 12.
[0249] <Subroutine for CZ mode process> FIG. 31 shows a subroutine for the CZ mode process. Here, the subroutine for the CZ mode process is a process that is transferred in the process of step C2 when the value of the mode storage area 408 is 6 by the mode reading process of step C1.
[0250] In step H1, a process of subtracting 1 from the value of the CZ mode game number counter 424 is performed by the main CPU 200.
[0251] In step H2, the main CPU 200 performs a BB mode transition draw process. Specifically, a transition draw to the BB mode is performed using the setting assigned to the draw of the BB mode in the CZ mode shown in FIG. 13(B).
[0252] In step H3, it is determined whether or not a hit has occurred in the transition draw to the BB mode by the main CPU 200.
[0253] In step H4, the main CPU 200 performs a CZ mode point acquisition mode draw process. Specifically, a transition draw to the point acquisition mode is performed using the setting assigned to the draw of the point acquisition mode in the CZ mode shown in FIG. 13(A).
[0254] <Subroutine for Normal Battle Mode Processing> Figure 32 shows a subroutine for normal battle mode processing. Here, the subroutine for normal battle mode processing is a process that is transferred in the process of step C2 when the value in the mode storage area 408 is 7 by the mode reading process of step C1.
[0255] In step I1, a process of subtracting 1 from the value of the game number counter 425 for normal battle mode by the main CPU 200 is performed.
[0256] In step I2, the main CPU 200 performs a rewriting lottery process for normal battle mode. Specifically, the rewriting lottery is performed using the setting values assigned to the rewriting lottery in the normal battle mode shown in FIG. 14. And when the lottery hits this rewriting lottery, a process of updating the value in the BB lottery information storage area 416 to 1 is performed.
[0257] <Subroutine for BB Mode Processing> Figure 33 shows a subroutine for BB mode processing. Here, the subroutine for BB mode processing is a process that is transferred in the process of step C2 when the value in the mode storage area 408 is 8 - 9 by the mode reading process of step C1.
[0258] In step J1, a process of subtracting 1 from the value of the game number counter 426 for BB mode by the main CPU 200 is performed.
[0259] In step J2, the main CPU 200 performs the AT mode extraction process. Specifically, in the case of the normal BB mode, the transition extraction to the normal AT mode is performed using the settings assigned to the AT extraction in the normal BB mode shown in Fig. 15(A). Also, in the case of the normal upper BB mode, the transition extraction to the normal AT mode is performed using the settings assigned to the AT extraction in the normal upper BB mode shown in Fig. 15(B). And when this extraction is successful, the process of updating the value of the AT mode extraction information storage area 419 to 1 is performed.
[0260] <Subroutine for AT judgment mode processing> Fig. 34 shows a subroutine for the AT judgment mode processing. Here, the subroutine for the AT judgment mode processing is a process that is transferred in the process of step C2 when the value of the mode storage area 408 is 10 by the mode reading process of step C1.
[0261] In step K1, the main CPU 200 performs the process of subtracting 1 from the value of the game number counter 427 for the AT judgment mode.
[0262] In step K2, the main CPU 200 performs the rewrite extraction process for the AT judgment mode. Specifically, the rewrite extraction is performed using the settings assigned to the rewrite extraction in the AT judgment mode shown in Fig. 16. And when the rewrite extraction is successful, the process of updating the value of the AT mode extraction information storage area 419 to 1 is performed.
[0263] <Subroutine for normal AT mode processing> Fig. 35 shows a subroutine for the normal AT mode processing. Here, the subroutine for the normal AT mode processing is a process that is transferred in the process of step C2 when the value of the mode storage area 408 is 11 by the mode reading process of step C1.
[0264] In step L1, the main CPU 200 performs the process of subtracting 1 from the value of the game number counter 428 for the AT mode.
[0265] In step L2, the main CPU 200 performs an overlaid lottery process. Specifically, an overlaid lottery of the number of games playable in the AT mode is performed in the AT mode using the setting values assigned to the overlaid lottery in the normal AT mode shown in FIG. 17(A). Then, the number of games selected by the overlaid lottery is added to the value of the game number counter 428 for the AT mode.
[0266] In step L3, the main CPU 200 performs a specialized mode lottery process. Specifically, a lottery for transitioning to the specialized mode is performed using the setting values assigned to the lottery for transitioning to the specialized mode in the normal AT mode shown in FIG. 17(C). Then, when the lottery for transitioning to the specialized mode is selected, a process of updating the value of the specialized mode selection information storage area 418 is performed.
[0267] In step L4, it is determined whether the lottery for transitioning to the specialized mode has been selected by the main CPU 200.
[0268]
[0268] In step L5, the main CPU 200 performs an ATBB lottery process. Specifically, a lottery for transitioning to the ATBB mode is performed in the normal AT mode shown in FIG. 17(B) using the setting values assigned to the lottery for transitioning to the ATBB mode. Then, when the ATBB mode is selected, a process of updating the ATBB selection information storage area 417 is performed.
[0269] <Subroutine for processing in the normal ATBB mode> FIG. 36 shows a subroutine for processing in the normal ATBB mode. Here, the subroutine for processing in the normal ATBB mode is a process that is transferred in the process of step C2 when the value of the mode storage area 408 is 12 by the mode reading process of step C1.
[0270] In step M1, the main CPU 200 performs a process of subtracting 1 from the value of the game number counter 429 for the ATBB mode.
[0271] In step M2, the main CPU 200 performs the upper AT mode extraction process. Specifically, the transition extraction of the upper AT mode is performed using the settings assigned to the upper AT mode extraction in the normal ATBB mode shown in FIG. 18. And when the upper AT mode is hit, the process of updating the ATBB hit information storage area 417 is performed.
[0272] <Subroutine for upper ATBB mode processing> FIG. 37 shows the subroutine for the upper ATBB mode processing. Here, the subroutine for the upper ATBB mode processing is the process that is transferred in the process of step C2 when the value of the mode storage area 408 is 13 by the mode reading process of step C1.
[0273] In step N1, the main CPU 200 performs the process of subtracting 1 from the value of the game number counter 429 for the ATBB mode.
[0274] In step N2, the main CPU 200 performs the additional extraction process for the upper ATBB mode. Specifically, the additional extraction of the number of games that can be played in the AT mode is performed using the settings assigned to the additional extraction in the upper ATBB mode shown in FIG. 19. And the number of games hit by the additional extraction is added to the value of the game number counter 428 for the AT mode.
[0275] <Subroutine for AT battle mode processing> FIG. 38 shows the subroutine for the AT battle mode processing. Here, the subroutine for the AT battle mode processing is the process that is transferred in the process of step C2 when the value of the mode storage area 408 is 14 by the mode reading process of step C1.
[0276] In step O1, the main CPU 200 performs the process of subtracting 1 from the value of the game number counter 430 for the AT battle mode.
[0277] In step O2, the main CPU 200 performs the rewrite lottery process for the AT battle mode. Specifically, the rewrite lottery is performed using the settings assigned to the rewrite lottery in the AT battle mode shown in FIG. 20. Then, when the rewrite lottery is hit, the value in the AT mode lottery information storage area 419 is updated to 2.
[0278] <Subroutine for the upper AT mode process> FIG. 39 shows the subroutine for the upper AT mode process. Here, the subroutine for the upper AT mode process is a process that is transferred in the process of step C2 when the value in the mode storage area 408 is 15 by the mode reading process of step C1.
[0279] In step P1, the main CPU 200 subtracts 1 from the value of the game count counter 428 for the AT mode.
[0280] In step P2, the main CPU 200 performs the additional lottery process for the upper AT mode. Specifically, the additional lottery for the number of games that can be played in the AT mode is performed using the settings assigned to the additional lottery in the upper AT mode shown in FIG. 21(A). Then, the number of games hit in the additional lottery is added to the value of the game count counter 428 for the AT mode.
[0281] In step P3, the main CPU 200 performs the specialization mode lottery process for the upper AT mode. Specifically, the transfer lottery for the specialization mode is performed using the settings assigned to the transfer lottery for the specialization mode in the upper AT mode shown in FIG. 21(B). Then, when the transfer lottery for the specialization mode is hit, the value in the specialization mode lottery information storage area 418 is updated.
[0282] <Subroutine for the specialization mode process> Figure 40 shows a subroutine for the specialized mode process. Here, the subroutine for the specialized mode process is a process that is transferred in the process of step C2 when the value in the mode storage area 408 is 16 to 18 by the mode reading process of step C1.
[0283] In step Q1, the main CPU 200 performs a process of subtracting 1 from the value of the game count counter 431 for the specialized mode.
[0284] In step Q2, the main CPU 200 performs a bonus drawing process for the specialized mode. Specifically, in the case of the normal specialized mode, a bonus drawing of the number of games that can be played in the AT mode is performed using the setting values assigned to the bonus drawing in the normal specialized mode shown in Fig. 22(A). Also, in the case of the upper specialized mode, a bonus drawing of the number of games that can be played in the AT mode is performed using the setting values assigned to the bonus drawing in the upper specialized mode shown in Fig. 22(B), and in the case of the topmost specialized mode, a bonus drawing of the number of games that can be played in the AT mode is performed using the setting values assigned to the bonus drawing in the topmost specialized mode shown in Fig. 22(C). And the number of games selected for the bonus drawing is added to the value of the game count counter 428 for the AT mode.
[0285] <Subroutine for Wait Process> Figure 41 shows a subroutine for the wait process. Here, the subroutine for the wait process is a process performed by step B5.
[0286] In step R1, the main CPU 200 performs an instruction information determination process. Specifically, based on the hand determined by the hand determination process of step B3 and the value stored in the mode storage area 408, the instruction information to be displayed on the payout display unit 14 is determined.
[0287] In step R2, the main CPU 200 determines whether the wait timer 410 is 0.
[0288] In step R3, the main CPU 200 sets 4100 in the wait timer 410.
[0289] <Subroutine for post - full - stop mode management processing> Figure 42 shows a subroutine for post - full - stop mode management processing. Here, the subroutine for post - full - stop mode management processing is the processing performed in step B12.
[0290] In step S1, the main CPU 200 performs mode reading processing. Specifically, processing for reading the value stored in the mode storage area 408 is performed.
[0291] In step S2, the main CPU 200 transfers to processing according to the mode. Specifically, according to the value read by the processing in step S1, processing for transferring to processing according to each mode (see Figures 43 - 56) is performed.
[0292] <Subroutine for processing in the normal mode after full - stop> Figure 43 shows a subroutine for processing in the normal mode after full - stop. Here, the subroutine for processing in the normal mode after full - stop is the processing transferred in the processing of step S2 when the value of the mode storage area 408 is 0 by the mode reading processing of step S1.
[0293] In step T1, the main CPU 200 determines whether the value of the point counter 414 is 1000 or more.
[0294] In step T2, the main CPU 200 performs normal BB mode sampling processing. Specifically, sampling for transfer to the BB mode is performed using the settings assigned to the sampling of the BB mode shown in Figure 9(E). And when the BB mode is hit, it is stored in the BB hit information storage area 416. At this time, a process of subtracting 1000 from the value of the point counter 414 is performed.
[0295] In step T3, the main CPU 200 performs a process of shifting to the normal battle mode. Specifically, 7 is set in the mode storage area 408, and 3 is set in the game count counter 425 for the normal battle mode.
[0296] In step T4, the main CPU 200 determines whether or not to shift to the point acquisition mode. Specifically, it is determined whether or not the shift lottery to the point acquisition mode in step D7 has been performed.
[0297] In step T5, the main CPU 200 performs a process of shifting to the point acquisition mode. Specifically, if it is determined to shift to the normal point acquisition mode, 1 is set in the mode storage area 408; if it is determined to shift to the high probability point acquisition mode, 2 is set in the mode storage area 408; if it is determined to shift to the ultra-high probability point acquisition mode, 3 is set in the mode storage area 408. Also, 10 is set in the game count counter 422 for the point acquisition mode.
[0298] In step T6, the main CPU 200 determines whether or not to shift to the CZ mode. Specifically, it is determined whether or not the shift lottery to the CZ mode in step D4 has been performed.
[0299] In step T7, the main CPU 200 performs a process of shifting to the CZ precursor mode. Specifically, 4 is set in the mode storage area 408.
[0300] In step T8, the main CPU 200 determines whether or not to shift to the direct hit lottery mode. Specifically, it is determined whether or not the shift lottery to the direct hit lottery mode in step D2 has been performed.
[0301] In step T9, the main CPU 200 performs a process of shifting to the direct hit lottery mode. Specifically, 5 is set in the mode storage area 408, and 10 is set in the game count counter 423 for the direct hit lottery mode.
[0302] In step T10, the main CPU 200 determines whether the result of the hand determination is the push-order bell.
[0303] In step T11, the main CPU 200 performs a point acquisition lottery process after full stop. Specifically, a lottery for point acquisition is performed using the setting numbers assigned to the point acquisition lottery in the normal mode shown in FIG. 9(C).
[0304] More specifically, when the result of the hand determination is any one of the push-order bells Ba to Bf (hereinafter referred to as "the first push-order bell group"), a lottery for the points to be acquired is performed using the setting numbers in the special A column. Also, when the result of the hand determination is any one of the push-order bells Bg to Bl (hereinafter referred to as "the second push-order bell group"), a lottery for the points to be acquired is performed using the setting numbers in the special B column. Specifically, as will be described later, when the result of the hand determination is not any of the push-order bells Ba to Bl, the points determined by the point acquisition lottery process during reel rotation in step D9 will be acquired.
[0305] In step T12, the main CPU 200 determines whether the bell has won. Specifically, it is determined whether any one of the downward-right bell, upper-stage bell, middle-stage bell, and upward-right bell has won.
[0306] In step T13, the main CPU 200 performs a point rewriting process. Specifically, the result of the lottery by the point acquisition lottery process after full stop in step T11 is added to the point counter 414 and stored.
[0307] In step T14, the main CPU 200 performs a point copying process. Specifically, the value temporarily stored (temporarily memorized) in the lottery point backup area 415 is added to the point counter 414 and stored.
[0308] <Subroutine for processing in the point acquisition mode after full stop> FIG. 44 shows a subroutine for the process in the point acquisition mode after the all-stop. Here, the subroutine for the process in the point acquisition mode after the all-stop is a process that is transferred in the process of step S2 when the value in the mode storage area 408 is any one of 1 to 3 by the mode reading process in step S1.
[0309] In step U1, the main CPU 200 determines whether the determination result of the role is the push order bell.
[0310] In step U2, the main CPU 200 performs the all-stop point acquisition lottery process. Specifically, in the case of the normal point acquisition mode, the lottery for point acquisition is performed using the setting values assigned to the point acquisition lottery in the normal point acquisition mode shown in FIG. 10(A). Also, in the case of the high-probability point acquisition mode, the lottery for point acquisition is performed using the setting values assigned to the point acquisition lottery in the high-probability point acquisition mode shown in FIG. 10(B), and in the case of the ultra-high-probability point acquisition mode, the lottery for point acquisition is performed using the setting values assigned to the point acquisition lottery in the ultra-high-probability point acquisition mode shown in FIG. 10(C).
[0311] More specifically, when the determination result of the role is any one of the first push order bell groups, the lottery for the points to be acquired is performed using the setting values in the special A column. Also, when the determination result of the role is any one of the second push order bell groups, the lottery for the points to be acquired is performed using the setting values in the special B column.
[0312] In step U3, the main CPU 200 determines whether the bell has won. Specifically, it is determined whether any one of the downward bell, upper bell, middle bell, and upward bell has won.
[0313] In step U4, the main CPU 200 performs the point rewriting process. Specifically, the result of the lottery by the all-stop point acquisition lottery process in step U2 is added to the point counter 414 and stored.
[0314] In step U5, the main CPU 200 performs point copy processing. Specifically, the value temporarily stored (temporarily memorized) in the aiming point save area 415 is added to the point counter 414 and stored.
[0315] In step U6, the main CPU 200 determines whether the value of the game number counter 422 for the point acquisition mode is 0.
[0316] In step U7, the main CPU 200 determines whether the value of the point counter 414 is 1000 or more.
[0317] In step U8, the main CPU 200 performs normal BB mode lottery processing. Specifically, the transition lottery for the BB mode is performed using the setting numbers assigned to the lottery for the BB mode in the point acquisition mode shown in FIG. 10(D). When a BB win occurs, it is stored in the BB win information storage area 416. At this time, a process of subtracting 1000 from the value of the point counter 414 is performed.
[0318] In step U9, the main CPU 200 performs a process of shifting to the normal battle mode. Specifically, 7 is set in the mode storage area 408, and 3 is set in the game number counter 425 for the normal battle mode.
[0319] In step U10, the main CPU 200 performs a process of shifting to the normal mode. Specifically, 0 is set in the mode storage area 408.
[0320] <Subroutine for processing in the CZ precursor mode after full stop> FIG. 45 shows a subroutine for processing in the CZ precursor mode after full stop. Here, the subroutine for processing in the CZ precursor mode after full stop is a process that is shifted in the process of step S2 when the value of the mode storage area 408 is 4 by the mode reading process of step S1.
[0321] In step V1, the main CPU 200 determines whether the result of the role determination is the push order bell.
[0322] In step V2, the main CPU 200 performs the point acquisition lottery process after all stops. Specifically, in the case of the normal point acquisition mode, the lottery for point acquisition is performed using the setting values assigned to the point acquisition lottery in the CZ precursor mode shown in FIG. 11.
[0323] More specifically, when the result of the role determination is any of the first push order bell groups, the lottery for the points to be acquired is performed using the setting values in the special A column. Also, when the result of the role determination is any of the second push order bell groups, the lottery for the points to be acquired is performed using the setting values in the special B column.
[0324] In step V3, the main CPU 200 determines whether the bell has won. Specifically, it is determined whether any of the downward right bell, upper stage bell, middle stage bell, or upward right bell has won.
[0325] In step V4, the main CPU 200 performs the point rewrite process. Specifically, the lottery result from the point acquisition lottery process after all stops in step V2 is added to and stored in the point counter 414.
[0326] In step V5, the main CPU 200 performs the point copy process. Specifically, the value temporarily stored (temporarily remembered) in the lottery point backup area 415 is added to and stored in the point counter 414.
[0327] In step V6, the main CPU 200 determines whether the value of the precursor game number counter 421 is 0.
[0328] In step V7, the main CPU 200 performs the process of shifting to the CZ mode. Specifically, 6 is set in the mode memory area 408, and 10 is set in the game number counter 424 for the CZ mode.
[0329] <Subroutine for the process in the direct draw mode after full stop> Figure 46 shows a subroutine for the process in the direct draw mode after full stop. Here, the subroutine for the process in the direct draw mode after full stop is a process that is transferred in the process of step S2 when the value of the mode storage area 408 is 5 by the mode reading process of step S1.
[0330] In step W1, it is determined by the main CPU 200 whether or not the normal AT mode has been aimed at. Specifically, as a result of the direct draw process in step G2, it is determined whether or not the direct draw in the normal AT mode has been aimed at and the value of the AT mode aiming information storage area 419 is 1.
[0331] In step W2, the main CPU 200 performs a process of shifting to the normal AT mode. Specifically, 11 is set to the value of the mode storage area 408, and 50 is set to the game number counter 428 for the AT mode.
[0332] In step W3, the main CPU 200 determines whether or not the value of the game number counter 423 for the direct draw mode is 0.
[0333] In step W4, the main CPU 200 performs a process of shifting to the normal mode. Specifically, 0 is set to the mode storage area 408.
[0334] <Subroutine for the process in the CZ mode after full stop> Figure 47 shows a subroutine for the process in the CZ mode after full stop. Here, the subroutine for the process in the CZ mode after full stop is a process that is transferred in the process of step S2 when the value of the mode storage area 408 is 6 by the mode reading process of step S1.
[0335] In step X1, it is determined by the main CPU 200 whether the point acquisition mode has been entered. Specifically, it is determined whether the lottery in the point acquisition lottery process for the CZ mode in step H4 has been won.
[0336] In step X2, a process of transitioning to the point acquisition mode is performed by the main CPU 200. Specifically, when the high probability point acquisition mode is won, 2 is set in the mode storage area 408, and when the ultra-high probability point acquisition mode is won, 3 is set in the mode storage area 408. Also, 10 is set in the game number counter 422 for the point acquisition mode.
[0337] In step X3, it is determined by the main CPU 200 whether the BB mode has been entered. Specifically, it is determined whether the lottery for transitioning to the BB mode in the BB mode transition lottery process in step H2 has been won.
[0338] In step X4, a process of transitioning to the BB mode is performed by the main CPU 200. Specifically, referring to the value in the BB win information storage area 416, when the normal BB mode is won, 8 is set in the mode storage area 408, and when the normal upper BB mode is won, 9 is set in the mode storage area 408. Also, 20 is set in the game number counter 426 for the BB mode.
[0339] In step X5, it is determined by the main CPU 200 whether the value of the game number counter 424 for the CZ mode is 0.
[0340] In step X6, a process of transitioning to the normal mode is performed by the main CPU 200. Specifically, 0 is set in the mode storage area 408.
[0341] <Subroutine for the normal battle mode process after full stop> Figure 48 shows a subroutine for the normal battle mode process after a full stop. Here, the subroutine for the normal battle mode process after a full stop is a process that is transferred in the process of step S2 when the value in the mode storage area 408 is 7 by the mode reading process of step S1.
[0342] In step Y1, the main CPU 200 determines whether the game number counter 425 for the normal battle mode is 0.
[0343] In step Y2, the main CPU 200 determines whether it is aiming for the BB mode. Specifically, it is determined whether it is aiming for the BB mode by referring to the value in the BB aiming information storage area 416.
[0344] In step Y3, the main CPU 200 performs a process of shifting to the BB mode. Specifically, by referring to the value in the BB aiming information storage area 416, when aiming for the normal BB mode, 8 is set in the mode storage area 408, and when aiming for the normal upper BB mode, 9 is set in the mode storage area 408. Also, 20 is set in the game number counter 426 for the BB mode.
[0345] In step Y4, the main CPU 200 performs a process of shifting to the normal mode. Specifically, 0 is set in the mode storage area 408.
[0346] <Subroutine for the BB mode process after a full stop> Figure 49 shows a subroutine for the BB mode process after a full stop. Here, the subroutine for the BB mode process after a full stop is a process that is transferred in the process of step S2 when the value in the mode storage area 408 is either 8 or 9 by the mode reading process of step S1.
[0347] In step Z1, the main CPU 200 determines whether the game number counter 426 for the BB mode is 0.
[0348] In step Z2, the main CPU 200 performs a process of shifting to the AT judgment mode. Specifically, 10 is set in the mode storage area 408. Also, 3 is set in the game number counter 427 for the AT judgment mode.
[0349] <Subroutine for processing after full stop in AT judgment mode> Figure 50 shows a subroutine for processing after full stop in the AT judgment mode. Here, the subroutine for processing after full stop in the AT judgment mode is a process that is shifted in the process of step S2 when the value in the mode storage area 408 is 10 by the mode reading process in step S1.
[0350] In step AA1, the main CPU 200 determines whether the game number counter 427 for the AT judgment mode is 0.
[0351] In step AA2, the main CPU 200 determines whether it is targeting the normal AT mode. Specifically, by referring to the value in the AT mode targeting information storage area 419, it is determined whether it is targeting the normal AT mode.
[0352] In step AA3, the main CPU 200 performs a process of shifting to the normal AT mode. Specifically, 11 is set in the value of the mode storage area 408, and 50 is set in the game number counter 428 for the AT mode.
[0353] In step AA4, the main CPU 200 performs a process of shifting to the normal mode. Specifically, 0 is set in the mode storage area 408.
[0354] <Subroutine for processing after full stop in normal AT mode> Figure 51 shows a subroutine for processing after full stop in the normal AT mode. Here, the subroutine for processing after full stop in the normal AT mode is a process that is shifted in the process of step S2 when the value in the mode storage area 408 is 11 by the mode reading process in step S1.
[0355] In step AB1, it is determined by the main CPU 200 whether it is set to the upper ATBB mode. Specifically, it is determined whether the value in the ATBB setting information storage area 417 is 2.
[0356] In step AB2, the main CPU 200 performs a process of shifting to the upper ATBB mode. Specifically, 13 is set in the mode storage area 408, and 20 is set in the game number counter 429 for the ATBB mode.
[0357] In step AB3, it is determined by the main CPU 200 whether it is set to the normal ATBB mode. Specifically, it is determined whether the value in the ATBB setting information storage area 417 is 1.
[0358] In step AB4, the main CPU 200 performs a process of shifting to the normal ATBB mode. Specifically, 12 is set in the mode storage area 408, and 20 is set in the game number counter 429 for the ATBB mode.
[0359] In step AB5, it is determined by the main CPU 200 whether it is set to the specialized mode. Specifically, it is determined whether the value in the specialized mode setting information storage area 418 is not 0.
[0360] In step AB6, the main CPU 200 performs a process of shifting to the specialized mode. Specifically, when the value in the specialized mode setting information storage area 418 is 1, 16 is set in the mode storage area 408; when the value in the specialized mode setting information storage area 418 is 2, 17 is set in the mode storage area 408; when the value in the specialized mode setting information storage area 418 is 3, 18 is set in the mode storage area 408. Also, 10 is set in the game number counter 431 for the specialized mode.
[0361] In step AB7, it is determined by the main CPU 200 whether the game number counter 428 for the AT mode is 0.
[0362] In step AB8, the main CPU 200 performs a process of shifting to the normal mode. Specifically, 0 is set in the mode storage area 408.
[0363] <Subroutine for processing in normal ATBB mode after full stop> FIG. 52 shows a subroutine for processing in normal ATBB mode after full stop. Here, the subroutine for processing in normal ATBB mode after full stop is a process that is shifted in the process of step S2 when the value in the mode storage area 408 is 12 by the mode reading process of step S1.
[0364] In step AC1, the main CPU 200 determines whether the ATBB mode game number counter 429 is 0.
[0365] In step AC2, the main CPU 200 performs a process of shifting to the AT battle mode. Specifically, 14 is set in the mode storage area 408, and 3 is set in the AT battle mode game number counter 430.
[0366] <Subroutine for processing in upper ATBB mode after full stop> FIG. 53 shows a subroutine for processing in upper ATBB mode after full stop. Here, the subroutine for processing in upper ATBB mode after full stop is a process that is shifted in the process of step S2 when the value in the mode storage area 408 is 13 by the mode reading process of step S1.
[0367] In step AD1, the main CPU 200 determines whether the ATBB mode game number counter 429 is 0.
[0368] In step AD2, the main CPU 200 performs a process of shifting to the upper AT mode. Specifically, 15 is set in the mode storage area 408.
[0369] <Subroutine for Processing in AT Battle Mode after Full Stop> Figure 54 shows a subroutine for processing in AT battle mode after full stop. Here, the subroutine for processing in AT battle mode after full stop is a process that is transferred in the process of step S2 when the value in the mode storage area 408 is 14 by the mode reading process of step S1.
[0370] In step AE1, the main CPU 200 determines whether the AT battle mode game count counter 430 is 0.
[0371] In step AE2, the main CPU 200 determines whether it has been set to the upper AT mode. Specifically, it is determined whether the value in the AT mode setting information storage area 419 is 2.
[0372] In step AE3, the main CPU 200 performs a process of shifting to the upper AT mode. Specifically, 15 is set in the mode storage area 408.
[0373] In step AE4, the main CPU 200 performs a process of shifting to the normal AT mode. Specifically, 11 is set to the value in the mode storage area 408.
[0374] <Subroutine for Processing in Upper AT Mode after Full Stop> Figure 55 shows a subroutine for processing in the upper AT mode after full stop. Here, the subroutine for processing in the upper AT mode after full stop is a process that is transferred in the process of step S2 when the value in the mode storage area 408 is 15 by the mode reading process of step S1.
[0375] In step AF1, the main CPU 200 determines whether it has been set to the specialized mode. Specifically, it is determined whether the value in the specialized mode setting information storage area 418 is not 0.
[0376] In step AF2, the main CPU 200 performs a process of shifting to the specialized mode. Specifically, when the value in the specialized mode hit information storage area 418 is 1, 16 is set in the mode storage area 408; when the value in the specialized mode hit information storage area 418 is 2, 17 is set in the mode storage area 408; when the value in the specialized mode hit information storage area 418 is 3, 18 is set in the mode storage area 408. Also, 10 is set in the specialized mode game number counter 431.
[0377] In step AF3, the main CPU 200 determines whether the AT mode game number counter 428 is 0.
[0378] In step AF4, the main CPU 200 performs a process of shifting to the normal mode. Specifically, 0 is set in the mode storage area 408.
[0379] <Subroutine for processing in the specialized mode after full stop> Figure 56 shows the subroutine for processing in the specialized mode after full stop. Here, the subroutine for processing in the specialized mode after full stop is a process that is shifted to in the process of step S2 when the value in the mode storage area 408 is any one of 16 to 18 by the mode reading process of step S1.
[0380] In step AG1, the main CPU 200 determines whether the specialized mode game number counter 431 is 0.
[0381] In step AG2, the main CPU 200 performs a process of shifting to the normal AT mode. Specifically, 11 is set in the value of the mode storage area 408.
[0382] <Subroutine for advantageous section management processing> Figure 57 shows the subroutine for advantageous section management processing. Here, the subroutine for advantageous section management processing is a process performed in step B13.
[0383] In step AH1, the main CPU 200 performs a process of subtracting 1 from the value of the advantageous section game number counter 412.
[0384] In step AH2, the main CPU 200 determines whether the advantageous section game number counter 412 is 0.
[0385] In step AH3, the main CPU 200 performs a process of clearing the RAM 400. Specifically, a process of clearing a predetermined storage area of the RAM 400 is performed. For example, by clearing the value of the mode storage area 408, the value of the mode storage area 408 becomes 0, so the normal mode is shifted to. Also, by clearing the value of the advantageous section storage area 411, the value of the advantageous section storage area 411 becomes 0, so it becomes the normal section. Note that the set value storage area 401 and the game state storage area 402 are not cleared and remain stored.
[0386] In step AH4, the main CPU 200 determines whether the value of the advantageous section number counter 413 is 2401 or more. Note that the value of the advantageous section number counter 413 is provided to count the number of medals paid out in the BB mode, the AT mode, etc.
[0387] <Timer interrupt process> FIG. 58 shows a flowchart of the timer interrupt process of the main control board 100. Note that the timer interrupt process is a process that interrupts every 1 ms with respect to the game progress control process of the main control board 100.
[0388] In step AI1, the main CPU 200 performs an interrupt initial process. Specifically, processes such as saving registers and disabling interrupts are performed.
[0389] In step AI2, the main CPU 200 determines whether a power-off has been detected.
[0390] In step AI3, the main CPU 200 performs a power-off process. Specifically, processes such as saving registers, saving the stack pointer and interrupt status are performed. Also, a process of retaining the information stored in the game state storage area 402 and the information stored in the condition device storage area 403 is carried out. Then, a process of calculating a checksum and a process of storing the checksum are performed.
[0391] In step AI4, the main CPU 200 performs a process of updating the value of the interrupt counter. Specifically, a process of subtracting 1 from the value of the interrupt counter is performed.
[0392] In step AI5, the main CPU 200 performs a timer measurement process. By this process, a process of subtracting 1 from the value of the wait timer 410 etc. is performed.
[0393] In step AI6, the main CPU 200 performs an input port reading process. Specifically, reading, storing, and determining the signal levels of various signals input to the input port are performed.
[0394] In step AI7, the main CPU 200 performs a reel control process. Specifically, control of the driving of the left reel 6, the middle reel 7, and the right reel 8 (such as acceleration, deceleration, constant speed maintenance, and stop maintenance of the rotation of the left reel 6, the middle reel 7, and the right reel 8) is performed. Also, according to the driving states of the left reel 6, the middle reel 7, and the right reel 8 (stop, reel rotation waiting, accelerating, constant speed, decelerating), an update of the drive pulse output counter value indicating the timing of switching the excitation layer of the stepping motor, and a process of obtaining, updating, and outputting the reel drive pulse data for driving the stepping motor are performed.
[0395] In step AI8, the main CPU 200 determines whether the reel control process of step AI7 has been performed for all of the left reel 6, the middle reel 7, and the right reel 8.
[0396] In step AI9, the main CPU 200 performs port output processing. Specifically, excitation outputs are performed for the left reel 6, the middle reel 7, the right reel 8, the hopper 20, and the like.
[0397] In step AI10, the main CPU 200 performs command transmission processing. Specifically, processing for transmitting the control commands stored in the control command buffer is performed. Here, an explanation will be given of the control commands stored in the control command buffer. After the values of each area of the main RAM 400 are updated, control commands are stored in the control command buffer. For example, a start command having information on the result of role determination by the role determination processing in step B3, an instruction information command having information on the determined instruction information, a stop command having information on the stopped reel, a winning command having information on the combination of winning symbols, a post-all-stop command described later, and the like can be cited.
[0398] In step AI11, the main CPU 200 performs outer end signal output processing. Specifically, processing for reading out outer end signal data and outputting an outer end signal to the outside of the slot machine 1 is performed.
[0399] In step AI12, the main CPU 200 performs LED display processing. Specifically, lighting control and extinguishing control are performed for the storage display unit 13, the payout display unit 14, the BET number display unit 15, the replay display unit 16, the start permission display unit 17, the insertion permission display unit 18, and the advantageous section display unit 19.
[0400] For example, when no error has occurred, processing for displaying the number of medals paid out on the payout display unit 14, processing for displaying set values, and processing for displaying instruction information are performed. Also, when an error has occurred, processing for displaying error information is performed.
[0401] In step AI13, the main CPU 200 performs error management processing. Specifically, processing for determining whether an error has occurred is performed. Also, when an error has occurred, processing for transmitting error information to the sub-control board 800 is performed.
[0402] In step AI14, the main CPU 200 performs a random number update process. A process of updating the random number value used for role determination is performed.
[0403] In step AI15, the main CPU 200 performs an interrupt return process. Specifically, a process of returning the register and a process of enabling interrupts are performed.
[0404] <Power-on process of the sub-control board 800> FIG. 59 shows a flowchart of the power-on process of the sub-control board 800.
[0405] In step AJ1, the sub CPU 811 determines whether the power is on. Specifically, it is determined whether the power button 24 is operated and the power switch 24A is turned on.
[0406] In step AJ2, the sub CPU 811 performs a main control board communication process. Specifically, it is determined whether a command is received from the main control board 100. And when a command is received from the main control board 100, a process of storing it in the sub RAM 813 is performed.
[0407] In step AJ3, the sub CPU 811 performs an image display device control process. Specifically, the image display device 26 is controlled via the audio-video CPU 821.
[0408] In step AJ4, the sub CPU 811 performs a lamp control process. Specifically, the lamp 25 is controlled by the sub CPU 811.
[0409] In step AJ5, the sub CPU 811 performs a speaker control process. Specifically, the speaker 27 is controlled via the audio-video CPU 821.
[0410] In step AJ6, various switch detection-time processes are performed by the sub-CPU 811. Specifically, when the effect switch 28A detects an operation of the effect button 28, a process of switching the image displayed on the image display device 26 is performed. When the light adjustment switch 29A detects an operation of the light adjustment button 29, a process of adjusting the light amount of the lamp 25 is performed. When the sound adjustment switch 30A detects an operation of the sound adjustment button 30, a process of adjusting the volume of the speaker 27 is performed.
[0411] <Flowchart when the first push-order bell group hits> FIG. 60 shows a flowchart when any of the first push-order bell groups hits.
[0412] FIG. 60(A) is a flowchart when the winning determination result is any of the first push-order bell groups (for example, push-order bell Ba) and the bell wins. It is assumed that the value in the mode storage area 408 is 1 and the current mode is the normal point acquisition mode.
[0413] First, the main CPU 200 performs the winning determination process of step B3, and it is assumed that the winning determination result is push-order bell Ba. Then, 26 is stored in the conditional device storage area 403.
[0414] Next, when the main CPU 200 performs the mode reading process of step C1, since the mode storage area 408 is 1, the process proceeds to the point acquisition mode process by the process of step C2.
[0415] Next, the main CPU 200 performs the point acquisition lottery process during reel rotation in step E2. Here, since 26 is stored in the conditional device storage area 403, the point acquisition lottery is performed by referring to the settings in other columns among the settings assigned to the point acquisition lottery in the normal point acquisition mode shown in FIG. 10(A).
[0416] Here, when a point acquisition lottery is conducted with reference to the set values in other columns, 20 points are determined with a probability of 65536 / 65536. Then, the determined 20 points are temporarily stored (temporarily memorized) in the lottery point storage area 415.
[0417] Then, it is assumed that the rotations of the left reel 6, the middle reel 7, and the right reel 8 stop, and the upper bell wins. Then, 27 is stored in the winning information storage area 407.
[0418] Next, the main CPU 200 performs a point acquisition lottery process after all stops in step U2. Here, since 26 is stored in the condition device storage area 403, a point acquisition lottery is conducted using the set value in the special A column among the set values assigned to the point acquisition lottery in the normal point acquisition mode shown in FIG. 10(A).
[0419] Here, it is assumed that a point acquisition lottery is conducted using the set value in the special A column and 50 points are determined. Then, the determined 50 points are stored in the register.
[0420] Next, the main CPU 200 performs a point rewriting process in step U4. At this time, since the upper bell wins and 27 is stored in the winning information storage area 407, 50 is added to the point counter 414. That is, instead of the points determined in the point acquisition lottery process during reel rotation, the points determined in the point acquisition lottery process after all stops are added.
[0421] FIG. 60(B) is a flowchart when the winning determination result is any one of the first push order bell groups (for example, push order bell Ba) and the bell does not win. The premise is the same as in the case of FIG. 60(A), and it is assumed that the value in the mode storage area 408 is 1.
[0422] First, the main CPU 200 performs a winning determination process in step B3, and it is assumed that the winning determination result is the push order bell Ba. Then, 26 is stored in the condition device storage area 403.
[0423] Next, when the main CPU 200 performs the mode reading process in step C1, since the mode storage area 408 is 1, the process proceeds to the point acquisition mode process by the process of step C2.
[0424] Next, the main CPU 200 performs the point acquisition lottery process during reel rotation in step E2. Here, since 26 is stored in the conditional device storage area 403, the point acquisition lottery is performed by referring to the settings in other columns among the settings assigned to the point acquisition lottery in the normal point acquisition mode shown in FIG. 10(A).
[0425] Here, when the point acquisition lottery is performed by referring to the settings in other columns, 20 points are determined with a probability of 65536 / 65536. Then, the determined 20 points are temporarily stored (temporarily memorized) in the lottery point backup area 415.
[0426] Then, it is assumed that the rotations of the left reel 6, the middle reel 7, and the right reel 8 stop and the follow Fa wins. Then, 45 is stored in the winning information storage area 407.
[0427] Next, the main CPU 200 performs the point acquisition lottery process after all stops in step U2. Here, since 26 is stored in the conditional device storage area 403, the point acquisition lottery is performed by using the settings in the special A column among the settings assigned to the point acquisition lottery in the normal point acquisition mode shown in FIG. 10(A).
[0428] Here, it is assumed that the point acquisition lottery is performed by using the settings in the special A column and 50 points are determined. Then, the determined 50 points are stored in the register.
[0429] Next, the main CPU 200 performs the point copy process of step U5. At this time, the follow Fa wins, and 45 is stored in the winning information storage area 407. Therefore, 20 is added to the point counter 414. That is, instead of the points determined in the point acquisition lottery process after the all-stop, the points determined in the point acquisition lottery process during the reel rotation are added.
[0430] <Flowchart when the second push order bell group wins> FIG. 61 shows a flowchart when any of the second push order bell groups wins.
[0431] FIG. 61(A) is a flowchart when the winning determination result is any of the second push order bell groups (for example, the push order bell Bg) and the bell wins. It is assumed that the value of the mode storage area 408 is 1 and the current mode is the normal point acquisition mode.
[0432] First, the main CPU 200 performs the winning determination process of step B3, and it is assumed that the winning determination result is the push order bell Bg. Then, 32 is stored in the conditional device storage area 403.
[0433] Next, when the main CPU 200 performs the mode reading process of step C1, since the mode storage area 408 is 1, the process proceeds to the point acquisition mode process by the process of step C2.
[0434] Next, the main CPU 200 performs the point acquisition lottery process during the reel rotation of step E2. Here, since 32 is stored in the conditional device storage area 403, the point acquisition lottery is performed by referring to the settings in the other column among the settings assigned to the point acquisition lottery in the normal point acquisition mode shown in FIG. 10(A).
[0435] Here, when a point acquisition lottery is conducted with reference to the setting values in other columns, 20 points are determined with a probability of 65536 / 65536. Then, the determined 20 points are temporarily stored (temporarily memorized) in the lottery point storage area 415.
[0436] Then, it is assumed that the rotations of the left reel 6, the middle reel 7, and the right reel 8 stop, and the upper bell wins. Then, 27 is stored in the winning information storage area 407.
[0437] Next, the main CPU 200 performs the point acquisition lottery process after all stops in step U2. Here, since 32 is stored in the condition device storage area 403, a point acquisition lottery is conducted using the setting value in the special B column among the setting values assigned to the point acquisition lottery in the normal point acquisition mode shown in FIG. 10(A).
[0438] Here, it is assumed that a point acquisition lottery is conducted using the setting value in the special B column and 100 points are determined. Then, the determined 100 points are stored in the register.
[0439] Next, the main CPU 200 performs the point rewriting process in step U4. At this time, the upper bell wins and 27 is stored in the winning information storage area 407. Therefore, 100 is added to the point counter 414. That is, the points determined in the point acquisition lottery process after all stops, rather than the points determined in the point acquisition lottery process during reel rotation, are added.
[0440] FIG. 61(B) is a flowchart when the winning determination result is any one of the second push order bell groups (for example, the push order bell Bg) and the bell does not win. Note that the premise is the same as in the case of FIG. 61(A), and the value in the mode storage area 408 is 1.
[0441] First, the main CPU 200 performs the winning determination process in step B3, and it is assumed that the winning determination result is the push order bell Bg. Then, 32 is stored in the condition device storage area 403.
[0442] Next, when the main CPU 200 performs the mode reading process of step C1, since the mode storage area 408 is 1, the process shifts to the point acquisition mode process by the process of step C2.
[0443] Next, the main CPU 200 performs the point acquisition lottery process during reel rotation in step E2. Here, since 32 is stored in the conditional device storage area 403, among the settings assigned to the point acquisition lottery in the normal point acquisition mode shown in FIG. 10(A), the lottery for point acquisition is performed with reference to the settings in other columns.
[0444] Here, when the lottery for point acquisition is performed with reference to the settings in other columns, 20 points are determined with a probability of 65536 / 65536. Then, the determined 20 points are temporarily stored (temporarily memorized) in the lottery point backup area 415.
[0445] And it is assumed that the rotation of the left reel 6, the middle reel 7, and the right reel 8 stops and the follow Fb wins. Then, 46 is stored in the winning information storage area 407.
[0446] Next, the main CPU 200 performs the point acquisition lottery process after all stops in step U2. Here, since 32 is stored in the conditional device storage area 403, among the settings assigned to the point acquisition lottery in the normal point acquisition mode shown in FIG. 10(A), the lottery for point acquisition is performed using the settings in the special B column.
[0447] Here, it is assumed that the lottery for point acquisition is performed using the settings in the special B column and 100 points are determined. Then, the determined 100 points are stored in the register.
[0448] Next, the main CPU 200 performs the point copy process in step U5. At this time, the follow Fb wins, and 46 is stored in the winning information storage area 407. Therefore, 20 is added to the point counter 414. That is, instead of the points determined in the point acquisition lottery process after the all-stop, the points determined in the point acquisition lottery process during the reel rotation are added.
[0449] <Communication and Processing between the Main Control Board 100 and the Sub-Control Board 800> Figure 62 shows the communication and processing between the main control board 100 and the sub-control board 800.
[0450] At timing TM1, a start command is sent from the main control board 100 to the sub-control board 800.
[0451] The start command is a command that is sent after the start switch 5A detects the operation of the start lever 5 and after the mode-specific process in step B4 is completed. Also, the start command is a command that includes information such as the value in the condition device storage area 403 and the value from the mode storage area 408 to the game number counter 431 for the specialized mode.
[0452] At timing TM2, the sub-control board 800 receives the start command from the main control board 100 through the main control board communication process in step AJ2.
[0453] At timing TM3, the sub-control board 800 executes the start-up effect through the image display device control process in step AJ3, the lamp control process in step AJ4, and the speaker control process in step AJ5. For example, the sub-control board 800 displays a background image corresponding to the value in the mode storage area 408 on the image display device 26, or displays the value of the point counter 414 and the value of the lottery point backup area 415 on the image display device 26.
[0454] At timing TM4, a stop command is sent from the main control board 100 to the sub-control board 800.
[0455] Here, the stop command is a command that is transmitted after the left stop switch 9A detects the operation of the left stop button 9, after the middle stop switch 10A detects the operation of the middle stop button 10, or after the right stop switch 11A detects the operation of the right stop button 11, and after the reel stop process in step B7 is completed. Further, the stop command is a command that includes information such as the value of the left stop position storage area 404, the value of the middle stop position storage area 405, and the value of the right stop position storage area 406.
[0456] At timing TM5, the sub-control board 800 receives a stop command from the main control board 100 through the main control board communication process in step AJ2.
[0457] At timing TM6, the sub-control board 800 executes the effect at the 1st stop through the image display device control process in step AJ3, the lamp control process in step AJ4, and the speaker control process in step AJ5.
[0458] At timing TM7, the next stop command is transmitted from the main control board 100 to the sub-control board 800.
[0459] At timing TM8, the sub-control board 800 receives a stop command from the main control board 100 through the main control board communication process in step AJ2.
[0460] At timing TM9, the sub-control board 800 executes the effect at the 2nd stop through the image display device control process in step AJ3, the lamp control process in step AJ4, and the speaker control process in step AJ5.
[0461] At timing TM10, the last stop command in one game is transmitted from the main control board 100 to the sub-control board 800.
[0462] At timing TM11, the sub-control board 800 receives a stop command from the main control board 100 through the main control board communication process in step AJ2.
[0463] At timing TM12, the sub-control board 800 executes the effects at the 3rd stop by the image display device control process in step AJ3, the lamp control process in step AJ4, and the speaker control process in step AJ5.
[0464] At timing TM13, a winning command is sent from the main control board 100 to the sub-control board 800.
[0465] Here, the winning command is a command sent after the winning determination process in step B8 is completed. Also, the winning command is a command that includes the information in the winning information storage area 407.
[0466] At timing TM14, the sub-control board 800 receives the winning command from the main control board 100 by the main control board communication process in step AJ2.
[0467] At timing TM15, the sub-control board 800 executes the effects at the time of winning by the image display device control process in step AJ3, the lamp control process in step AJ4, and the speaker control process in step AJ5.
[0468] At timing TM16, a post-stop command is sent from the main control board 100 to the sub-control board 800.
[0469] Here, the post-stop command is a command sent after the post-stop management process in step B12 is completed. Also, the post-stop command is a command that includes information such as the value in the mode storage area 408, the value in the role link flag storage area 409, and the values from the point counter 414 to the game number counter 431 for the specialized mode.
[0470] At timing TM17, the sub-control board 800 receives the post-stop command from the main control board 100 by the main control board communication process in step AJ2.
[0471] At timing TM18, the sub-control board 800 executes the post-stop effects by means of the image display device control process in step AJ3, the lamp control process in step AJ4, and the speaker control process in step AJ5. For example, the sub-control board 800 executes effects such as updating the value of the point counter 414 displayed on the image display device 26.
[0472] <Animation (Pattern A) in Point Acquisition Mode> Figure 63 shows the animation (Pattern A) in the point acquisition mode. Note that Figure 63 is an animation along the flow of the flowchart in Figure 61(A), and the explanation is given on the premise that it is the push-order bell Bg in the normal point acquisition mode.
[0473] Figure 63(A) is an animation after the start lever 5 is operated in the normal point acquisition mode. At this time, the left reel 6, the middle reel 7, and the right reel 8 are all rotating.
[0474] As shown in Figure 63(A), the background image corresponding to the normal point acquisition mode and the image suggesting the points to be acquired are displayed on the image display device 26. Specifically, the old house evening background image corresponding to the normal point acquisition mode and the image of a standing ninja, which is an image suggesting the points to be acquired, are displayed on the image display device 26.
[0475] Also, in the remaining game number display area 1100, the number of games that can be played in the normal point acquisition mode, in other words, the value of the game number counter 422 for the point acquisition mode is displayed. Note that at the timing of Figure 63(A), more specifically, when the start switch 5A detects the operation of the start lever 5, the remaining game number display area 1100 is updated and displayed from the remaining 6 games to the remaining 5 games.
[0476] In addition, in the point display area 1200, the number of points currently acquired by the player, in other words, the value of the point counter 414, is displayed. In FIG. 63(A), it is displayed that the number of points currently acquired by the player is 450 points in the point display area 1200.
[0477] In addition, the acquired point display area 1300 is a display area that suggests the points to be acquired in the game. Here, in FIG. 63(A), the value of the target point storage area 415 is displayed in the acquired point display area 1300. In FIG. 63(A), it is displayed that the value is 20 points in the acquired point display area 1300.
[0478] Note that the value displayed in the acquired point display area 1300 when in the state of FIG. 63(A) is not limited to the value of the target point storage area 415. For example, the minimum value of the points to be acquired in the game may be displayed as the value of the target point storage area 415.
[0479] In addition, in the operation information display area 1400, the operation order of the left stop button 9, the middle stop button 10, and the right stop button 11 corresponding to the value of the instruction information storage area 420 is displayed. Here, since the determination result of the combination is the pressing order bell Ba, the value of the instruction information storage area 420 is 1. For this reason, in FIG. 63(A), the left-middle-right operation order is displayed in the operation information display area 1400.
[0480] FIG. 63(B) is an animation when the left stop switch 9A detects the operation of the left stop button 9 and the left reel 6 stops in the state of FIG. 63(A). At this time, the remaining game number display area 1100, the point display area 1200, and the acquired point display area 1300 are the same as the displays in the case of FIG. 63(A). Since the operation of the left stop button 9 is detected by the left stop switch 9A, the display regarding the order of operating the left stop button 9 in the operation information display area 1400 is not displayed.
[0481] FIG. 63(C) is an animation when the middle stop switch 10A detects the operation of the middle stop button 10 and the middle reel 7 stops in the state of FIG. 63(B). At this time, the image of the standing ninja is updated and displayed as the image of the ninja swinging a sword. Here, the image of the ninja swinging a sword is an image suggesting that the points to be obtained are a specific value (for example, 100 points) or more. Specifically, the image of the ninja swinging a sword is an image suggesting that the points to be obtained are a specific value or more when the operation order of the left stop button 9, the middle stop button 10, and the right stop button 11 is the operation order displayed in the operation information display area 1400.
[0482] Also, the remaining game number display area 1100, the point display area 1200, and the acquired point display area 1300 are the same as the displays in FIG. 63(B). Since the operation of the middle stop button 10 is detected by the middle stop switch 10A, the display regarding the order of operating the middle stop button 10 in the operation information display area 1400 is not displayed.
[0483] FIG. 63(D) is an animation when the right stop switch 11A detects the operation of the right stop button 11 and the right reel 8 stops in the state of FIG. 63(C). Here, the remaining game number display area 1100 is the same as the display in FIG. 63(C).
[0484] On the other hand, the acquired point display area 1300 is updated and displayed from 20 points to 100 points. Specifically, since the push order bell Bg does not hit, the left stop button 9, the middle stop button 10, and the right stop button 11 are operated and the upper bell wins, the points determined by the point acquisition lottery process after the all-stop in step U2 will be displayed in the acquired point display area 1300.
[0485] Also, the point display area 1200 is updated and displayed from 450 points to 550 points, which is the number of points currently acquired by the player.
[0486] Note that since the operation of the right stop button 11 is detected by the right stop switch 11A and the operations of all the stop buttons are detected, the operation information display area 1400 is not displayed.
[0487] <Animation (Pattern B) in the Point Acquisition Mode> FIG. 64 shows the animation (Pattern B) in the point acquisition mode. Note that FIG. 64 is an animation along the flow of the flowchart of FIG. 61(B), and the description will be made on the premise that the determination result of the role is the push order bell Bg in the normal point acquisition mode.
[0488] FIG. 64(A) is an animation after the start lever 5 is operated in the normal point acquisition mode. At this time, all of the left reel 6, the middle reel 7, and the right reel 8 are rotating.
[0489] As shown in FIG. 64(A), an evening background image of an old house and an image of a standing ninja are displayed on the image display device 26.
[0490] At this time, the remaining game number display area 1100 is updated and displayed from the remaining 6 games to the remaining 5 games. Also, in the point display area 1200, it is displayed that the number of points currently acquired by the player is 450 points. Also, in the acquired point display area 1300, it is displayed that it is 20 points, and in the operation information display area 1400, the left, middle, and right operation orders are displayed.
[0491] FIG. 64(B) is an animation when the left stop switch 9A detects the operation of the left stop button 9 and the left reel 6 stops in the state of FIG. 64(A). At this time, the remaining game number display area 1100, the point display area 1200, and the acquired point display area 1300 are the same as the displays in FIG. 64(A). Note that since the operation of the left stop button 9 is detected by the left stop switch 9A, the display regarding the order of operating the left stop button 9 in the operation information display area 1400 is not displayed.
[0492] Figure 64(C) is an animation when the right stop switch 11A detects the operation of the right stop button 11 and the right reel 8 stops in the state of Figure 64(B). At this time, the standing ninja image is updated and displayed as a cut ninja image. Here, the cut ninja image indicates that the point to be obtained is the lowest value.
[0493] Also, the remaining game number display area 1100, the point display area 1200, and the acquired point display area 1300 remain the same as the display in Figure 64(B). Since the operation order of the left stop button 9, the middle stop button 10, and the right stop button 11 is different from the operation order displayed in the operation information display area 1400, the operation information display area 1400 becomes non-displayed.
[0494] Figure 64(D) is an animation when the middle stop switch 10A detects the operation of the middle stop button 10 and the middle reel 7 stops in the state of Figure 64(C). Here, the remaining game number display area 1100 and the acquired point display area 1300 remain the same as the display in Figure 64(C). On the other hand, the point display area 1200 is updated and displayed from 450 points to 470 points.
[0495] Here, the acquired point display area 1300 remains displaying that 20 points are acquired. Specifically, since the push order bell Bg does not hit, the operations of the left stop button 9, the middle stop button 10, and the right stop button 11 are performed and the follow Fa wins, the value temporarily stored (temporarily memorized) in the non-hit point retreat area 415 is still displayed in the acquired point display area 1300 by the point copy process in step U5.
[0496] <Animation in Point Acquisition Mode (Pattern C)> Figure 65 shows the animation (pattern C) in the point acquisition mode. Note that Figure 65 explains the differences from Figure 64, and the explanations for the same points are omitted.
[0497] FIG. 65(A) is the same as FIG. 64(A) and is an animation after the start lever 5 is operated in the normal point acquisition mode.
[0498] FIG. 65(B) is the same as FIG. 64(B) and is an animation when the left stop switch 9A detects the operation of the left stop button 9 and the left reel 6 stops in the state of FIG. 64(A).
[0499] FIG. 65(C) is an animation when the right stop switch 11A detects the operation of the right stop button 11 and the right reel 8 stops in the state of FIG. 64(B).
[0500] At this time, since the operation order of the left stop button 9, the middle stop button 10, and the right stop button 11 is different from the operation order displayed in the operation information display area 1400, the image of the standing ninja is updated and displayed as the image of the cut ninja, and the operation information display area 1400 becomes non-displayed.
[0501] Then, as shown in FIG. 65(C), when the left stop button 9, the middle stop button 10, and the right stop button 11 are operated in an operation order different from the operation order displayed in the operation information display area 1400, the attention - calling image 1500 is displayed on the image display device 26.
[0502] At this time, although not shown in the figure, a warning sound is emitted from the speaker 27, and the lamp 25 emits light in a warning mode. In addition, when the attention - calling image 1500 is displayed on the image display device 26, if the operation order displayed in the operation information display area 1400 is different from the operation order of the left stop button 9, the middle stop button 10, and the right stop button 11, it may be good to display a character image on the image display device 26 to notify that the points to be obtained may decrease.
[0503] FIG. 65(D) is an animation when the middle stop switch 10A detects the operation of the middle stop button 10 and the middle reel 7 stops in the state of FIG. 65(C). At this time, the remaining game number display area 1100 and the acquired point display area 1300 are the same as the displays in FIG. 65(C). On the other hand, in the point display area 1200, the number of points currently acquired by the player is updated and displayed from 450 points to 470 points. Note that the attention - calling image 1500 remains displayed on the image display device 26.
[0504] <Animation in the point acquisition mode (pattern D)> FIG. 66 shows an animation (pattern D) in the point acquisition mode.
[0505] FIG. 66(A) is an animation after the start lever 5 is operated in the normal point acquisition mode. At this time, the left reel 6, the middle reel 7, and the right reel 8 are all rotating.
[0506] At this time, as shown in FIG. 66(A), an evening background image of an old house and an image of a ninja in a stance suggesting the points to be acquired are displayed on the image display device 26.
[0507] Here, the image of the ninja in a stance is an image suggesting that the points to be acquired are a predetermined value (for example, 50 points) or more. Specifically, the image of the ninja in a stance is an image suggesting that the points to be acquired are a predetermined value or more when the operation order of the left stop button 9, the middle stop button 10, and the right stop button 11 is the operation order displayed in the operation information display area 1400.
[0508] At this time, the remaining game count display area 1100 is updated and displayed from 6 remaining games to 5 remaining games for the number of games playable in the normal point acquisition mode. Also, in the point display area 1200, it is displayed that the number of points the player has currently acquired is 450 points. Also, in the acquired point display area 1300, it is displayed that the number is 20 points. Note that in the operation information display area 1400, the left, middle, and right operation orders are displayed.
[0509] Figure 66(B) is an animation when the left stop switch 9A detects the operation of the left stop button 9 and the left reel 6 stops in the state of Figure 66(A). At this time, the remaining game count display area 1100, the point display area 1200, and the acquired point display area 1300 are the same as the displays at the time of Figure 63(B). Since the operation of the left stop button 9 is detected by the left stop switch 9A, the display regarding the order of operating the left stop button 9 in the operation information display area 1400 is not shown.
[0510] Figure 66(C) is an animation when the middle stop switch 10A detects the operation of the middle stop button 10 and the middle reel 7 stops in the state of Figure 66(B). At this time, the image of the ninja in a stance is updated and displayed as an image of a ninja swinging a sword.
[0511] At this time, the remaining game count display area 1100, the point display area 1200, and the acquired point display area 1300 are the same as the displays at the time of Figure 63(B). Since the operation of the middle stop button 10 is detected by the middle stop switch 10A, the display regarding the order of operating the middle stop button 10 in the operation information display area 1400 is not shown.
[0512] Figure 66(D) is an animation when the right stop switch 11A detects the operation of the right stop button 11 and the right reel 8 stops in the state of Figure 66(C). Here, the remaining game count display area 1100 is the same as the display at the time of Figure 66(C).
[0513] On the other hand, the acquired point display area 1300 is updated and displayed from 20 points to 100 points. Specifically, since the pressing order bell Bg does not hit and the upper bell wins by operating the left stop button 9, the middle stop button 10, and the right stop button 11, the points determined by the point acquisition lottery process after all stops in step U2 are updated and displayed in the acquired point display area 1300.
[0514] Also, the point display area 1200 is updated and displayed from the number of points currently acquired by the player being 450 points to 550 points.
[0515] Note that since the operation of the right stop button 11 is detected by the right stop switch 11A and the operations of all the stop buttons are detected, the operation information display area 1400 is not displayed.
[0516] <Animation (Pattern E) in the Point Acquisition Mode> FIG. 67 shows an animation (Pattern E) in the point acquisition mode.
[0517] FIG. 67(A) is an animation after the start lever 5 is operated in the normal point acquisition mode. At this time, all of the left reel 6, the middle reel 7, and the right reel 8 are rotating.
[0518] At this time, as shown in FIG. 67(A), the background image and the image of the posing ninja are displayed on the image display device 26.
[0519] Also, the remaining game number display area 1100 is updated and displayed from the number of games playable in the normal point acquisition mode being 6 remaining games to 5 remaining games. Also, in the point display area 1200, it is displayed that the number of points currently acquired by the player is 450 points. Also, in the acquired point display area 1300, it is displayed that the number of points is 20 points.
[0520] Figure 67(B) is an animation when the left stop switch 9A detects the operation of the left stop button 9 and the left reel 6 stops in the state of Figure 67(A). Here, the remaining game number display area 1100, the point display area 1200, and the acquired point display area 1300 are the same as the displays in Figure 67(A).
[0521] Figure 67(C) is an animation when the right stop switch 11A detects the operation of the right stop button 11 and the right reel 8 stops in the state of Figure 67(B). At this time, the image of the ninja in the pose is updated and displayed as the image of the cut ninja.
[0522] Here, the remaining game number display area 1100, the point display area 1200, and the acquired point display area 1300 are the same as the displays in Figure 67(B). Since the operation order of the left stop button 9, the middle stop button 10, and the right stop button 11 is different from the operation order displayed in the operation information display area 1400, the operation information display area 1400 becomes non-displayed.
[0523] Figure 67(D) is an animation when the middle stop switch 10A detects the operation of the middle stop button 10 and the middle reel 7 stops in the state of Figure 67(C). Here, the remaining game number display area 1100 and the acquired point display area 1300 are the same as the displays in Figure 67(C). On the other hand, in the point display area 1200, the number of points currently acquired by the player is updated and displayed from 450 points to 470 points.
[0524] <Animation in Point Acquisition Mode (Pattern F)> Figure 68 shows the animation (Pattern F) in the point acquisition mode. In Figure 68, the explanation is given on the premise that in the normal point acquisition mode, the determination result of the combination is a rare combination (specifically, a weak cherry replay).
[0525] Figure 68(A) shows the animation after the start lever 5 is operated in the normal point acquisition mode. At this time, the left reel 6, the middle reel 7, and the right reel 8 are all rotating.
[0526] At this time, as shown in FIG. 68(A), the background image and the image of the crouching ninja are displayed on the image display device 26.
[0527] In addition, the remaining game number display area 1100 is updated and displayed from the remaining 6 games to the remaining 5 games, which is the number of games that can be played in the normal point acquisition mode. Also, in the point display area 1200, it is displayed that the number of points currently acquired by the player is 450 points.
[0528] Also, in the acquired point display area 1300, it is displayed that the number of points is 100. Here, when the determination result of the combination is a rare combination, the minimum value of the points that the player will acquire is 100. Therefore, compared with the case where the determination result of the combination is the push order bell Bg, the number of points that can be displayed in the acquired point display area 1300 can be increased. Note that in the operation information display area 1400, three character images of "!" that suggest / notify the hitting of a rare combination are displayed.
[0529] Figure 68(B) shows the animation when the left stop switch 9A detects the operation of the left stop button 9 and the left reel 6 stops in the state of FIG. 68(A). At this time, the three character images of "!" displayed in the operation information display area 1400 are subtracted and displayed as two.
[0530] Figure 68(C) shows the animation when the middle stop switch 10A detects the operation of the middle stop button 10 and the middle reel 7 stops in the state of FIG. 68(B). At this time, the two character images of "!" displayed in the operation information display area 1400 are subtracted and displayed as one.
[0531] FIG. 68(D) is an animation when the right stop switch 11A detects the operation of the right stop button 11 and the right reel 8 stops in the state of FIG. 68(C). Here, the image of the crouching ninja is updated and displayed as an enlarged image of the ninja. Here, the enlarged image of the ninja is an image suggesting that the points to be obtained are equal to or more than a special value (for example, 300 points).
[0532] And the remaining game number display area 1100 remains the same as the display in FIG. 68(C). On the other hand, the acquired point display area 1300 is updated and displayed from 100 points to 300 points, and the point display area 1200 is updated and displayed from the number of points currently acquired by the player being 450 points to 750 points. Note that the character image "!" displayed in the operation information display area 1400 becomes non-displayed.
[0533] <Animation of the point acquisition mode in the second embodiment> FIG. 69 shows the animation of the point acquisition mode in the second embodiment. In FIG. 69, the description is made on the premise that the determination result of the combination is a watermelon in the normal point acquisition mode.
[0534] In the second embodiment, when the determination result of the combination is a specific combination (rare combination) and a specific combination of symbols wins, the point rewriting process in step U4 is performed. On the other hand, when a specific combination of symbols does not win, the point copying process in step U5 is performed. That is, different from the above-described embodiment, when the determination result of the combination is a specific combination, in order to perform the point rewriting process in step U4, which is more advantageous to the player than the point copying process in step U5, it is necessary to win a specific combination of symbols.
[0535] FIG. 69(A) is an animation after the start lever 5 is operated in the normal point acquisition mode. At this time, the left reel 6, the middle reel 7, and the right reel 8 are all rotating.
[0536] At this time, as shown in FIG. 69(A), the background image and the image of the crouching ninja are being displayed on the image display device 26.
[0537] Also, in the remaining game number display area 1100, the number of games that can be played in the normal point acquisition mode is updated and displayed from 6 remaining games to 5 remaining games. Also, in the point display area 1200, it is displayed that the number of points currently acquired by the player is 450 points.
[0538] Also, in the acquired point display area 1300, it is displayed that it is 100 points. Note that in the operation information display area 1400, three character images of "!" that suggest / notify the hitting of a rare combination are being displayed.
[0539] FIG. 69(B) is an animation when the left stop switch 9A detects the operation of the left stop button 9 and the left reel 6 stops in the state of FIG. 69(A). At this time, the remaining game number display area 1100, the point display area 1200, and the acquired point display area 1300 are the same as the displays in FIG. 69(A). Note that the three character images of "!" that were being displayed in the operation information display area 1400 are displayed with a subtraction to 2.
[0540] FIG. 69(C) is an animation when the middle stop switch 10A detects the operation of the middle stop button 10 and the middle reel 7 stops in the state of FIG. 69(B). At this time, the remaining game number display area 1100, the point display area 1200, and the acquired point display area 1300 are the same as the displays in FIG. 69(B). Note that the two character images of "!" that were being displayed in the operation information display area 1400 are displayed with a subtraction to 1.
[0541] FIG. 69(D) is an animation when the right stop switch 11A detects the operation of the right stop button 11 and the right reel 8 stops in the state of FIG. 69(C). At this time, the remaining game number display area 1100 and the acquired point display area 1300 are the same as the displays in FIG. 69(C). On the other hand, in the point display area 1200, the number of points currently acquired by the player is updated and displayed from 450 points to 550 points.
[0542] Here, as shown in FIG. 69(D), the downward-right watermelon has not won, and the downward-right watermelon follow has won. For this reason, the point rewriting process in step U4 is not performed, and the point copying process in step U5 is performed, and the points to be acquired are 100 points, which is the minimum value when the winning determination result of the combination is a watermelon.
[0543] If the downward-right watermelon had won, since the point rewriting process in step U4 would have been performed, there would have been a possibility of obtaining more points. As a result, the points obtained by the player's pressing technique may be different, so the technical intervention is improved.
[0544] <Animation in the normal AT mode in the first modification example> FIG. 70 shows an animation in the normal AT mode in the first modification example. In FIG. 70, the description is made on the premise that the winning determination result of the combination is a watermelon in the normal AT mode.
[0545] In the above-described second embodiment, the point rewriting process in step U4 or the point copying process in step U5 is performed depending on whether a specific combination of symbols has won. On the other hand, in the first modification example, the number of games added to the number of games playable in the normal AT mode or the upper AT mode differs depending on whether a specific combination of symbols has won.
[0546] Specifically, in the first modification example, the number of games determined in the additional draw process in step L2 of FIG. 35 and the number of games determined in the additional draw process for the upper AT mode in step P2 of FIG. 39 are temporarily stored. After that, the main CPU 200 performs a process of determining whether a specific combination of symbols has won in the normal AT mode process after full stop (see FIG. 51) and the upper AT mode process after full stop (see FIG. 55). When a specific combination of symbols has won, an additional draw for the number of games that can be played in the normal AT mode or the upper AT mode is separately performed.
[0547] And when a specific combination of symbols has won, the result of the additional draw performed after full stop is added. On the other hand, when a specific combination of symbols has not won, the temporarily stored number of games is added. Here, the additional draw performed after full stop is a more advantageous draw than the draw performed in the additional draw process in step L2 (see FIG. 35) and the additional draw process for the upper AT mode in step P2 (see FIG. 39).
[0548] FIG. 70(A) is an animation after the start lever 5 is operated in the normal AT mode. At this time, the left reel 6, the middle reel 7, and the right reel 8 are all rotating.
[0549] At this time, as shown in FIG. 70(A), the old house night background image corresponding to the normal AT mode and the image of the standing keno are displayed on the image display device 26.
[0550] Also, the AT game number display area 1600 is updated and displayed so that the number of games that can be played in the normal AT mode decreases from the remaining 51 games to the remaining 50 games, and the number of games played increases from 29 games to 30 games. Also, in the additional game number display area 1700, it is displayed that the additional game number is 10 games.
[0551] In addition, in the paid-out medal count display area 1800, the total value of the number of medals paid out in a mode advantageous to the player is displayed. Here, it is displayed that the total value of the medals paid out to the player is 600. In addition, in the operation information display area 1400, three character images of "!" that suggest / notify the hitting of a rare combination are displayed.
[0552] Figure 70(B) is an animation when the left stop switch 9A detects the operation of the left stop button 9 and the left reel 6 stops in the state of Figure 70(A). At this time, the AT game count display area 1600, the bonus game count display area 1700, and the paid-out medal count display area 1800 are the same as the displays in Figure 70(A). The three character images of "!" displayed in the operation information display area 1400 are displayed with a subtraction to 2.
[0553] Figure 70(C) is an animation when the middle stop switch 10A detects the operation of the middle stop button 10 and the middle reel 7 stops in the state of Figure 70(B). At this time, the AT game count display area 1600, the bonus game count display area 1700, and the paid-out medal count display area 1800 are the same as the displays in Figure 70(B). The two character images of "!" displayed in the operation information display area 1400 are displayed with a subtraction to 1.
[0554] Figure 70(D) is an animation when the right stop switch 11A detects the operation of the right stop button 11 and the right reel 8 stops in the state of Figure 70(C). Here, the bonus game count display area 1700 is the same as the display in Figure 70(C). On the other hand, the AT game count display area 1600 is updated and displayed with the remaining game count changing from 50 games to 60 games, and the paid-out medal count display area 1800 is updated and displayed to 603.
[0555] Here, as shown in FIG. 70(D), the downward-sloping watermelon has not won, but the downward-sloping watermelon follow has won. Therefore, the lottery results obtained in the additional lottery process in step L2 (see FIG. 35) and the additional lottery process for the upper AT mode in step P2 (see FIG. 39) are added.
[0556] On the other hand, when the downward-sloping watermelon has won, the result of the additional lottery performed after the all-stop is added. Therefore, a lottery more advantageous than the lottery results obtained in the additional lottery process in step L2 (see FIG. 35) and the additional lottery process for the upper AT mode in step P2 (see FIG. 39) is performed, so there is a possibility that more games than 10 games have been added. As a result, since the number of games added by the player's pressing technique may vary, the technical intervention is improved.
[0557] <Animation in the normal AT mode in the second modification example> FIG. 71 shows the animation in the normal AT mode in the second modification example. In FIG. 71, the description is made on the premise that the determination result of the winning combination is seven replay Sd in the normal AT mode.
[0558] In the second modification example, when the downward seven-of-a-kind replay or the middle seven-of-a-kind replay has not won, a lottery on whether to shift to the specialized mode is performed at a predetermined probability (1 / 8 or 1 / 16). On the other hand, when the downward seven-of-a-kind replay or the middle seven-of-a-kind replay has won, a lottery on whether to shift to the specialized mode is performed at a specific probability (for example, 1 / 2 or 1 / 4) that is higher than the predetermined probability.
[0559] FIG. 71(A) is the animation after the start lever 5 is operated in the normal AT mode. At this time, all of the left reel 6, the middle reel 7, and the right reel 8 are rotating.
[0560] At this time, as shown in Fig. 71(A), the night background image of the old house and the image of the crouching Kunoichi are being displayed on the image display device 26.
[0561] Also, in the AT game number display area 1600, the number of games that can be played in the normal AT mode is updated and displayed from the remaining 51 games to the remaining 50 games, and the number of games played is updated and displayed from 29 games to 30 games. In addition, in the paid-out number display area 1800, it is displayed that the total value of the medals paid out to the player is 600 medals.
[0562] At this time, on the image display device 26, an image suggesting that the right stop button 11, the middle stop button 10, and the left stop button 9 are to be operated in this order (specifically, an arrow image pointing from right to left) and a character image saying "Aim for the blue BB symbol 1002!" are being displayed.
[0563] Fig. 71(B) is an animation when the right stop switch 11A detects the operation of the right stop button 11 and the right reel 8 stops in the state of Fig. 71(A). At this time, the blue BB symbol 1002 has stopped at the lower stage of the right reel 8. Also, the AT game number display area 1600 and the paid-out number display area 1800 are the same as in Fig. 71(A).
[0564] Fig. 71(C) is an animation when the middle stop switch 10A detects the operation of the middle stop button 10 and the middle reel 7 stops in the state of Fig. 71(B). At this time, the blue BB symbol 1002 has stopped in the middle stage of the middle reel 7, and the downward seven-of-a-kind replay is in a tenpai state. Therefore, if the blue BB symbol 1002 stops at the upper stage of the left reel 6, the downward seven-of-a-kind replay wins, and a lottery as to whether to shift to the specialized mode is performed with a specific probability. Also, the AT game number display area 1600 and the paid-out number display area 1800 are the same as in Fig. 71(B).
[0565] Figure 71(D) is an animation when the left stop switch 9A detects the operation of the left stop button 9 and the left reel 6 stops in the state of Figure 71(C). Here, since the falling-seven replay has not won, a lottery on whether to shift to the specialized mode is conducted with a predetermined probability. Note that the AT game number display area 1600 and the payout number display area 1800 are the same as those in Figure 71(A).
[0566] If, hypothetically, the falling-seven replay has won, the lottery on whether to shift to the specialized mode is conducted with a specific probability that is higher than the predetermined probability.
[0567] Specifically, in the second modification example, the main CPU 200 performs a process of determining the setting number in the specialized mode lottery process in step L3 (see Figure 35) and the specialized mode lottery process for the upper AT mode in step P3 (see Figure 39). For example, a setting number of 4096 and a setting number of 8192 are each determined with a probability of 1 / 2. Then, the determined setting number is temporarily stored.
[0568] After that, the main CPU 200 determines whether the seven replay has won in the process for the normal AT mode after all stops (see Figure 51) and the process for the upper AT mode after all stops (see Figure 55). When it is determined that the seven replay has won, a process of determining the setting number is performed. For example, a setting number of 16384 and a setting number of 32768 are each determined with a probability of 1 / 2. Then, a lottery on whether to shift to the specialized mode is conducted using the determined setting number.
[0569] On the other hand, when it is determined that the seven replay has not won, a lottery on whether to shift to the specialized mode is conducted using the temporarily stored setting number (4096 or 8192). As a result, the probability of shifting to the specialized mode may vary depending on the player's pressing technique, thus improving the technical intervention.
[0570] <Animation of the point acquisition mode in the third modification example> FIG. 72 shows an animation of the point acquisition mode in the third modification. In FIG. 72, the normal point acquisition mode is assumed, and it is premised that the upper bell wins or not is determined by the stop button first operated among the left stop button 9, the middle stop button 10, and the right stop button 11 in the three-choice bell.
[0571] In the above-described embodiment, after all of the left stop button 9, the middle stop button 10, and the right stop button 11 are operated, the all-stop post-point acquisition lottery process in step U2 is performed. In the third modification, however, the all-stop post-point acquisition lottery process is performed after any one of the left stop button 9, the middle stop button 10, and the right stop button 11 is operated (after the first stop).
[0572] FIG. 72(A) is an animation after the start lever 5 is operated in the normal point acquisition mode. At this time, all of the left reel 6, the middle reel 7, and the right reel 8 are rotating.
[0573] At this time, the remaining game number display area 1100 is updated and displayed from the remaining 6 games to the remaining 5 games, and the point display area 1200 displays that the number of points currently acquired by the player is 450 points. Further, the acquired point display area 1300 displays that it is 20 points, and the operation information display area 1400 displays the left, middle, and right operation order.
[0574] FIG. 72(B) is an animation when the left stop switch 9A detects the operation of the left stop button 9 and the left reel 6 stops in the state of FIG. 72(A), and the standing ninja image is updated and displayed to the ninja image swinging a sword.
[0575] At this time, the remaining game number display area 1100 and the point display area 1200 are the same as the display in Fig. 72(A). On the other hand, the acquired point display area 1300 is updated and displayed from 20 points to 100 points. Since the operation of the left stop button 9 is detected by the left stop switch 9A, the operation information display area 1400 is not displayed.
[0576] Fig. 72(C) is an animation when the middle stop switch 10A detects the operation of the middle stop button 10 and the middle reel 7 stops in the state of Fig. 72(B). Also, the remaining game number display area 1100, the point display area 1200, and the acquired point display area 1300 are the same as the display in Fig. 72(B).
[0577] Fig. 72(D) is an animation when the right stop switch 11A detects the operation of the right stop button 11 and the right reel 8 stops in the state of Fig. 72(C). Here, the remaining game number display area 1100 and the acquired point display area 1300 are the same as the display in Fig. 72(C). On the other hand, the point display area 1200 is updated and displayed from 450 points to 550 points. The timing at which the point display area 1200 is updated and displayed may be the timing of Fig. 72(B) or the timing of Fig. 72(C).
[0578] On the other hand, although not shown in the figure, if the first stop button operated among the left stop button 9, the middle stop button 10, and the right stop button 11 is different and the upper bell does not win, the acquired point display area 1300 remains at 20 points, and the point display area 1200 is updated and displayed from 450 points to 470 points. Thus, according to the third modification example, the processing load after the third stop can be reduced.
[0579] <Animation of the point acquisition mode in the fourth modification example> FIG. 73 shows the animation of the point acquisition mode in the fourth modification. In FIG. 73, the description is made on the premise that it is the normal point acquisition mode and the determination result of the combination is the push order bell Bg.
[0580] In the above-described embodiment, after all of the left stop button 9, the middle stop button 10, and the right stop button 11 are operated, the all-stop post-point acquisition lottery process is performed in step U2. In the third modification, after any two of the left stop button 9, the middle stop button 10, and the right stop button 11 are operated (after the second stop), the all-stop post-point acquisition lottery process is performed.
[0581] FIG. 73(A) is an animation after the start lever 5 is operated in the normal point acquisition mode. At this time, all of the left reel 6, the middle reel 7, and the right reel 8 are rotating.
[0582] At this time, the remaining game number display area 1100 is updated and displayed from the remaining 6 games to the remaining 5 games, and the point display area 1200 displays that the number of points currently acquired by the player is 450 points. Further, the acquired point display area 1300 displays that it is 20 points, and the operation information display area 1400 displays the left, middle, and right operation orders.
[0583] FIG. 73(B) is an animation when the left stop switch 9A detects the operation of the left stop button 9 and the left reel 6 stops in the state of FIG. 73(A). At this time, the remaining game number display area 1100, the point display area 1200, and the acquired point display area 1300 are the same as the displays in FIG. 73(A). Since the operation of the left stop button 9 is detected by the left stop switch 9A, the display regarding the order of operating the left stop button 9 is hidden.
[0584] Figure 73(C) is an animation when the mid-stop switch 10A detects the operation of the mid-stop button 10 and the middle reel 7 stops in the state of Figure 73(B). At this time, the remaining game number display area 1100 and the point display area 1200 are the same as the display in Figure 73(B). On the other hand, the acquired point display area 1300 is updated and displayed from 20 points to 100 points, and the image of the standing ninja is updated and displayed to the image of the ninja swinging a sword. Note that since the operation of the mid-stop button 10 is detected by the mid-stop switch 10A in the operation information display area 1400, the display regarding the order of operating the mid-stop button 10 is not shown.
[0585] Figure 73(D) is an animation when the right-stop switch 11A detects the operation of the right-stop button 11 and the right reel 8 stops in the state of Figure 73(C). Here, the remaining game number display area 1100 and the acquired point display area 1300 are the same as the display in Figure 73(C). On the other hand, the point display area 1200 is updated and displayed from 450 points to 550 points. And since the operation of the right-stop button 11 is detected by the right-stop switch 11A and the operations of all the stop buttons are detected, the operation information display area 1400 is not shown. Note that the timing at which the point display area 1200 is updated and displayed may be the timing of Figure 73(C).
[0586] On the other hand, although not shown in the figure, when the upper bell does not win, the acquired point display area 1300 remains at 20 points, and the point display area 1200 is updated and displayed from 450 points to 470 points. Thus, according to the third modification example, the processing load after the third stop can be reduced.
[0587] Note that in the fourth modification example, the description was made on the premise that the determination result of the combination is the push-order bell Bg, but it can also be applied to combinations such as the above-described three-choice bells.
[0588] <Other Modification Examples> In each of the above-described embodiments and each modification, it is configured that after the on-edges of the left stop switch 9A, the middle stop switch 10A, and the right stop switch 11A are detected, a lottery for point acquisition or the like is performed. However, a lottery for point acquisition or the like may be performed after the off-edges of the left stop button 9, the middle stop button 10, and the right stop button 11 are detected.
[0589] As described above, in the present invention, in the point acquisition mode, when the start lever 5 is operated, the main CPU 200 performs a lottery process for point acquisition during reel rotation. After that, after the left stop button 9, the middle stop button 10, and the right stop button 11 are operated, the main CPU 200 performs a lottery process for point acquisition after full stop. When the determination result of the combination is the bell in the order of pressing and the bell wins, the points determined by the lottery process for point acquisition after full stop are awarded, and an effect of displaying an image of a ninja swinging a sword on the image display device 26 is executed. On the other hand, when the bell does not win, the points determined by the lottery process for point acquisition during reel rotation are awarded, and an effect of displaying an image of a cut ninja on the image display device 26 is executed. Thus, a slot machine that devises the awarding of points can be provided. In addition, various effects can be performed when awarding points.
[0590] Further, according to the present invention, in the point acquisition mode, when the determination result of the combination is the bell Ba in the order of pressing and the operation order of the left stop button 9, the middle stop button 10, and the right stop button 11 is left, middle, right, an effect of displaying an image of a ninja swinging a sword on the image display device 26 is executed. When the order is other than left, middle, right, an effect of displaying an image of a cut ninja on the image display device 26 is executed. Thus, various effects can be performed when awarding points.
[0591] Details of the means and the like described in the above gaming machine will be described.
[0592] <First Invention> The first invention relates to a slot machine comprising main control means (e.g., main control board 100) for performing control related to a game, sub-control means (e.g., sub-control board 800) for performing control related to an effect, a start switch (e.g., start switch 5A) for detecting an operation to start rotation of a plurality of reels, and a plurality of stop switches (e.g., left stop switch 9A, middle stop switch 10A, right stop switch 11A) respectively corresponding to the plurality of reels and for detecting an operation to stop rotation of the reels. In the slot machine, the main control means includes: first determination means (e.g., main CPU 200 for performing a point acquisition lottery process during reel rotation) for determining points to be given to a player by referring to first data (e.g., other columns of the setting numbers assigned to the point acquisition lottery in the normal point acquisition mode) when the start switch detects an operation; second determination means (e.g., main CPU 200 for performing a point acquisition lottery process after all stops) for determining points to be given to the player by referring to second data (e.g., special A column or special B column of the setting numbers assigned to the point acquisition lottery in the normal point acquisition mode) when the stop switch detects an operation; and giving means (e.g., main CPU 200 for performing a point rewrite process or a point copy process) for giving the points determined by the first determination means or the points determined by the second determination means according to the operation order of the stop switch. The sub-control means is capable of executing an effect (e.g., an effect of displaying an image of a cut ninja on image display device 26) based on the points determined by the first determination means, and is capable of executing an effect (e.g., an effect of displaying an image of a ninja swinging a sword on image display device 26) based on the points determined by the second determination means.
[0593] <Second Invention> The second invention is the slot machine according to the first invention, characterized in that when the order of operations detected by the stop switch is a specific order (for example, when the result of the role determination is the push order bell Ba, left, middle, right), the first effect (for example, an effect of displaying an image of a ninja swinging a sword on the image display device 26) can be executed, and when it is a predetermined order different from the specific order (for example, when the result of the role determination is the push order bell Ba, an order other than left, middle, right), a second effect different from the first effect (for example, an effect of displaying an image of a cut ninja on the image display device 26) can be executed.
[0594] Note that the matters shown in this embodiment are merely examples, and can be appropriately changed without departing from the scope of the present invention.
Explanation of Signs
[0595] 1 Slot machine 1A Box part 1B Front door part 2 Medal insertion port 2A Medal sensor 3 BET button 3A BET switch 4 MAXBET button 4A MAXBET switch 5 Start lever 5A Start switch 6 Left reel 7 Middle reel 8 Right reel 9 Left stop button 9A Left stop switch 10 Middle stop button 10A Middle stop switch 11 Right stop button 11A Right stop switch 12 Payout button 12A Payout switch 13 Storage display section 14 Payout display section 15 BET number display section 16 Re-game display section 17 Start permission display section 18 Input permission display section 19 Advantageous section display section 20 Hopper 21 Setting value change button 21A Setting value change switch 22A Keyhole switch 23 Setting value display section 24 Power button 24A Power switch 25 Lamp 26 Image display device 27 Speaker 28 Effect button 28A Effect switch 29 Light adjustment button 29A Light adjustment switch 30 Tone adjustment button 30A Tone adjustment switch 100 Main control board 200 Main CPU 300 Main ROM 400 Main RAM 401 Setting value storage area 402 Game state storage area 403 Condition device storage area 404 Left stop position storage area 405 Middle stop position storage area 406 Right stop position storage area 407 Winning information storage area 408 Mode storage area 409 Combo flag storage area 410 Wait timer 411 Advantageous section storage area 412 Advantageous section game count counter 413 Advantageous section number count counter 414 Point counter 415 Prediction point backup area 416 BB prediction information storage area 417 ATBB prediction information storage area 418 Specialized mode prediction information storage area 419 AT mode prediction information storage area 420 Instruction Information Memory Area 421 Preshow Game Count Counter 422 Game Count Counter for Point Acquisition Mode 423 Game Count Counter for Direct Hit Lottery Mode 424 Game Count Counter for CZ Mode 425 Game Count Counter for Normal Battle Mode 426 Game Count Counter for BB Mode 427 Game Count Counter for AT Judgment Mode 428 Game Count Counter for AT Mode 429 Game Count Counter for ATBB Mode 430 Game Count Counter for AT Battle Mode 431 Game Count Counter for Specialization Mode 500 Clock Signal Generator 600 Frequency Divider 700 Random Number Generator 800 Sub-Control Board 810 First Sub-Control Board 811 Sub-CPU 812 Sub-ROM 813 Sub-RAM 820 Second Sub-Control Board 821 Audio / Video CPU 822 Audio / Video ROM 823 Audio / Video RAM 1000 Black BAR Symbol 1001 Red BB Symbol 1002 Blue BB Symbol 1003 White Blank Symbol 1004 Black Blank Symbol 1005 White BAR Symbol 1006 Bell Symbol 1007 Replay Symbol 1008 Watermelon Symbol 1009 Cherry Symbol 1100 Remaining Game Count Display Area 1200 Point Display Area 1300 Acquired Point Display Area 1400 Operation Information Display Area 1500 Warning Images 1600 AT game number display area 1700 Added game number display area 1800 Dispense quantity display area
Claims
1. main control means for performing control related to the game, sub-control means for performing control related to the presentation, a start switch for detecting an operation to start the rotation of a plurality of reels, a plurality of stop switches respectively corresponding to the plurality of reels and detecting an operation to stop the rotation of the reels, In a slot machine provided with, The main control means includes: first determination means for determining points to be given to a player by referring to first data when the start switch detects an operation; second determination means for determining points to be given to a player by referring to second data when the stop switch detects an operation; giving means for giving the points determined by the first determination means or the points determined by the second determination means according to the operation order of the stop switch; Comprising, The sub-control means includes: The slot machine is characterized in that an effect can be executed based on the points determined by the first determination means and an effect can be executed based on the points determined by the second determination means.
2. The sub-control means includes: When the order of the operations detected by the stop switch is a specific order, a first effect can be executed, and when the order is a predetermined order different from the specific order, a second effect different from the first effect can be executed. The slot machine according to claim 1.
Citation Information
Patent Citations
Slot machine
JP2014050583A
Slot machine
JP2017158869A
Game machine
JP2017164337A
Game machine
JP2019069015A
Game machine
JP2020089481A