Slot machine
The slot machine implements a point awarding system that determines points and effects based on the operation order of stop switches, enhancing player engagement and game interest through varied rewards.
Patent Information
- Application Number
- JP2021125920
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-07-30
- Publication Date
- 2025-08-04
- Estimated Expiration
- 2041-07-30
AI Technical Summary
Existing slot machines lack a contrivance for awarding points based on player interaction, limiting engagement and interest.
A slot machine with a point awarding system that includes role determination and effect execution based on the operation order of stop switches, allowing different point values and effects for different winning combinations.
Enhances player engagement by providing a devised point awarding system that rewards players based on their interaction, increasing game interest and variety.
Smart Images

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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 determining winning combinations, payout control of game media (for example, medals), control related to modes and game states), and a sub-control board that controls effects aimed at improving the interest in the game according to the game situation (for example, displaying an image on an image display device, lighting and flashing a lamp, emitting sound from a speaker). Communication between the two boards is only in one direction from the main control board to the sub-control board.
[0003] Also, after a prescribed number of medals are BET and the start lever is operated, a winning combination is determined and a plurality of reels start rotating. When the 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 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 combination 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 the start lever is operated. 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, 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 role determination means for performing role determination, 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 switches. The second determination means is characterized in that the points are determined using different values depending on whether the result of the determination by the role determination means is a first role or a second role different from the first role.
[0009] Further, the slot machine according to the present invention further includes sub-control means for performing control related to effects, and when the result of the determination by the winning determination means is the first winning combination, the first effect can be executed, and when it is the second winning combination, a second effect different from the first effect can be executed.
[0010] Also, in the slot machine according to the present invention, when the order of operations detected by the stop switch is a specific order, the first winning combination can display a specific combination of symbols, and when it is a predetermined order different from the specific order, it can display a first combination of symbols. When the order of operations detected by the stop switch is the specific order, the second winning combination can display the specific combination of symbols, and when it is the predetermined order, it can display a second combination of symbols.
Advantages of the Invention
[0011] According to the present invention, it is possible to provide a slot machine with a devised point awarding system.
Brief Description of the Drawings
[0012]
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Mode for Carrying Out the Invention
[0013] Hereinafter, embodiments of the present invention will be described with reference to the drawings.
[0014] <Front view of the appearance 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 attached to the front surface of the box portion 1A.
[0015] 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.
[0016] The front door portion 1B is provided with a BET button 3 for accepting a BET operation for betting one medal within the credited range, and a MAXBET button 4 for accepting 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.
[0017] The front door portion 1B is provided with a start lever 5 for accepting 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.
[0018] Inside the box section 1A, the left reel 6, the middle reel 7, and the 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 variation of a plurality of symbols drawn on each of them by rotating. Also, the left reel 6, the middle reel 7, and the right reel 8 can display the stop of a plurality of symbols drawn on each of them. When the left reel 6, the middle reel 7, and the right reel 8 are stopped and displayed, the symbols are stopped and displayed on the upper, middle, and lower sections of the left reel 6, the upper, middle, and lower sections of the middle reel 7, and the upper, middle, and lower sections of the right reel 8, respectively.
[0019] On the front door section 1B, the left stop button 9, the middle stop button 10, and the right stop button 11 are arranged side by side horizontally. Here, the left stop button 9 is provided with a left stop switch 9A that detects the operation of the left stop button 9. When the left stop switch 9A detects the operation of the left stop button 9, the rotating left reel 6 stops.
[0020] Also, the middle stop button 10 is provided with a middle stop switch 10A that detects the operation of the middle stop button 10. When the middle stop switch 10A detects the operation of the middle stop button 10, the rotating middle reel 7 stops.
[0021] Also, the right stop button 11 is provided with a right stop switch 11A that detects the operation of the right stop button 11. When the right stop switch 11A detects the operation of the right stop button 11, the rotating right reel 8 stops.
[0022] The front door section 1B is provided with a settlement button 12 for settling the credited medals. Here, the settlement button 12 is provided with a settlement switch 12A that detects the operation of the settlement button 12.
[0023] On the front door part 1B, there are provided a storage display part 13 for displaying the number of credited medals, a payout display part 14 for displaying the number of paid-out medals, a BET number display part 15 for displaying the number of BET medals, a replay display part 16 for displaying that a replay has been established (a winning), a start permission display part 17 for displaying that the operation of the start lever 5 is permitted, an insertion permission display part 18 for displaying that the insertion of medals is permitted, and an advantageous section display part 19 for displaying that it is an advantageous section.
[0024] On the front door part 1B, there are provided a lamp 25 for performing a lighting effect, an image display device 26 for performing an effect of displaying an effect image, and a speaker 27 for performing an effect by sound.
[0025] 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 the lamp 25 etc., and a sound adjustment button 30 for receiving a volume adjustment operation for adjusting the volume of the speaker 27.
[0026] <Block diagram of the 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.
[0027] The main control board 100 includes a main CPU 200 for performing control related to the game, a main ROM 300 which is a read-only storage device storing a control program etc., a main RAM 400 which is a storage device capable of writing and reading information, a clock signal generator 500 for generating a clock signal, a 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 result determination.
[0028] On the main control board 100, 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 a favorable interval display section 19 are connected.
[0029] On the main control board 100, a hopper 20 for paying out medals, a setting value change switch 21A for detecting an operation of a setting value change button 21 which is operated when changing a setting value indicating the degree of advantage for the player, a keyhole switch 22A for detecting that a setting key for changing the setting value has been inserted into the keyhole and rotated by a predetermined angle, a setting value display section 23 for displaying the setting value, and a power switch 24A for detecting an operation of a power button 24 which is operated when turning on the power of the slot machine 1 are connected.
[0030] 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 which is a read-only storage device storing a control program and the like, and a sub-RAM 813 in which information can be written and read. Also, a lamp 25 is connected to the first sub-control board 810.
[0031] 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 which is a read-only storage device storing a control program and the like, and an audio-visual RAM 823 in which information can be written and read. Also, an image display device 26, a speaker 27, an effect switch 28A for detecting an operation of an effect button 28, a light adjustment switch 29A for detecting an operation of a light adjustment button 29, and a sound adjustment switch 30A for detecting an operation of a sound adjustment button 30 are connected to the second sub-control board 820.
[0032] <Symbol Arrangements on the Left Reel 6, Middle Reel 7, and 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, middle reel 7, and right reel 8 respectively. Specifically, on the left reel 6, middle reel 7, and right reel 8, a predetermined number of each of 10 types of symbols, namely, the black BAR symbol 1000, red BB symbol 1001, blue BB symbol 1002, white blank symbol 1003, black blank symbol 1004, white BAR symbol 1005, bell symbol 1006, replay symbol 1007, watermelon symbol 1008, and cherry symbol 1009, are arranged.
[0033] <Transition Diagram of the Gaming State of the Slot Machine 1> As shown in FIG. 4, the gaming states of the slot machine 1 include 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.
[0034] The general gaming state is a gaming state disadvantageous to the player. Here, when the first condition is satisfied during the stay in the general gaming state, it transitions to the BBF gaming state, and when the second condition is satisfied, it transitions to the RBF gaming state. The first condition is that BB has hit, and the second condition is that RB has hit. <C
[0035] The BBF gaming state is a state where the hit of BB is carried over. Here, when the third condition is satisfied during the stay in the BBF gaming state, it transitions to the BBN gaming state. The third condition is that BB is displayed on the effective line (in this embodiment, the line connecting the upper stage of the left reel 6, the middle stage of the middle reel 7, and the lower stage of the right reel 8) (hereinafter, the fact that the combination of symbols is displayed on the effective line is referred to as "winning").
[0036] The BBN gaming state is a state that is transitioned to when BB wins. Here, when the fourth condition is satisfied during the stay in the BBN gaming state, it transitions to the BRF gaming state. The fourth condition is that RB hits in the BBN gaming state (more specifically, the fact that RB hits and RB does not win).
[0037] The BRF game state is a state that is shifted to when the RB chance in the BBN game state is carried over. Here, when the fifth condition is satisfied during the stay in the BRF game state, the state shifts to the BBRB game state. Note that the fifth condition is that RB has won in the BRF game state.
[0038] The BBRB game state is a state that is shifted to when RB has won in the BRF game state. Here, when the sixth condition is satisfied during the stay in the BBRB game state, the state shifts to the BBN game state. Note that the sixth condition is that RB has ended in the BR game state. Here, the end condition of RB is that a predetermined number of wins have been made or a game of a predetermined number of games has been played.
[0039] 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 state shifts 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 payout of a predetermined number of medals has been made.
[0040] The RBF game state is a state in which RB is aimed in the general game state and the RB aim is carried over. Here, when the eighth condition is satisfied during the stay in the RBF game state, the state shifts to the RB game state. Note that the eighth condition is that RB has won in the RBF game state.
[0041] The RB game state is a state that is shifted to when RB has won in the RBF game state. Here, when the ninth condition is satisfied during the stay in the RB game state, the state shifts to the general game state. Note that the ninth condition is that RB has ended in the RB game state.
[0042] <Number of settings assigned to each condition device> As shown in FIG. 5, as an example of the determination probability of roles, the number of settings assigned to each conditional device is shown. Here, the number of settings for each conditional device is assigned for each gaming state. In the present embodiment, the number of settings corresponding to each of the general gaming state, BBF gaming state, BBN gaming state, BRF gaming state, BBRB gaming state, and RBF gaming state is defined for each set value. As an example, the number of settings for each conditional device when the set value is 1 is illustrated, and the illustration of the number of settings for each conditional device in the case of other set values (set values from 2 to 6) is omitted. The number of settings assigned to each of these conditional devices is stored in the main ROM 300.
[0043] 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.
[0044] As shown in FIG. 5, in the general gaming state, BB + follow roles Oa to Od, RB + follow roles Oa to Od, RB + follow role Oe, RB + follow role Of, RB + follow 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.
[0045] Also, in the BBF 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~Od, Follow Role Oe, Follow Role Of, Follow Role Og, Reach Target Role RRa~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, Common Bell can be determined.
[0046] Also, in the BBN game state, RB + Follow Role Oa~Od, RB + Follow Role Oe, RB + Follow Role Of, RB + Follow Role Og, RB + Reach Target Role RRa~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 Role Oa~Od, 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, Common Bell can be determined.
[0047] 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 Role Oa~Od, Follow Role Oe, Follow Role Of, Follow Role Og, Reach Target Role RRa~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, Common Bell can be determined.
[0048] Also, in the BBRB game state, a common bell and a JAC combination can be determined.
[0049] 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 Combinations Oa to Od, Follow Combination Oe, Follow Combination Of, Follow Combination Og, Reach Point Combinations 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.
[0050] Also, in the RB game state, a common bell and a JAC combination can be determined.
[0051] Here, as shown in FIG. 5, the BBF game state, the BRF game state, and the RBF game state have a higher probability of hitting a replay than the general game state and the BBN game state.
[0052] <Symbol combination> As shown in FIG. 6, when the left reel 6, the middle reel 7, and the right reel 8 of the slot machine 1 stop and are displayed, the combination of symbols displayed on the active lines is defined. In this embodiment, BB, RB, middle replay, downward right replay, middle seven-of-a-kind replay, downward right seven-of-a-kind replay, downward right follow replay XDa, downward right follow replay XDb, middle follow replay, upper blank replay Ta, upper blank replay Tb, downward right blank replay CDa, downward right blank replay CDb, lower blank replay, upward right blank replay, weak cherry, fake replay FRa, fake replay FRb, chance replay, strong cherry SCa to SCb, downward right watermelon, downward right watermelon follow, middle watermelon, middle watermelon follow, downward right bell, upper bell, middle bell, upward right bell, special bell Za, special bell Zb, middle cherry CCa to CCj, reach positions Rea to Ree, and follows Fa to Fan are defined. Note that the combination of symbols is stored in the main ROM 300.
[0053] <Relationship among winning combinations, operation order of stop buttons, and combination of symbols> FIG. 7 shows the relationship among the winning combination, the operation order of the left stop button 9, the middle stop button 10, and the right stop button 11, and the combination of symbols displayed on the active lines.
[0054] When the conditional device is in the BB + follow winning combinations Oa to Od, BB or a follow can win regardless of the operation order 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 not appropriate.
[0055] When the conditional device is in the RB + follow winning combinations Oa to Od, RB or a follow can win regardless of the operation order 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 not appropriate.
[0056] When the conditional device is the RB + Follow role Oe, if the left stop button 9 is operated first, the follow wins. On the other hand, if the middle stop button 10 or the right stop button 11 is operated first, RB or the follow wins.
[0057] When the conditional device is the RB + Follow role Of, if the middle stop button 10 is operated first, the follow wins. On the other hand, if the left stop button 9 or the right stop button 11 is operated first, RB or the follow wins.
[0058] When the conditional device is the RB + Follow role Og, if the right stop button 11 is operated first, the follow wins. On the other hand, if the left stop button 9 or the middle stop button 10 is operated first, RB or the follow wins.
[0059] When the conditional device is the RB + Reach target roles RRa to 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.
[0060] When the conditional device is the 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.
[0061] When the conditional device is the 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.
[0062] When the conditional device is the 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.
[0063] When the condition device is the Seven Replay Sd, if the left stop button 9 is operated first, the middle replay wins. Also, if the middle stop button 10 is operated first, the lower blank replay or the downward-right blank replay wins. Also, if the right stop button 11 is operated first, the downward-right seven-of-a-kind replay or the middle seven-of-a-kind replay wins.
[0064] When the condition device is the Fake Replay, if the left stop button 9 is operated first, the middle replay wins. Also, if the middle stop button 10 is operated first, the lower blank replay wins. Also, if the right stop button 11 is operated first, the Fake Replay wins.
[0065] When the condition device is the Press-Order Replay Ra, if the left stop button 9 is operated first, the middle replay wins. Also, if the middle stop button 10 is operated first, the lower blank replay wins. Also, if the right stop button 11 is operated first, the upward-right blank replay wins.
[0066] When the condition device is the Press-Order Replay Rb, if the left stop button 9 is operated first, the middle 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 blank replay wins.
[0067] When the condition device is the Weak Cherry Replay, no matter in what order the left stop button 9, the middle stop button 10, and the right stop button 11 are operated, the weak cherry wins.
[0068] When the condition device is the Strong Cherry Replay, no matter in what order the left stop button 9, the middle stop button 10, and the right stop button 11 are operated, the strong cherry wins.
[0069] When the condition device is the Chance Replay, no matter in what order the left stop button 9, the middle stop button 10, and the right stop button 11 are operated, the Chance Replay wins.
[0070] When the condition device is the common replay Ka, no matter in what order the left stop button 9, the middle stop button 10, and the right stop button 11 are operated, a downward-right blank replay or a lower blank replay will win.
[0071] When the condition device is the common replay Kb, no matter in what order the left stop button 9, the middle stop button 10, and the right stop button 11 are operated, an upper blank replay, an upward-right blank replay, or a lower blank replay will win.
[0072] When the condition device is the common replay Kc, no matter in what order the left stop button 9, the middle stop button 10, and the right stop button 11 are operated, a downward-right blank replay, an upward-right blank replay, or a lower blank replay will win.
[0073] When the condition device is a watermelon, no matter in what order the left stop button 9, the middle stop button 10, and the right stop button 11 are operated, a downward-right watermelon may win.
[0074] When the condition device is the follow roles Oa to Od, no matter in what order the left stop button 9, the middle stop button 10, and the right stop button 11 are operated, a follow may win.
[0075] When the condition device is the follow role Oe, if the left stop button 9 is operated first, a follow will win. On the other hand, if the middle stop button 10 or the right stop button 11 is operated first, a follow or an RB will win. Specifically, in the RBF game state, when the follow role Oe is assigned, an RB may win.
[0076] When the condition device is the follow role Of, if the middle stop button 10 is operated first, a follow will win. On the other hand, if the left stop button 9 or the right stop button 11 is operated first, a follow or an RB will win. Specifically, in the RBF game state, when the follow role Of is assigned, an RB may win.
[0077] When the conditional device is the follow-up role Og, when the right stop button 11 is operated first, the follow-up wins. On the other hand, when the left stop button 9 or the middle stop button 10 is operated first, the follow-up or RB wins. Specifically, in the RBF game state, when the follow-up role Og is not hit, RB can win.
[0078] When the conditional device is the reach target role RRa - RRd, when the left stop button 9 is operated first, the reach target wins. On the other hand, when the middle stop button 10 or the right stop button 11 is operated first, the follow-up wins.
[0079] When the conditional device is the push order bell Ba, when 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, when 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-up can win with a probability of 1 / 2 depending on the timing when the stop is detected. In addition, when operated in other orders, the follow-up can win with a probability of 1 / 8 depending on the timing when the stop is detected.
[0080] When the conditional device is the push order bell Bb, when operated in the order of left, right, middle, the bell wins. Also, when operated in the order of left, middle, right, the follow-up can win with a probability of 1 / 2 depending on the timing when the stop is detected. In addition, when operated in other orders, the follow-up can win with a probability of 1 / 8 depending on the timing when the stop is detected.
[0081] When the conditional device is the push order bell Bc, when 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, when 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-up can win with a probability of 1 / 2 depending on the timing when the stop is detected. In addition, when operated in other orders, the follow-up can win with a probability of 1 / 8 depending on the timing when the stop is detected.
[0082] When the conditional 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 depending on the timing when the stop is detected. Note that if it is operated in an order other than these, the follow can win with a probability of 1 / 8 depending on the timing when the stop is detected.
[0083] When the conditional device is the push-order bell Be, if it is operated in the order of the right stop button 11, the left stop button 9, and the middle stop button 10 (hereinafter referred to as "right, left, middle"), the bell wins. Also, if it is operated in the order of the right stop button 11, the middle stop button 10, and the left stop button 9 (hereinafter referred to as "right, middle, left"), the follow can win with a probability of 1 / 2 depending on the timing when the stop is detected. Note that if it is operated in an order other than these, the follow can win with a probability of 1 / 8 depending on the timing when the stop is detected.
[0084] 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 depending on the timing when the stop is detected. Note that if it is operated in an order other than these, the follow can win with a probability of 1 / 8 depending on the timing when the stop is detected.
[0085] 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 depending on the timing when the stop operation is detected. Note that if it is operated in an order other than these, the follow can win with a probability of 1 / 8 depending on the timing when the stop is detected.
[0086] 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 depending on the timing when the stop operation is detected. In addition, when operated in an order other than these, the follow can win with a probability of 1 / 8 depending on the timing when the stop is detected.
[0087] When the conditional 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, the follow can win with a probability of 1 / 2 depending on the timing when the stop operation is detected. In addition, when operated in an order other than these, the follow can win with a probability of 1 / 8 depending on the timing when the stop is detected.
[0088] When the conditional 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, the follow can win with a probability of 1 / 2 depending on the timing when the stop operation is detected. In addition, when operated in an order other than these, the follow can win with a probability of 1 / 8 depending on the timing when the stop is detected.
[0089] When the conditional 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, the follow can win with a probability of 1 / 2 depending on the timing when the stop operation is detected. In addition, when operated in an order other than these, the follow can win with a probability of 1 / 8 depending on the timing when the stop is detected.
[0090] 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, the follow can win with a probability of 1 / 2 depending on the timing when the stop operation is detected. In addition, when operated in other orders, the follow can win with a probability of 1 / 8 depending on the timing when the stop is detected.
[0091] When the condition device is the common bell, the bell wins regardless of the operation order of the left stop button 9, the middle stop button 10, and the right stop button 11.
[0092] When the condition device is JAC, the follow wins regardless of the operation order of the left stop button 9, the middle stop button 10, and the right stop button 11.
[0093] In addition, in FIG. 7, the point described as "Follow (1 / 2)" means that the follow actually wins with a probability of 1 / 2. Specifically, when the condition device is the push-order bell Ba and is operated in the order of left, right, middle, the follow wins when the stop operation position of the middle reel 7 is the first stop operation position (for example, the symbol numbers are "00" to "09"), and the follow does not win when it is the second stop operation position (for example, the symbol numbers are "10" to "19"). On the other hand, when the condition device is the push-order bell Bg and is operated in the order of left, right, middle, the follow wins when the stop operation position of the middle reel 7 is the second stop operation position, and the follow does not win when it is the first stop operation position.
[0094] Also, in FIG. 7, the point described as "Follow (1 / 8)" means that the follow actually wins with a probability of 1 / 8. Specifically, when the condition device is the push-order bell Ba and is operated in the order of middle, left, right, the follow wins when 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, and the follow does not win in other cases.
[0095] <Transition diagram of the mode> As shown in FIG. 8, the slot machine 1 has a plurality of modes defined. Specifically, there are a normal mode, a point acquisition mode, a CZ precursor mode, a direct draw 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 specialized mode.
[0096] The normal mode is a mode in which draws for the CZ mode, point acquisition mode, direct draw mode, and BB mode are performed. Here, when transfer condition A is satisfied during the normal mode stay, it transfers to the normal battle mode, when transfer condition B is satisfied, it transfers to the point acquisition mode, when transfer condition C is satisfied, it transfers to the CZ precursor mode, and when transfer condition D is satisfied, it transfers to the direct draw 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 draw for transferring to the point acquisition mode, transfer condition C is that one has participated in the draw for transferring to the CZ mode, and transfer condition D is that one has participated in the draw for transferring to the direct draw mode.
[0097] 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 determination result of the combination is a push order bell, the operation order of the left stop button 9, middle stop button 10, and right stop button 11 is notified to the image display device 26. Here, when transfer condition E is satisfied during the point acquisition mode stay, it transfers to the normal battle mode, and when transfer condition F is satisfied, it transfers 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.
[0098] 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.
[0099] The CZ precursor mode is a mode that performs the CZ mode lottery in the normal mode and is the mode to transition to before transitioning to the CZ mode. Here, when the transition condition G is satisfied during the stay in the CZ precursor mode, it transitions to the CZ mode. Note that the transition condition G is that a game of a predetermined number of games has been played in the CZ precursor mode.
[0100] The direct hit lottery mode is a mode in which the lottery of the normal AT mode is performed. Here, when the transition condition H is satisfied during the stay in the direct hit lottery 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 that the lottery for transitioning to the normal AT mode has been performed, and the transition condition I is that a game of a predetermined number of games has been played in the direct hit lottery mode.
[0101] 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 compared to the normal mode. Also, the CZ mode is a mode in which the BB mode lottery is performed. For this reason, the CZ mode is a mode that is advantageous for the player 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 that the lottery for transitioning to the high-probability point acquisition mode has been performed, the transition condition K is that the lottery for transitioning to the ultra-high-probability point acquisition mode has been performed, the transition condition L is that the lottery for transitioning to the normal BB mode has been performed, and the transition condition M is that a game of a predetermined number of games has been played in the CZ mode.
[0102] In this embodiment, in the CZ mode, although there is a possibility of shifting to the high-accuracy point acquisition mode or the ultra-high-accuracy point acquisition mode, it is configured not to shift to the normal point acquisition mode. That is, it is possible to expect a shift to a higher-level point acquisition mode when shifting from the CZ mode to the point acquisition mode rather than when shifting from the normal mode to the point acquisition mode.
[0103] The normal battle mode is a mode that is shifted to before shifting to the normal BB mode. Here, when the transition condition N is satisfied during the stay 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 predetermined number of games are played in the normal battle mode, it aims for the normal BB mode, and the transition condition O is that when a predetermined number of games are played in the normal battle mode, it does not aim for the normal BB mode.
[0104] The BB mode is a mode in which when the determination result of the winning combination is the draw 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 advantageous for the player as compared with the normal mode. Here, when the transition condition P is satisfied during the stay in the BB mode, it shifts to the AT judge mode. Note that the transition condition P is that a predetermined number of games have been played in the BB mode.
[0105] In this embodiment, the BB mode is provided with a normal BB mode and a normal upper BB mode that is more advantageous for the player as compared with the normal BB mode.
[0106] The AT judge mode is a mode that is shifted to when the BB mode ends. Here, when the transition condition Q is satisfied during the stay in the AT judge mode, it usually 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 will shift 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 will shift to the normal AT mode.
[0107] The normal AT 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 normal AT mode is a mode that is more 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 shifts to the upper ATBB mode, when the transition condition T is satisfied, it shifts to the normal ATBB mode, when the transition condition U is satisfied, 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 S is that a lottery for shifting to the upper ATBB mode has been conducted, the transition condition T is that a lottery for shifting to the normal ATBB mode has been conducted, the transition condition U is that a lottery for shifting 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 condition for shifting from the normal AT mode to the normal mode is that the number of games that can be played in the AT mode has become 0, or the advantageous section has ended.
[0108] Normally, in the ATBB mode, when the result of the role 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, and 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 is satisfied. Here, the condition for transitioning from the normal ATBB mode to the normal mode is that the advantageous section has ended.
[0109] In the upper ATBB mode, when the result of the role 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 ATBB mode is a mode that is advantageous for the player compared to the normal mode. Also, after the upper ATBB mode ends, it will transition to the upper AT mode. 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 transitions to the upper AT mode, and when the transition condition V is satisfied, it transitions to the normal mode. Note that the transition condition X is that a game of a predetermined number of games has 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 transitioning from the upper ATBB mode to the normal mode is that the advantageous section has ended.
[0110] 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 shifts to the upper AT mode; when the transition condition Z is satisfied, 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 Y means that when a predetermined number of games are played in the AT battle mode, it aims for the upper AT mode; the transition condition Z means that when a predetermined number of games are played in the AT battle mode, it does not aim for the upper AT mode; and the transition condition V means 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.
[0111] The upper AT mode is a mode in which when the determination result of the combination is the draw 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. For this reason, 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 during the stay in the upper AT mode, it shifts to the specialized mode; when the transition condition V is satisfied, it shifts to the normal mode. Note that the transition condition AA means that a lottery for shifting to the specialized mode has been conducted, and the transition condition V means that the end condition of the upper AT mode is satisfied. Here, the conditions for shifting from the upper AT mode to the normal mode are that the number of games playable in the AT mode becomes 0, or the advantageous section has ended.
[0112] The specialized mode is a mode in which when the result of the role 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 or 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 during the stay in the specialized mode, it transitions to the normal AT mode, and when the transition condition V is satisfied, it transitions 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 is satisfied. Here, the condition for transitioning from the specialized mode to the normal mode is that the advantageous section has ended.
[0113] In this embodiment, the specialized mode is provided with a normal specialized mode, a upper specialized mode that is more advantageous for the player compared to the normal specialized mode, and a topmost specialized mode that is more advantageous for the player compared to the upper specialized mode.
[0114] <Settings used in the normal mode> FIG. 9 shows the settings used in the normal mode stored in the main ROM 300.
[0115] FIG. 9 shows the settings assigned to the lottery of the CZ mode (see FIG. 9(A)). Here, in this embodiment, when the result of the role determination is a weak cherry replay or a watermelon, a lottery is conducted to determine whether to transition to the CZ mode. Also, in this embodiment, the higher the set value, the easier it is to win the lottery for determining whether to transition to the CZ mode.
[0116] Also, Fig. 9 shows the numbers assigned to the lottery for the point acquisition mode (see Fig. 9(B)). Here, in this embodiment, when the result of the hand determination is a strong cherry replay or a chance replay, a lottery for shifting to the point acquisition mode is conducted. For example, when the result of the hand determination is a strong cherry replay, it is assigned to the normal point acquisition mode with a probability of "32768 / 65536", to the high-probability point acquisition mode with a probability of "4096 / 65536", and to the ultra-high-probability point acquisition mode with a probability of "2048 / 65536".
[0117] Also, Fig. 9 shows the numbers assigned to the lottery for the point acquisition lottery in the normal mode (see Fig. 9(C)). Here, in this embodiment, a lottery for the points to be acquired according to the result of the hand determination is conducted. 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.
[0118] Note that when the lottery is conducted using the numbers assigned to the lottery for 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 to this, and a case where points cannot be acquired may be provided.
[0119] Also, Fig. 9 shows the numbers assigned to the lottery for the direct hit mode (see Fig. 9(D)). Here, in this embodiment, a lottery for shifting to the direct hit lottery mode is conducted regardless of the result of the hand determination, but it may be conducted according to the result of the hand determination. Also, in this embodiment, the higher the set value, the easier it is to be assigned to the lottery for whether to shift to the direct hit lottery mode.
[0120] Also, Fig. 9 shows the settings assigned to the BB mode draw (see Fig. 9(E)). Here, in this embodiment, when the acquired points reach 1000 points or more, the transition draw to the BB mode is performed. Note that in this embodiment, the winning probability of the BB mode varies according to the set value. For example, when the set value is 1, it wins the normal BB mode with a probability of 10922 / 65536 and wins the normal upper BB mode with a probability of 2345 / 65536.
[0121] <Settings used in the point acquisition mode> Fig. 10 shows the settings used in the point acquisition mode stored in the main ROM 300.
[0122] Fig. 10 shows the settings assigned to the point acquisition draw in the normal point acquisition mode (see Fig. 10(A)). Here, in this embodiment, a draw 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, it acquires 100 points with a probability of 45056 / 65536, acquires 200 points with a probability of 8192 / 65536, acquires 300 points with a probability of 8192 / 65536, acquires 500 points with a probability of 2048 / 65536, and acquires 1000 points with a probability of 2048 / 65536.
[0123] Also, Fig. 10 shows the settings assigned to the point acquisition draw in the high-probability point acquisition mode (see Fig. 10(B)). Here, in this embodiment, a draw 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, it acquires 100 points with a probability of 24576 / 65536, acquires 200 points with a probability of 16384 / 65536, acquires 300 points with a probability of 16384 / 65536, acquires 500 points with a probability of 4096 / 65536, and acquires 1000 points with a probability of 4096 / 65536.
[0124] 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 performed 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.
[0125] That is, in the ultra-high probability point acquisition mode, since the lottery is performed 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 performed 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.
[0126] In addition, FIG. 10 shows the numbers assigned to the BB mode lottery in the point acquisition mode (see FIG. 10(D)). Here, in the present embodiment, when the acquired points reach 1000 points or more, a transition lottery to the BB mode is performed. In the present embodiment, the hitting probability of the BB mode varies according to the set value. For example, when the set value is 1, it hits the normal BB mode with a probability of 10922 / 65536 and hits the normal upper BB mode with a probability of 2345 / 65536.
[0127] <Numbers used in the CZ precursor mode> FIG. 11 shows the numbers used in the CZ precursor mode stored in the main ROM 300.
[0128] Also, FIG. 11 shows the settings assigned to the point acquisition lottery in the CZ precursor mode. Here, in the present embodiment, a lottery for the points acquired according to the result of the hand determination is performed. For example, when the result of the hand determination is a weak cherry replay, points are acquired at a probability of 32768 / 65536 for 10 points, at a probability of 16384 / 65536 for 20 points, at a probability of 8192 / 65536 for 30 points, at a probability of 4096 / 65536 for 50 points, and at a probability of 4096 / 65536 for 100 points.
[0129] Note that, in the present embodiment, the settings assigned to the point acquisition lottery in the CZ precursor mode are the same as the settings assigned to the point acquisition lottery in the normal mode, but it is not limited thereto, and either one may be advantageous.
[0130] <Settings used in the direct hit lottery mode> FIG. 12 shows the settings stored in the main ROM 300 and used in the direct hit lottery mode.
[0131] FIG. 12 shows the settings assigned to the AT lottery in the direct hit lottery 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 lottery for transition to the normal AT mode is performed. For example, when the result of the hand determination is a weak cherry replay, a lottery for transition to the normal AT mode is conducted at a probability of 16384 / 65536.
[0132] Note that, in the present embodiment, in the direct hit lottery mode, no point acquisition lottery is performed, but a point acquisition lottery may also be performed in the direct hit lottery mode.
[0133] <Settings used in the CZ mode> FIG. 13 shows the settings stored in the main ROM 300 and used in the CZ mode.
[0134] FIG. 13 shows the settings assigned to the lottery for the point acquisition mode in the CZ mode (see FIG. 13(A)). Here, in the present embodiment, when the determination result of the hand is a strong cherry replay or a chance replay, a lottery for shifting to the point acquisition mode is performed. For example, when the determination result of the hand is a strong cherry replay, it will be assigned to the high probability point acquisition mode with a probability of 49152 / 65536, and to the very high probability point acquisition mode with a probability of 16384 / 65536.
[0135] That is, in the CZ mode, it is easier to shift to the point acquisition mode compared to the normal mode. In particular, it is easier to shift to the high probability point acquisition mode or the very high probability point acquisition mode. Therefore, the CZ mode is an advantageous mode for the player compared to the normal mode.
[0136] FIG. 13 shows the settings assigned to the lottery for the BB mode in the CZ mode (see FIG. 13(B)). Here, in the present embodiment, when the determination result of the hand is a weak cherry replay or a watermelon, a lottery for shifting to the BB mode is performed. For example, when the determination result of the hand 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.
[0137] <Settings used in the normal battle mode> FIG. 14 shows the settings used in the normal battle mode stored in the main ROM 300.
[0138] FIG. 14 shows the settings assigned to the rewrite lottery in the normal battle 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, it will be subjected to the rewrite lottery with a probability of 4096 / 65536. And when it is subjected to the rewrite lottery, it will be rewritten from the state of not being assigned to the BB mode to the state of being assigned to the normal BB mode.
[0139] Note that in the present embodiment, when it is subjected to the rewrite lottery, it can be rewritten from the state of not being assigned to the BB mode to the state of being assigned to the normal BB mode, but it may also be possible to rewrite it to the 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.
[0140] <Settings used in the BB mode> FIG. 15 shows the settings used in the BB mode stored in the main ROM 300.
[0141] FIG. 15 shows the settings assigned to the AT lottery in the normal BB mode (see FIG. 15(A)). Here, in the present embodiment, the lottery of the normal AT mode 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, it will be subjected to the lottery of the normal AT mode with a probability of 4096 / 65536. And when it is subjected to the lottery of the normal AT mode, it will shift to the normal AT mode via the AT judge mode.
[0142] In addition, 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, the draw in the normal AT mode is performed with a probability of 8192 / 65536. And when the draw in the normal AT mode is performed, the mode shifts to the normal AT mode via the AT judge mode.
[0143] That is, in the normal upper BB mode, it is easier to be selected for the AT draw compared to the normal BB mode. Therefore, the normal upper BB mode is a mode that is more advantageous for the player compared to the normal BB mode.
[0144] <Settings used in the AT judge mode> FIG. 16 shows the settings used in the AT judge mode stored in the main ROM 300.
[0145] FIG. 16 shows the settings assigned to the rewrite draw in the AT judge 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, the rewrite draw is performed. For example, when the result of the hand determination is a weak cherry replay, the rewrite draw is performed with a probability of 4096 / 65536. And when the rewrite draw is performed, it is rewritten from a state where the normal AT mode is not selected to a state where the normal AT mode is selected.
[0146] In this embodiment, when performing the rewrite lottery, it is possible to rewrite from a state where the normal AT mode is not applied to a state where the normal AT mode is applied. However, it may also be possible to rewrite to a state where the upper AT mode is applied. Further, the number of settings that can be rewritten to a state where the normal AT mode is applied and the number of settings that can be rewritten to a state where the upper AT mode is applied may be defined. Also, it may be possible to rewrite from a state where the normal AT mode is applied to a state where the normal upper AT mode is applied.
[0147] <Number of settings used in the normal AT mode> FIG. 17 shows the number of settings used in the normal AT mode stored in the main ROM 300.
[0148] FIG. 17 shows the number of settings assigned to the bonus lottery in the normal AT mode (see FIG. 17(A)). Here, in this embodiment, when the determination 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. When assigned to this lottery, the number of games playable in the AT mode is added.
[0149] Also, FIG. 17 shows the number of settings assigned to the transition lottery to the ATBB mode in the normal AT mode (see FIG. 17(B)). Here, in this embodiment, when the determination result of the hand is a weak cherry replay, a strong cherry replay, a chance replay, or a watermelon, a transition lottery to the ATBB mode is performed. When assigned to this lottery, it will transition to either the normal ATBB mode or the upper ATBB mode.
[0150] Also, FIG. 17 shows the settings assigned to the lottery for shifting to the specialized mode in the normal AT mode (see FIG. 17(C)). Here, in the present embodiment, when the determination result of the role is a weak cherry replay, a strong cherry replay, a chance replay, or a watermelon, a lottery for shifting to the specialized mode is performed. If one wins this lottery, one will shift to either the normal specialized mode, the upper specialized mode, or the topmost mode.
[0151] <Settings used in the normal ATBB mode> FIG. 18 shows the settings stored in the main ROM 300 and used in the normal ATBB mode.
[0152] FIG. 18 shows the settings assigned to the lottery for shifting to the upper AT mode in the normal ATBB mode. Here, in the present embodiment, when the determination result of the role is a weak cherry replay, a strong cherry replay, a chance replay, or a watermelon, a lottery for shifting to the upper AT mode is performed. If one wins this lottery, after the normal ATBB mode ends, one will shift to the upper AT mode via the AT battle mode.
[0153] <Settings used in the upper ATBB mode> FIG. 19 shows the settings stored in the main ROM 300 and used in the upper ATBB mode.
[0154] FIG. 19 shows the settings assigned to the lottery for additional games in the upper ATBB mode. Here, in the present embodiment, when the determination result of the role is a weak cherry replay, a strong cherry replay, a chance replay, or a watermelon, a lottery for additional games playable in the AT mode is performed. If one wins this lottery, the number of games playable in the AT mode will be added.
[0155] <Settings used in the AT battle mode> Figure 20 shows the settings used in the AT battle mode stored in the main ROM 300.
[0156] Figure 20 shows the settings assigned to the rewrite lottery in the AT battle mode. Here, in this embodiment, the rewrite lottery is performed when the result of the hand determination is a weak cherry replay, a strong cherry replay, a watermelon, or a chance replay. For example, when the result of the hand determination is a weak cherry replay, it will be subject to the rewrite lottery with a probability of 4096 / 65536. And when it is subject to the rewrite lottery, it will be rewritten from a state where it is not assigned to the upper AT mode to a state where it is assigned to the upper AT mode.
[0157] <Settings used in the upper AT mode> Figure 21 shows the settings used in the upper AT mode stored in the main ROM 300.
[0158] Figure 21 shows the settings assigned to the bonus lottery in the upper AT mode (see Figure 21(A)). 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 bonus lottery for the number of games playable in the AT mode is performed, and when it is subject to this lottery, the number of games playable in the AT mode will be added.
[0159] Also, Figure 21 shows the settings assigned to the transition lottery to the specialized mode in the upper AT mode (see Figure 21(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 transition lottery to the specialized mode is performed, and when it is subject to this lottery, it will transition to either the normal specialized mode, the upper specialized mode, or the topmost mode.
[0160] Here, as shown by the number of draws assigned to the transition lottery of the specialized mode in the upper AT mode (see FIG. 21(B)) and the number of draws assigned to the transition lottery of the specialized mode in the normal AT mode (see FIG. 17(C)), the upper AT mode is more likely to transition to the specialized mode than the normal AT mode. Therefore, the upper AT mode is a more advantageous mode than the normal AT mode.
[0161] <Number of draws used in the specialized mode> FIG. 22 shows the number of draws used in the specialized mode stored in the main ROM 300.
[0162] FIG. 22 shows the number of draws 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 that can be played in the AT mode is performed according to the result of the hand determination, and the number of games that can be played in the AT mode is added.
[0163] Also, FIG. 22 shows the number of draws 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 that can be played in the AT mode is performed according to the result of the hand determination, and the number of games that can be played in the AT mode is added.
[0164] Also, FIG. 22 shows the number of draws assigned to the bonus lottery in the topmost specialized mode (see FIG. 22(C)). Here, in the present embodiment, a bonus lottery for the number of games that can be played in the AT mode is performed according to the result of the hand determination, and the number of games that can be played in the AT mode is added.
[0165] Here, in the specialized mode, a bonus lottery for the number of games that can be played in the AT mode is performed regardless of the result of the hand determination. Specifically, when the result of the hand determination is a weak cherry replay, a strong cherry replay, a chance replay, or other than watermelon, a bonus lottery for the number of games that can be played in the AT mode is performed with reference to the other column.
[0166] <Each storage area of the main RAM 400> Figure 23 shows each storage area of the main RAM 400. >
[0167] The setting value storage area 401 stores the setting values of the slot machine 1. Here, in this embodiment, the slot machine 1 has six levels of setting values. For example, when the setting value is 1, the value in the setting value storage area 401 is 1, and when the setting value is 6, the value in the setting value storage area 401 is 6.
[0168] 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 in the game state storage area 402 is 0. When the current game state is the BBF game state, the value in the game state storage area 402 is 1. When the current game state is the BBN game state, the value in the game state storage area 402 is 2. When the current game state is the BRF game state, the value in the game state storage area 402 is 3. When the current game state is the BBRB game state, the value in the game state storage area 402 is 4. When the current game state is the RBF game state, the value in the game state storage area 402 is 5. When the current game state is the RB game state, the value in the game state storage area 402 is 6.
[0169] The condition device storage area 403 stores the determination result of the combination. When the determination result of the combination is a miss, the value in the condition device storage area 403 is 0. When the determination result of the combination is the BB + follow combination Oa to Od, the value in the condition device storage area 403 is 1. When the determination result of the combination is the RB + follow combination Oa to Od, the value in the condition device storage area 403 is 2. When the determination result of the combination is the RB + follow combination Oe, the value in the condition device storage area 403 is 3. When the determination result of the combination is the RB + follow combination Of, the value in the condition device storage area 403 is 4. When the determination result of the combination is the RB + follow combination Og, the value in the condition device storage area 403 is 5. When the determination result of the combination is the RB + reach combination RRa to RRd, the value in the condition device storage area 403 is 6.
[0170] Also, when the result of the hand determination is Seven Replay Sa, the value in the conditional device storage area 403 becomes 7; when the result of the hand determination is Seven Replay Sb, the value in the conditional device storage area 403 becomes 8; when the result of the hand determination is Seven Replay Sc, the value in the conditional device storage area 403 becomes 9; when the result of the hand determination is Seven Replay Sd, the value in the conditional device storage area 403 becomes 10; when the result of the hand determination is Fake Replay, the value in the conditional device storage area 403 becomes 11; when the result of the hand determination is Push Order Replay Ra, the value in the conditional device storage area 403 becomes 12; when the result of the hand determination is Push Order Replay Rb, the value in the conditional device storage area 403 becomes 13.
[0171] Also, when the result of the hand determination is Weak Cherry Replay, the value in the conditional device storage area 403 becomes 14; when the result of the hand determination is Strong Cherry Replay, the value in the conditional device storage area 403 becomes 15; when the result of the hand determination is Chance Replay, the value in the conditional device storage area 403 becomes 16; when the result of the hand determination is Common Replay Ka, the value in the conditional device storage area 403 becomes 17; when the result of the hand determination is Common Replay Kb, the value in the conditional device storage area 403 becomes 18; when the result of the hand determination is Common Replay Kc, the value in the conditional device storage area 403 becomes 19.
[0172] Also, when the result of the hand determination is Watermelon, the value in the conditional device storage area 403 becomes 20; when the result of the hand determination is Follow Hand Oa to Od, the value in the conditional device storage area 403 becomes 21; when the result of the hand determination is Follow Hand Oe, the value in the conditional device storage area 403 becomes 22; when the result of the hand determination is Follow Hand Of, the value in the conditional device storage area 403 becomes 23; when the result of the hand determination is Follow Hand Og, the value in the conditional device storage area 403 becomes 24; when the result of the hand determination is Reach Target Hand RRa to RRd, the value in the conditional device storage area 403 becomes 25.
[0173] Also, when the result of the hand rank determination is Push Order Bell Ba, the value in the conditional device storage area 403 becomes 26; when the result of the hand rank determination is Push Order Bell Bb, the value in the conditional device storage area 403 becomes 27; when the result of the hand rank determination is Push Order Bell Bc, the value in the conditional device storage area 403 becomes 28; when the result of the hand rank determination is Push Order Bell Bd, the value in the conditional device storage area 403 becomes 29; when the result of the hand rank determination is Push Order Bell Be, the value in the conditional device storage area 403 becomes 30; when the result of the hand rank determination is Push Order Bell Bf, the value in the conditional device storage area 403 becomes 31.
[0174] Also, when the result of the hand rank determination is Push Order Bell Bg, the value in the conditional device storage area 403 becomes 32; when the result of the hand rank determination is Push Order Bell Bh, the value in the conditional device storage area 403 becomes 33; when the result of the hand rank determination is Push Order Bell Bi, the value in the conditional device storage area 403 becomes 34; when the result of the hand rank determination is Push Order Bell Bj, the value in the conditional device storage area 403 becomes 35; when the result of the hand rank determination is Push Order Bell Bk, the value in the conditional device storage area 403 becomes 36; when the result of the hand rank determination is Push Order Bell Bl, the value in the conditional device storage area 403 becomes 37; when the result of the hand rank determination is the common bell, the value in the conditional device storage area 403 becomes 38; when the result of the hand rank determination is the JAC hand, the value in the conditional device storage area 403 becomes 39.
[0175] Information regarding the stop position of the left reel 6 is stored in the left stop position storage area 404. 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 storage area 404 is 7.
[0176] Information regarding the stop position of the middle reel 7 is stored in the middle stop position storage area 405. 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 storage area 405 is 7.
[0177] 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 has stopped on the active line is the 7th white BAR symbol 1005, the value stored in the middle stop position memory area 405 is 7.
[0178] 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.
[0179] 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 becomes 0.
[0180] In the winning combination flag memory area 409, information regarding the bonuses that have been won is stored. When the value of the winning combination flag memory area 409 is 0, it means that neither BB nor RB has been won. Also, when the value of the winning combination flag memory area 409 is 1, it means that BB has been won, and when the value of the winning combination flag memory area 409 is 2, it means that RB has been won.
[0181] In the wait timer 410, the time to prevent the time of one game from becoming too fast is stored. In this embodiment, 4100 is set in the wait timer 410.
[0182] In the advantageous section memory area 411, information regarding the advantageous section is stored. Here, when it is the normal section, the value of the advantageous section memory area 411 becomes 0, and when it is the advantageous section, the value of the advantageous section memory area 411 becomes 1.
[0183] In the advantageous section game number counter 412, the number of games that can be played in the advantageous section is stored. In this embodiment, values from 0 to 3000 are stored in the advantageous section game number counter 412.
[0184] The advantageous range medal counter 413 is provided to count the number of medals paid out in the BB mode, the AT mode, etc. Here, in the present embodiment, values from 0 to 2500 are stored in the advantageous range medal counter 413.
[0185] The point counter 414 stores the points acquired by the player. In the present embodiment, values from 0 to 65536 are stored in the point counter 414.
[0186] In the lottery point save area 415, information regarding the lotteried points is temporarily saved (temporarily stored). In the present embodiment, values from 0 to 1000 are temporarily saved (temporarily stored) in the lottery point save area 415.
[0187] In the BB lottery information storage area 416, information regarding the lotteried BB mode is stored. When the value of the BB lottery information storage area 416 is 0, it means that the BB mode has not been lotteried. When the value of the BB lottery information storage area 416 is 1, it means that the normal BB mode has been lotteried. When the value of the BB lottery information storage area 416 is 2, it means that the normal upper BB mode has been lotteried.
[0188] In the ATBB lottery information storage area 417, information regarding the lotteried ATBB mode is stored. When the value of the ATBB lottery information storage area 417 is 0, it means that the ATBB mode has not been lotteried. When the normal ATBB mode has been lotteried, the value of the ATBB lottery information storage area 417 becomes 1. When the upper ATBB mode has been lotteried, the value of the ATBB lottery information storage area 417 becomes 2.
[0189] In the specialization mode targeting information storage area 418, information regarding the targeted specialization mode is stored. When the value of the specialization mode targeting information storage area 418 is 0, it means that no specialization mode is targeted. When the value of the specialization mode targeting information storage area 418 is 1, it means that the normal specialization mode is targeted. When the value of the specialization mode targeting information storage area 418 is 2, it means that the upper-level specialization mode is targeted. When the value of the specialization mode targeting information storage area 418 is 3, it means that the top-level specialization mode is targeted.
[0190] In the AT mode targeting information storage area 419, information regarding the targeted AT mode is stored. When the value of the AT mode targeting information storage area 419 is 0, it means that no AT mode is targeted. On the other hand, when the value of the AT mode targeting information storage area 419 is 1, it means that the normal AT mode is targeted. When the value of the AT mode targeting information storage area 419 is 2, it means that the upper-level AT mode is targeted.
[0191] 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, "instruction information left middle right" is displayed on the payout display unit 14. When the value of the instruction information storage area 420 is 2, "instruction information left right middle" is displayed on the payout display unit 14. When the value of the instruction information storage area 420 is 3, "instruction information middle left right" is displayed on the payout display unit 14. When the value of the instruction information storage area 420 is 4, "instruction information middle right left" is displayed on the payout display unit 14.
[0192] Also, when the value in the instruction information storage area 420 is 5, "right, middle, left" of the instruction information is displayed on the payout display unit 14; when the value in 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 in the instruction information storage area 420 is 7, "left" of the instruction information is displayed on the payout display unit 14; when the value in the instruction information storage area 420 is 8, "middle" of the instruction information is displayed on the payout display unit 14; and when the value in the instruction information storage area 420 is 9, "right" of the instruction information is displayed on the payout display unit 14.
[0193] The number of pre-game games played in the pre-game mode is stored in the pre-game number counter 421. In this embodiment, values from 0 to 32 are stored in the pre-game number counter 421.
[0194] The number of games that can be played in the point acquisition mode is stored in the point acquisition mode game number counter 422. In this embodiment, values from 0 to 10 are stored in the point acquisition mode game number counter 422.
[0195] The number of games that can be played in the direct hit lottery mode is stored in the direct hit lottery mode game number counter 423. In this embodiment, values from 0 to 10 are stored in the direct hit lottery mode game number counter 423.
[0196] The number of games that can be played in the CZ mode is stored in the CZ mode game number counter 424. In this embodiment, values from 0 to 10 are stored in the CZ mode game number counter 424.
[0197] The number of games that can be played in the normal battle mode is stored in the normal battle mode game number counter 425. In this embodiment, values from 0 to 3 are stored in the normal battle mode game number counter 425.
[0198] The number of games that can be played in the BB mode is stored in the BB mode game number counter 426. In this embodiment, values from 0 to 20 are stored in the BB mode game number counter 426.
[0199] In the game number counter 427 for the AT judge mode, the number of games that can be played in the AT judge mode is stored. In this embodiment, values from 0 to 3 are stored in the game number counter 427 for the AT judge mode.
[0200] In the game number counter 428 for the AT mode, the number of games that can be played in the AT mode is stored. In this embodiment, values from 0 to 3000 are stored in the game number counter 428 for the AT mode.
[0201] In the game number counter 429 for the ATBB mode, the number of games that can be played in the ATBB mode is stored. In this embodiment, values from 0 to 20 are stored in the game number counter 429 for the ATBB mode.
[0202] In the game number counter 430 for the AT battle mode, the number of games that can be played in the AT battle mode is stored. In this embodiment, values from 0 to 3 are stored in the game number counter 430 for the AT battle mode.
[0203] In the game number counter 431 for the specialized mode, the number of games that can be played in the specialized mode is stored. In this embodiment, values from 0 to 10 are stored in the game number counter 431 for the specialized mode.
[0204] <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.
[0205] In step A1, it is determined whether the power has been turned on by the main CPU 200. Specifically, it is determined whether the power button 24 has been operated and the power switch 24A has been turned on.
[0206] In step A2, the main CPU 200 performs a set value change process. Specifically, when the keyhole switch 22A detects that the setting key has been inserted into the keyhole and rotated by a predetermined angle, the current set value will be displayed on the set value display unit 23. Then, when the set value change button 21 is operated and the set value change switch 21A is turned on, the set value displayed on the set value display unit 23 is updated and displayed. And when the start switch 5A detects the operation of the start lever 5, the set value is determined, and the determined set value is stored in the set value storage area 401.
[0207] 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.
[0208] <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.
[0209] In step B1, the main CPU 200 performs a medal reception process. Specifically, the medal sensor 2A receives the medals inserted into the medal insertion port 2, and the BET switch 3A determines whether it has received the operation of the BET button 3, and the MAXBET switch 4A determines whether it has received the operation of the MAXBET button 4.
[0210] In step B2, the main CPU 200 determines whether it has received the operation of the start lever 5. Specifically, it is determined whether the start switch 5A is 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.
[0211] In step B3, the main CPU 200 performs a winning combination determination process. Specifically, based on the current gaming state stored in the gaming state storage area 402, a winning combination is determined using the setting numbers (see FIG. 5) assigned to each conditional device and 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, it is stored in the winning combination flag storage area 409.
[0212] In step B4, the main CPU 200 performs mode-specific processing. Here, the mode-specific processing will be described with reference to FIG. 26.
[0213] In step B5, the main CPU 200 performs a wait process. Here, the wait process will be described with reference to FIG. 41.
[0214] In step B6, the main CPU 200 determines whether the left stop button 9, the middle stop button 10, or the right stop button 11 has been operated. Specifically, it is determined whether the left stop switch 9A, the middle stop switch 10A, or the right stop switch 11A has detected an operation of the left stop button 9, the middle stop button 10, or the right stop button 11.
[0215] In step B7, the main CPU 200 performs a reel stop process. Specifically, when an 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 combination 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.
[0216] Similarly, when an 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 combination 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.
[0217] 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 determination result of the role and the symbol position of the right reel 8 when the right stop button 11 is operated, and information about the symbol stopped on the valid line is stored in the right stop position storage area 406.
[0218] 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.
[0219] In step B9, the main CPU 200 performs a winning determination process. Specifically, based on the combination of symbols (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 win has been established. And the determination result of whether a win has been established is stored in the winning information storage area 407.
[0220] In step B10, the main CPU 200 performs a medal payout process. Specifically, when it is determined in step B9 that a win has been established and the combination of symbols for which medal payout is to be made is displayed on the valid line, the hopper 20 is driven to pay out medals. Note that when a win is established, the value of the advantageous section number counter 413 is updated.
[0221] In step B11, the main CPU 200 performs a game state management process. Specifically, when the transition condition of the game state is satisfied, a process of updating the value of 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.
[0222] In step B12, the main CPU 200 performs a post-all-stop mode management process. Here, the post-all-stop mode management process will be described with reference to FIG. 42.
[0223] In step B13, the main CPU 200 performs an advantageous section management process. Here, the advantageous section management process will be described with reference to FIG. 57.
[0224] <Subroutine for mode-specific processing> Figure 26 shows the subroutine for mode-specific processing performed in step B4.
[0225] In step C1, the main CPU 200 performs mode reading processing. Specifically, processing is performed to read the value stored in the mode storage area 408.
[0226] 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, processing is performed to transfer to processing according to each mode (see FIGS. 27 to 40).
[0227] <Subroutine for normal mode processing> Figure 27 shows the 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.
[0228] In step D1, the main CPU 200 determines whether it is a favorable section.
[0229] In step D2, the main CPU 200 performs a lottery for transferring to the direct hit lottery mode. Specifically, a lottery for transferring to the direct hit lottery mode is performed using the setting numbers assigned to the lottery for the direct hit mode shown in FIG. 9(D).
[0230] In step D3, the main CPU 200 determines whether the lottery for transferring to the direct hit lottery mode has won.
[0231] In step D4, the main CPU 200 performs a lottery for transferring to the CZ mode. Specifically, a lottery for transferring to the CZ mode is performed using the setting numbers assigned to the lottery for the CZ mode shown in FIG. 9(A).
[0232] In step D5, it is determined whether the main CPU 200 has performed a lottery for migrating to the CZ mode.
[0233] In step D6, the main CPU 200 performs a process of determining the number of CZ precursor games. The number of games determined here is stored in the precursor game number counter 421.
[0234] In step D7, the main CPU 200 performs a lottery for migrating to the point acquisition mode. Specifically, a lottery for migrating to the point acquisition mode is performed using the settings assigned to the lottery for the point acquisition mode shown in FIG. 9(B).
[0235] In step D8, it is determined whether the main CPU 200 has performed a lottery for migrating to the point acquisition mode.
[0236] In step D9, the main CPU 200 performs a lottery process for obtaining points during reel rotation. Specifically, a lottery for obtaining points is performed using the settings assigned to the lottery for obtaining points in the normal mode shown in FIG. 9(C).
[0237] Here, to explain more specifically, the lottery process for obtaining points during reel rotation is performed according to the result of the winning combination determination. For example, when the result of the winning combination determination is a weak cherry replay, a lottery for obtaining points is performed using the settings in the weak cherry replay column, and it is determined that 10 points are obtained with a probability of 32768 / 65536, 20 points are obtained with a probability of 16384 / 65536, 30 points are obtained with a probability of 8192 / 65536, 50 points are obtained with a probability of 4096 / 65536, and 100 points are obtained with a probability of 4096 / 65536.
[0238] Also, when the result of the hand determination is other than weak cherry replay, strong cherry replay, watermelon, or chance replay (hereinafter referred to as "rare hands"), a lottery for obtaining points is conducted by referring to the number of symbols placed in the other column. That is, when a lottery for obtaining points is conducted by referring to the number of symbols placed in the other column, it is determined that points will be obtained at a probability of 65536 / 65536 for 5 points. Then, the determined points will be temporarily stored (temporarily memorized) in the lottery point storage area 415.
[0239] Note that in the point acquisition lottery process during reel rotation in this embodiment, the number of symbols placed in the special A column and the number of symbols placed in the special B column are not used.
[0240] 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.
[0241] <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 transferred 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.
[0242] In step E1, the main CPU 200 performs a process of subtracting 1 from the point acquisition mode game number counter 422.
[0243] In step E2, the main CPU 200 performs a lottery process for obtaining points during reel rotation. Specifically, in the case of the normal point acquisition mode, a lottery for obtaining points is performed using the number of 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 lottery for obtaining points is performed using the number of settings assigned to the point acquisition lottery in the high-probability point acquisition mode shown in FIG. 10(B). In the case of the ultra-high-probability point acquisition mode, a lottery for obtaining points is performed using the number of 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 winning point storage area 415.
[0244] <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 shifted 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.
[0245] In step F1, the main CPU 200 performs a process of subtracting 1 from the value of the precursor game number counter 421.
[0246] In step F2, the main CPU 200 performs a lottery process for obtaining points during reel rotation. Specifically, a lottery for obtaining points is performed using the number of 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 (temporarily memorized) in the winning point storage area 415.
[0247] <Subroutine for direct hit lottery mode processing> FIG. 30 shows a subroutine for direct hit lottery mode processing. Here, the subroutine for direct hit lottery mode processing is a process that is shifted 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.
[0248] In step G1, the main CPU 200 performs a process of subtracting 1 from the value of the game count counter 423 for the direct hit lottery mode.
[0249] In step G2, the main CPU 200 performs a direct hit lottery process. Specifically, a direct hit lottery in the normal AT mode is performed using the settings assigned to the AT lottery in the direct hit lottery mode shown in FIG. 12.
[0250] <Subroutine for CZ mode processing> FIG. 31 shows a subroutine for CZ mode processing. Here, the subroutine for CZ mode processing is a process that is transferred in the process of step C2 when the value in the mode storage area 408 is 6 by the mode reading process of step C1.
[0251] In step H1, the main CPU 200 performs a process of subtracting 1 from the value of the game count counter 424 for the CZ mode.
[0252] In step H2, the main CPU 200 performs a BB mode transition lottery process. Specifically, a BB mode transition lottery is performed using the settings assigned to the BB mode lottery in the CZ mode shown in FIG. 13(B).
[0253] In step H3, the main CPU 200 determines whether the lottery for the BB mode transition was a hit.
[0254] In step H4, the main CPU 200 performs a point acquisition mode lottery process for the CZ mode. Specifically, a point acquisition mode transition lottery is performed using the settings assigned to the point acquisition mode lottery in the CZ mode shown in FIG. 13(A).
[0255] <Subroutine for normal battle mode processing> FIG. 32 shows a subroutine for normal battle mode processing. Here, the subroutine for normal battle mode processing is the processing that is transferred in the processing of step C2 when the value in the mode storage area 408 is 7 by the mode reading process of step C1.
[0256] In step I1, the main CPU 200 performs a process of subtracting 1 from the value of the game count counter 425 for normal battle mode.
[0257] In step I2, the main CPU 200 performs a drawing lottery process for normal battle mode. Specifically, the drawing lottery is performed using the settings assigned to the drawing lottery in the normal battle mode shown in FIG. 14. And when this lottery is won, a process of updating the value in the BB lottery information storage area 416 to 1 is performed.
[0258] <Subroutine for BB mode processing> FIG. 33 shows a subroutine for BB mode processing. Here, the subroutine for BB mode processing is the processing that is transferred in the processing of step C2 when the value in the mode storage area 408 is 8 - 9 by the mode reading process of step C1.
[0259] In step J1, the main CPU 200 performs a process of subtracting 1 from the value of the game count counter 426 for BB mode.
[0260] In step J2, the main CPU 200 performs an AT mode lottery process. Specifically, in the case of the normal BB mode, the transfer lottery to the normal AT mode is performed using the settings assigned to the AT lottery in the normal BB mode shown in FIG. 15(A). Also, in the case of the normal upper BB mode, the transfer lottery to the normal AT mode is performed using the settings assigned to the AT lottery in the normal upper BB mode shown in FIG. 15(B). And when this lottery is won, a process of updating the value in the AT mode lottery information storage area 419 to 1 is performed.
[0261] <Subroutine for AT Judging Mode Processing> Figure 34 shows a subroutine for AT judging mode processing. Here, the subroutine for AT judging 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.
[0262] In step K1, the main CPU 200 performs a process of subtracting 1 from the value of the game count counter 427 for AT judging mode.
[0263] In step K2, the main CPU 200 performs a rewriting lottery process for AT judging mode. Specifically, the rewriting lottery is performed using the setting numbers assigned to the rewriting lottery in the AT judging mode shown in FIG. 16. And when the lottery is hit, a process of updating the value of the AT mode lottery information storage area 419 to 1 is performed.
[0264] <Subroutine for Normal AT Mode Processing> Figure 35 shows a subroutine for normal AT mode processing. Here, the subroutine for 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.
[0265] In step L1, the main CPU 200 performs a process of subtracting 1 from the value of the game count counter 428 for AT mode.
[0266] In step L2, the main CPU 200 performs a topping-up lottery process. Specifically, the topping-up lottery of the number of games playable in the AT mode is performed using the setting numbers assigned to the topping-up lottery in the normal AT mode shown in FIG. 17(A). And the number of games that have won the topping-up lottery is added to the value of the game count counter 428 for AT mode.
[0267] In step L3, the main CPU 200 performs a specialized mode extraction process. Specifically, the specialized mode transition extraction is performed using the settings assigned to the transition extraction of the specialized mode in the normal AT mode shown in FIG. 17(C). Then, when the specialized mode transition extraction is hit, the value in the specialized mode hit information storage area 418 is updated.
[0268] In step L4, it is determined by the main CPU 200 whether the specialized mode transition extraction has been hit.
[0269] In step L5, the main CPU 200 performs an ATBB extraction process. Specifically, the ATBB mode transition extraction is performed using the settings assigned to the transition extraction of the ATBB mode in the normal AT mode shown in FIG. 17(B). Then, when the ATBB mode is hit, the process of updating the ATBB hit information storage area 417 is performed.
[0270] <Subroutine for normal ATBB mode processing> FIG. 36 shows a subroutine for normal ATBB mode processing. Here, the subroutine for normal ATBB mode processing is a process that is transferred in the process of step C2 when the value in the mode storage area 408 is 12 by the mode reading process of step C1.
[0271] In step M1, the main CPU 200 performs a process of subtracting 1 from the value of the game count counter 429 for the ATBB mode.
[0272] In step M2, the main CPU 200 performs a higher-level AT mode extraction process. Specifically, the higher-level AT mode transition extraction is performed using the settings assigned to the higher-level AT mode extraction in the normal ATBB mode shown in FIG. 18. Then, when the higher-level AT mode is hit, the process of updating the ATBB hit information storage area 417 is performed.
[0273] <Subroutine for higher-level ATBB mode processing> FIG. 37 shows a subroutine for the upper ATBB mode process. Here, the subroutine for the upper ATBB mode process is a 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.
[0274] In step N1, the main CPU 200 performs a process of subtracting 1 from the value of the game number counter 429 for the ATBB mode.
[0275] In step N2, the main CPU 200 performs a superimposed lottery process for the upper ATBB mode. Specifically, a superimposed lottery of the number of games that can be played in the AT mode is performed using the setting values assigned to the superimposed lottery in the upper ATBB mode shown in FIG. 19. And the number of games selected in the superimposed lottery is added to the value of the game number counter 428 for the AT mode.
[0276] <Subroutine for the AT battle mode process> FIG. 38 shows a subroutine for the AT battle mode process. Here, the subroutine for the AT battle mode process is a 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.
[0277] In step O1, the main CPU 200 performs a process of subtracting 1 from the value of the game number counter 430 for the AT battle mode.
[0278] In step O2, the main CPU 200 performs a rewrite lottery process for the AT battle mode. Specifically, a rewrite lottery is performed using the setting values assigned to the rewrite lottery in the AT battle mode shown in FIG. 20. And when the rewrite lottery is selected, a process of updating the value of the AT mode selection information storage area 419 to 2 is performed.
[0279] <Subroutine for the upper AT mode process> FIG. 39 shows a 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 of the mode storage area 408 is 15 by the mode reading process of step C1.
[0280] In step P1, a process of subtracting 1 from the value of the game number counter 428 for the AT mode is performed by the main CPU 200.
[0281] In step P2, an additional draw process for the upper AT mode is performed by the main CPU 200. Specifically, an additional draw of the number of games that can be played in the AT mode is performed using the setting values assigned to the additional draw in the upper AT mode shown in FIG. 21(A). Then, the number of games selected by the additional draw is added to the value of the game number counter 428 for the AT mode.
[0282] In step P3, a specialized mode draw process for the upper AT mode is performed by the main CPU 200. Specifically, a draw for the transition to the specialized mode is performed using the setting values assigned to the transition draw of the specialized mode in the upper AT mode shown in FIG. 21(B). Then, when the draw for the transition to the specialized mode is selected, a process of updating the value of the specialized mode selection information storage area 418 is performed.
[0283] <Subroutine for the specialized mode process> FIG. 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 of the mode storage area 408 is 16 to 18 by the mode reading process of step C1.
[0284] In step Q1, a process of subtracting 1 from the value of the game number counter 431 for the specialized mode is performed by the main CPU 200.
[0285] In step Q2, the main CPU 200 performs the superimposed lottery process for the specialized mode. Specifically, in the case of the normal specialized mode, a superimposed lottery of the number of games playable in the AT mode is performed using the settings assigned to the superimposed lottery in the normal specialized mode shown in FIG. 22(A). Also, in the case of the upper specialized mode, a superimposed lottery of the number of games playable in the AT mode is performed using the settings assigned to the superimposed lottery in the upper specialized mode shown in FIG. 22(B). And in the case of the topmost specialized mode, a superimposed lottery of the number of games playable in the AT mode is performed using the settings assigned to the superimposed lottery in the topmost specialized mode shown in FIG. 22(C). Then, the number of games selected by the superimposed lottery is added to the value of the game number counter 428 for the AT mode.
[0286] <Subroutine for wait processing> FIG. 41 shows a subroutine for wait processing. Here, the subroutine for wait processing is the process performed in step B5.
[0287] In step R1, the main CPU 200 performs the instruction information determination process. Specifically, based on the hand determined by the hand determination process in 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.
[0288] In step R2, the main CPU 200 determines whether the wait timer 410 is 0.
[0289] In step R3, the main CPU 200 sets 410 to the wait timer 410.
[0290] <Subroutine for post - full - stop mode management process> FIG. 42 shows a subroutine for post - full - stop mode management process. Here, the subroutine for post - full - stop mode management process is the process performed in step B12.
[0291] In step S1, the main CPU 200 performs a mode reading process. Specifically, a process of reading the value stored in the mode storage area 408 is performed.
[0292] In step S2, the main CPU 200 transfers to a process according to the mode. Specifically, a process of transferring to a process according to each mode (see FIGS. 43 to 56) is performed according to the value read by the process of step S1.
[0293] <Subroutine for normal mode process after full stop> FIG. 43 shows a subroutine for the normal mode process after full stop. Here, the subroutine for the normal mode process after full stop is a process transferred in the process of step S2 when the value of the mode storage area 408 is 0 by the mode reading process of step S1.
[0294] In step T1, the main CPU 200 determines whether the value of the point counter 414 is 1000 or more.
[0295] In step T2, the main CPU 200 performs a normal BB mode sampling process. Specifically, a sampling for transferring to the BB mode is performed using the setting values assigned to the sampling of the BB mode shown in FIG. 9(E). And when it hits the BB mode, 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.
[0296] In step T3, the main CPU 200 performs a process of transferring 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.
[0297] In step T4, the main CPU 200 determines whether it has hit the point acquisition mode. Specifically, it determines whether it has hit the sampling for transferring to the point acquisition mode in step D7.
[0298] In step T5, the main CPU 200 performs a process of shifting to the point acquisition mode. Specifically, when it is determined to shift to the normal point acquisition mode, 1 is set in the mode storage area 408; when it is determined to shift to the high-probability point acquisition mode, 2 is set in the mode storage area 408; when 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 number counter 422 for the point acquisition mode.
[0299] In step T6, the main CPU 200 determines whether or not it has been selected for the CZ mode. Specifically, it determines whether or not it has been selected for the shift lottery to the CZ mode in step D4.
[0300] 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.
[0301] In step T8, the main CPU 200 determines whether or not it has been selected for the direct hit lottery mode. Specifically, it determines whether or not it has been selected for the shift lottery to the direct hit lottery mode in step D2.
[0302] 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 number counter 423 for the direct hit lottery mode.
[0303] In step T10, the main CPU 200 determines whether or not the determined result of the hand is the push order bell.
[0304] In step T11, the main CPU 200 performs a point acquisition lottery process after all stops. Specifically, a lottery for obtaining points is performed using the setting numbers assigned to the point acquisition lottery in the normal mode shown in FIG. 9(C).
[0305] 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 obtained using the setting in the special A column is performed. 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 obtained using the setting in the special B column is performed. 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 the reel rotation in step D9 will be obtained.
[0306] In step T12, the main CPU 200 determines whether a bell has won. Specifically, it is determined whether any one of the downward right bell, upper row bell, middle row bell, or upward right bell has won.
[0307] In step T13, the main CPU 200 performs a point rewrite process. Specifically, the result of the lottery by the point acquisition lottery process after the full stop in step T11 is added to and stored in the point counter 414.
[0308] In step T14, the main CPU 200 performs a point copy process. Specifically, the value temporarily stored (temporarily memorized) in the lottery point backup area 415 is added to and stored in the point counter 414.
[0309] <Subroutine for the process in the point acquisition mode after full stop> Figure 44 shows a subroutine for the process in the point acquisition mode after full stop. Here, the subroutine for the process in the point acquisition 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 1 to 3 by the mode reading process in step S1.
[0310] In step U1, the main CPU 200 determines whether the result of the hand determination is a push order bell.
[0311] In step U2, the main CPU 200 performs a lottery process for obtaining points after the all-stop. Specifically, in the case of the normal point acquisition mode, a lottery for obtaining points 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, a lottery for obtaining points 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, a lottery for obtaining points 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).
[0312] More specifically, when the judgment result of the hand is any of the first draw order bell groups, a lottery for the points to be obtained is performed using the setting values in the special A column. Also, when the judgment result of the hand is any of the second draw order bell groups, a lottery for the points to be obtained is performed using the setting values in the special B column.
[0313] In step U3, the main CPU 200 determines whether a bell has won. Specifically, it is determined whether any of the downward-sloping bell, upper-stage bell, middle-stage bell, or upward-sloping bell has won.
[0314] In step U4, the main CPU 200 performs a point rewrite process. Specifically, the result of the lottery by the lottery process for obtaining points after the all-stop in step U2 is added to the point counter 414 and stored.
[0315] In step U5, the main CPU 200 performs a point copy process. Specifically, the value temporarily stored (temporarily memorized) in the lottery point backup area 415 is added to the point counter 414 and stored.
[0316] In step U6, the main CPU 200 determines whether the value of the game number counter 422 for the point acquisition mode is 0.
[0317] In step U7, the main CPU 200 determines whether the value of the point counter 414 is 1000 or more.
[0318] In step U8, the main CPU 200 performs the normal BB mode extraction process. Specifically, in the point acquisition mode shown in FIG. 10(D), the transition extraction of the BB mode is performed using the setting numbers assigned to the extraction of the BB mode. When the BB mode is selected, it is stored in the BB selection information storage area 416. At this time, a process of subtracting 1000 from the value of the point counter 414 is performed.
[0319] In step U9, the main CPU 200 performs a process of transitioning 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.
[0320] In step U10, the main CPU 200 performs a process of transitioning to the normal mode. Specifically, 0 is set in the mode storage area 408.
[0321] <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 transferred 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.
[0322] In step V1, the main CPU 200 determines whether the determination result of the role is the push order bell.
[0323] In step V2, the main CPU 200 performs the point acquisition extraction process after full stop. Specifically, in the case of the normal point acquisition mode, the point acquisition extraction is performed using the setting numbers assigned to the point acquisition extraction in the CZ precursor mode shown in FIG. 11.
[0324] More specifically, when the winning determination result is any of the first draw order bell groups, a lottery for the points obtained using the setting in the special A column is conducted. Also, when the winning determination result is any of the second draw order bell groups, a lottery for the points obtained using the setting in the special B column is conducted.
[0325] In step V3, the main CPU 200 determines whether a bell has won. Specifically, it is determined whether any of the downward bell on the right, the upper bell, the middle bell, or the upward bell on the right has won.
[0326] In step V4, the main CPU 200 performs a point rewriting process. Specifically, the result of the lottery by the point acquisition lottery process after the full stop in step V2 is added to and stored in the point counter 414.
[0327] In step V5, 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 and stored in the point counter 414.
[0328] In step V6, the main CPU 200 determines whether the value of the precursor game number counter 421 is 0.
[0329] In step V7, the main CPU 200 performs a process to shift to the CZ mode. Specifically, 6 is set in the mode storage area 408 and 10 is set in the game number counter 424 for the CZ mode.
[0330] <Subroutine for the process in the straight lottery mode after full stop> Figure 46 shows a subroutine for the process in the straight lottery mode after full stop. Here, the subroutine for the process in the straight lottery 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 5 by the mode reading process in step S1.
[0331] In step W1, it is determined whether the main CPU 200 is in the normal AT mode. Specifically, as a result of the direct draw process in step G2, it is determined whether the direct draw in the normal AT mode is hit and whether the value in the AT mode hit information storage area 419 is 1.
[0332] In step W2, 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.
[0333] In step W3, the main CPU 200 determines whether the value of the game number counter 423 for the direct draw mode is 0.
[0334] In step W4, the main CPU 200 performs a process of shifting to the normal mode. Specifically, 0 is set in the mode storage area 408.
[0335] <Subroutine for CZ mode processing after full stop> Figure 47 shows a subroutine for CZ mode processing after full stop. Here, the subroutine for CZ mode processing 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 6 by the mode reading process of step S1.
[0336] In step X1, the main CPU 200 determines whether it is in the point acquisition mode. Specifically, it is determined whether it has hit the draw by the CZ mode point acquisition draw process in step H4.
[0337] In step X2, the main CPU 200 performs a process of shifting to the point acquisition mode. Specifically, when it is in the high probability point acquisition mode, 2 is set in the mode storage area 408, and when it is in the ultra-high probability point acquisition mode, 3 is set in the mode storage area 408. Also, 10 is set in the game number counter 422 for the point acquisition mode.
[0338] In step X3, it is determined by the main CPU 200 whether it is set to the BB mode. Specifically, it is determined whether it is set to the BB mode transition lottery process in the BB mode transition lottery process of step H2.
[0339] In step X4, the process of migrating to the BB mode is performed by the main CPU 200. Specifically, referring to the value of the BB alignment information storage area 416, when set to the normal BB mode, 8 is set in the mode storage area 408, and when set to the normal upper BB mode, 9 is set in the mode storage area 408. Also, 20 is set in the BB mode game number counter 426.
[0340] In step X5, it is determined by the main CPU 200 whether the value of the CZ mode game number counter 424 is 0.
[0341] In step X6, the process of migrating to the normal mode is performed by the main CPU 200. Specifically, 0 is set in the mode storage area 408.
[0342] <Subroutine for the normal battle mode process after full stop> In FIG. 48, the subroutine for the normal battle mode process after full stop is shown. Here, the subroutine for the normal battle mode process after full stop is a process that is migrated in the process of step S2 when the value of the mode storage area 408 is 7 by the mode reading process of step S1.
[0343] In step Y1, it is determined by the main CPU 200 whether the normal battle mode game number counter 425 is 0.
[0344] In step Y2, it is determined by the main CPU 200 whether it is set to the BB mode. Specifically, referring to the value of the BB alignment information storage area 416, it is determined whether it is set to the BB mode.
[0345] 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 alignment information storage area 416, when aligning to the normal BB mode, 8 is set in the mode storage area 408, and when aligning to the normal upper BB mode, 9 is set in the mode storage area 408. Also, 20 is set in the BB mode game number counter 426.
[0346] 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.
[0347] <Subroutine for processing in BB mode after full stop> FIG. 49 shows a subroutine for processing in the BB mode after full stop. Here, the subroutine for processing in the BB 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 either 8 or 9 by the mode reading process of step S1.
[0348] In step Z1, the main CPU 200 determines whether the BB mode game number counter 426 is 0.
[0349] In step Z2, the main CPU 200 performs a process of shifting to the AT judge mode. Specifically, 10 is set in the mode storage area 408. Also, 3 is set in the AT judge mode game number counter 427.
[0350] <Subroutine for processing in AT judge mode after full stop> FIG. 50 shows a subroutine for processing in the AT judge mode after full stop. Here, the subroutine for processing in the AT judge 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 10 by the mode reading process of step S1.
[0351] In step AA1, the main CPU 200 determines whether the game count counter 427 for the AT judge mode is 0.
[0352] In step AA2, the main CPU 200 determines whether it is in the normal AT mode. Specifically, by referring to the value in the AT mode assignment information storage area 419, it is determined whether it is in the normal AT mode.
[0353] In step AA3, the main CPU 200 performs a process to shift to the normal AT mode. Specifically, 11 is set to the value in the mode storage area 408, and 50 is set to the game count counter 428 for the AT mode.
[0354] In step AA4, the main CPU 200 performs a process to shift to the normal mode. Specifically, 0 is set to the mode storage area 408.
[0355] <Subroutine for processing in the normal AT mode after full stop> Figure 51 shows a subroutine for processing in the normal AT mode after full stop. Here, the subroutine for processing in the normal AT 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 11 by the mode reading process of step S1.
[0356] In step AB1, the main CPU 200 determines whether it is assigned to the upper ATBB mode. Specifically, it is determined whether the value in the ATBB assignment information storage area 417 is 2.
[0357] In step AB2, the main CPU 200 performs a process to shift to the upper ATBB mode. Specifically, 13 is set to the mode storage area 408, and 20 is set to the game count counter 429 for the ATBB mode.
[0358] In step AB3, it is determined whether the main CPU 200 has set to the normal ATBB mode. Specifically, it is determined whether the value of the ATBB setting information storage area 417 is 1.
[0359] 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 count counter 429 for the ATBB mode.
[0360] In step AB5, it is determined whether the main CPU 200 has set to the specialized mode. Specifically, it is determined whether the value of the specialized mode setting information storage area 418 is not 0.
[0361] In step AB6, the main CPU 200 performs a process of shifting to the specialized mode. Specifically, when the value of the specialized mode setting information storage area 418 is 1, 16 is set in the mode storage area 408; when the value of the specialized mode setting information storage area 418 is 2, 17 is set in the mode storage area 408; when the value of 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 count counter 431 for the specialized mode.
[0362] In step AB7, it is determined by the main CPU 200 whether the game count counter 428 for the AT mode is 0.
[0363] 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.
[0364] <Subroutine for the normal ATBB mode process after full stop> FIG. 52 shows a subroutine for processing in the normal ATBB mode after a full stop. Here, the subroutine for processing in the normal ATBB mode 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 12 by the mode reading process of step S1.
[0365] In step AC1, the main CPU 200 determines whether the ATBB mode game number counter 429 is 0.
[0366] 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.
[0367] <Subroutine for processing in the upper ATBB mode after a full stop> FIG. 53 shows a subroutine for processing in the upper ATBB mode after a full stop. Here, the subroutine for processing in the upper ATBB mode 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 13 by the mode reading process of step S1.
[0368] In step AD1, the main CPU 200 determines whether the ATBB mode game number counter 429 is 0.
[0369] 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.
[0370] <Subroutine for processing in the AT battle mode after a full stop> FIG. 54 shows a subroutine for processing in the AT battle mode after a full stop. Here, the subroutine for processing in the AT battle mode 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 14 by the mode reading process of step S1.
[0371] In step AE1, the main CPU 200 determines whether the game count counter 430 for the AT battle mode is 0.
[0372] In step AE2, the main CPU 200 determines whether the upper AT mode has been set. Specifically, it is determined whether the value in the AT mode setting information storage area 419 is 2.
[0373] In step AE3, the main CPU 200 performs a process to shift to the upper AT mode. Specifically, 15 is set in the mode storage area 408.
[0374] In step AE4, the main CPU 200 performs a process to shift to the normal AT mode. Specifically, 11 is set to the value in the mode storage area 408.
[0375] <Subroutine for processing in the 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 shifted 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.
[0376] In step AF1, the main CPU 200 determines whether the specialized mode has been set. Specifically, it is determined whether the value in the specialized mode setting information storage area 418 is not 0.
[0377] In step AF2, the main CPU 200 performs a process to shift 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 count counter 431 for the specialized mode.
[0378] In step AF3, the main CPU 200 determines whether the game count counter 428 for the AT mode is 0.
[0379] 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.
[0380] <Subroutine for the specialized mode process after full stop> FIG. 56 shows a subroutine for the specialized mode process after full stop. Here, the subroutine for the specialized mode process 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 any one of 16 to 18 by the mode reading process of step S1.
[0381] In step AG1, the main CPU 200 determines whether the specialized mode game count counter 431 is 0.
[0382] 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.
[0383] <Subroutine for the advantageous section management process> FIG. 57 shows a subroutine for the advantageous section management process. Here, the subroutine for the advantageous section management process is a process performed in step B13.
[0384] In step AH1, the main CPU 200 performs a process of subtracting 1 from the value of the advantageous section game count counter 412.
[0385] In step AH2, the main CPU 200 determines whether the advantageous section game count counter 412 is 0.
[0386] In step AH3, the main CPU 200 clears the RAM 400. Specifically, a process of clearing a predetermined storage area of the RAM 400 is performed. For example, by clearing the value in the mode storage area 408, the value in the mode storage area 408 becomes 0, so the system shifts to the normal mode. Also, by clearing the value in the advantageous section storage area 411, the value in 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 as they are.
[0387] In step AH4, the main CPU 200 determines whether the value of the advantageous section count counter 413 is 2401 or more. The value of the advantageous section count counter 413 is provided to count the number of medals paid out in the BB mode, the AT mode, etc.
[0388] <Timer interrupt process> Fig. 58 shows a flowchart of the timer interrupt process of the main control board 100. The timer interrupt process is a process that interrupts the game progress control process of the main control board 100 every 1 ms.
[0389] In step AI1, the main CPU 200 performs interrupt initial processing. Specifically, processes such as saving registers and disabling interrupts are performed.
[0390] In step AI2, the main CPU 200 determines whether a power-off has been detected.
[0391] In step AI3, the main CPU 200 performs a power-off process. Specifically, processes such as saving registers, saving the stack pointer and interrupt state are performed. Also, a process of holding the information stored in the game state storage area 402 and the information stored in the condition device storage area 403 is performed. Then, a process of calculating the checksum and a process of storing the checksum are performed.
[0392] In step AI4, the main CPU 200 updates the value of the interrupt counter. Specifically, a process of subtracting 1 from the value of the interrupt counter is performed.
[0393] In step AI5, the main CPU 200 performs timer measurement processing. By this processing, a process of subtracting 1 from the value of the wait timer 410 or the like is performed.
[0394] In step AI6, the main CPU 200 performs input port reading processing. Specifically, reading, storing, determining, etc. of the signal levels of various signals input to the input port are performed.
[0395] In step AI7, the main CPU 200 performs reel control processing. 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, or 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 (stop, reel rotation standby, acceleration, constant speed, deceleration) of the left reel 6, the middle reel 7, and the right reel 8, the update of the drive pulse output counter value indicating the timing for switching the excitation layer of the stepping motor, and the acquisition, update, and output processing of the reel drive pulse data for driving the stepping motor are performed.
[0396] In step AI8, the main CPU 200 determines whether the reel control processing in step AI7 has been performed for all of the left reel 6, the middle reel 7, and the right reel 8.
[0397] 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.
[0398] 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, regarding the control commands stored in the control command buffer, after the values of each area of the main RAM 400 are updated, the control commands are stored in the control command buffer. For example, a start command having information on the winning determination result by the winning determination process 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-stop command described later, and the like can be cited.
[0399] In step AI11, the main CPU 200 performs outer end signal output processing. Specifically, processing for reading out the outer end signal data and outputting the outer end signal to the outside of the slot machine 1 is performed.
[0400] In step AI12, the main CPU 200 performs LED display processing. Specifically, lighting control and extinguishing control of 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 insert permission display unit 18, and the advantageous section display unit 19 are performed.
[0401] 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 the set value, and processing for displaying the instruction information are performed. Also, when an error has occurred, processing for displaying the error information is performed.
[0402] 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 the error information to the sub-control board 800 is performed.
[0403] In step AI14, the main CPU 200 performs random number update processing. Processing for updating the random number value used for winning determination is performed.
[0404] In step AI15, the main CPU 200 performs an interrupt return process. Specifically, a process of returning the register and a process of permitting an interrupt are performed.
[0405] <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.
[0406] In step AJ1, the sub CPU 811 determines whether the power has been turned on. Specifically, it is determined whether the power switch 24A has been turned on by operating the power button 24.
[0407] In step AJ2, the sub CPU 811 performs a main control board communication process. Specifically, it is determined whether a command has been received from the main control board 100. When a command is received from the main control board 100, a process of storing it in the sub-RAM 813 is performed.
[0408] 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-visual CPU 821.
[0409] In step AJ4, the sub CPU 811 performs a lamp control process. Specifically, the lamp 25 is controlled by the sub CPU 811.
[0410] In step AJ5, the sub CPU 811 performs a speaker control process. Specifically, the speaker 27 is controlled via the audio-visual CPU 821.
[0411] 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; and 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.
[0412] <Flowchart when a certain one of the first-push-order bell groups wins> FIG. 60 shows a flowchart when a certain one of the first-push-order bell groups wins.
[0413] FIG. 60(A) is a flowchart when the winning determination result is one 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 as a premise.
[0414] 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 condition device storage area 403.
[0415] 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.
[0416] Next, the main CPU 200 performs the point acquisition lottery process during reel rotation in step E2. Here, since 26 is stored in the condition device storage area 403, a 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).
[0417] Here, when a point acquisition lottery is performed 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.
[0418] 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.
[0419] Next, the main CPU 200 performs a point acquisition lottery process after all stops in step U2. Here, since 26 is stored in the conditional device storage area 403, a point acquisition lottery is performed 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).
[0420] Here, it is assumed that a point acquisition lottery is performed using the set value in the special A column, and 50 points are determined. Then, the determined 50 points are stored in the register.
[0421] Next, the main CPU 200 performs a point rewrite 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, 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.
[0422] 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.
[0423] 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 conditional device storage area 403.
[0424] 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.
[0425] Next, the main CPU 200 performs the point acquisition lottery process during reel rotation in step E2. Here, since 26 is stored in the condition 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 the other column.
[0426] Here, when the lottery for point acquisition is performed with reference to the settings in the other column, 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.
[0427] 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.
[0428] Next, the main CPU 200 performs the point acquisition lottery process after all stops in step U2. Here, since 26 is stored in the condition 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 A column.
[0429] Here, it is assumed that the lottery for point acquisition is performed using the settings in the special A column and 50 points are determined. Then, the determined 50 points are stored in the register.
[0430] 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 full stop, the points determined in the point acquisition lottery process during the reel rotation are added.
[0431] <Flowchart when the second draw order bell group wins> Fig. 61 shows a flowchart when any of the second draw order bell groups wins.
[0432] Fig. 61(A) is a flowchart when the winning determination result is any of the second draw order bell groups (for example, draw 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.
[0433] First, the main CPU 200 performs the winning determination process of step B3, and assume that the winning determination result is the draw order bell Bg. Then, 32 is stored in the conditional device storage area 403.
[0434] 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.
[0435] Next, the main CPU 200 performs the point acquisition lottery process during 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).
[0436] Here, when a point acquisition lottery is conducted 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.
[0437] 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.
[0438] Next, the main CPU 200 performs a point acquisition lottery process after all stops in step U2. Here, since 32 is stored in the condition device storage area 403, among the settings assigned to the point acquisition lottery in the normal point acquisition mode shown in FIG. 10(A), a point acquisition lottery is conducted using the setting in the special B column.
[0439] Here, it is assumed that a point acquisition lottery is conducted using the setting in the special B column and 100 points are determined. Then, the determined 100 points are stored in the register.
[0440] Next, the main CPU 200 performs a point rewrite 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, 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.
[0441] FIG. 61(B) 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 does not win. The premise is the same as in the case of FIG. 61(A), and it is assumed that the value in the mode storage area 408 is 1.
[0442] 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 Bg. Then, 32 is stored in the condition device storage area 403.
[0443] 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.
[0444] 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, the lottery for point acquisition is performed with reference to the setting values in other columns among the setting values assigned to the point acquisition lottery in the normal point acquisition mode shown in FIG. 10(A).
[0445] Here, when the lottery for point acquisition is performed 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 backup area 415.
[0446] 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 Fb wins. Then, 46 is stored in the winning information storage area 407.
[0447] 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, the lottery for point acquisition is performed using the setting values 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).
[0448] Here, it is assumed that the lottery for point acquisition is performed using the setting values in the special B column and 100 points are determined. Then, the determined 100 points are stored in the register.
[0449] Next, the main CPU 200 performs the point copy process of 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.
[0450] <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.
[0451] At timing TM1, a start command is sent from the main control board 100 to the sub-control board 800.
[0452] 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 of step B4 is completed. Also, the start command is a command that includes information such as the value of the condition device storage area 403 and the value from the mode storage area 408 to the specialized mode game number counter 431.
[0453] 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 of step AJ2.
[0454] At timing TM3, the sub-control board 800 executes the start-up effect through the image display device control process of step AJ3, the lamp control process of step AJ4, and the speaker control process of step AJ5. For example, the sub-control board 800 displays a background image corresponding to the value of 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.
[0455] At timing TM4, a stop command is sent from the main control board 100 to the sub-control board 800.
[0456] 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. Also, 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.
[0457] 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.
[0458] At timing TM6, the sub-control board 800 executes the effect at the first 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.
[0459] At timing TM7, the next stop command is transmitted from the main control board 100 to the sub-control board 800.
[0460] 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.
[0461] At timing TM9, the sub-control board 800 executes the effect at the second 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.
[0462] At timing TM10, the last stop command in one game is transmitted from the main control board 100 to the sub-control board 800.
[0463] 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.
[0464] At timing TM12, the sub-control board 800 executes the effect 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.
[0465] At timing TM13, a winning command is sent from the main control board 100 to the sub-control board 800.
[0466] 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.
[0467] 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.
[0468] At timing TM15, the sub-control board 800 executes the effect 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.
[0469] At timing TM16, a command after full stop is sent from the main control board 100 to the sub-control board 800.
[0470] Here, the command after full stop is a command sent after the management process after full stop in step B12 is completed. Also, the command after full stop is a command that includes information such as the value in the mode storage area 408, the value in the role flag storage area 409, and the values from the point counter 414 to the game number counter 431 for the specialized mode.
[0471] At timing TM17, the sub-control board 800 receives the command after full stop from the main control board 100 by the main control board communication process in step AJ2.
[0472] At timing TM18, the sub-control board 800 executes an effect after a full stop 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 an effect such as updating the value of the point counter 414 displayed on the image display device 26.
[0473] <Animation (Pattern A) in the point acquisition mode> FIG. 63 shows an animation (Pattern A) in the point acquisition mode. Note that FIG. 63 is an animation along the flow of the flowchart in FIG. 61(A), and the explanation will be made on the premise that it is the push-order bell Bg in the normal point acquisition mode.
[0474] FIG. 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.
[0475] As shown in FIG. 63(A), a background image corresponding to the normal point acquisition mode and an image suggesting the points to be acquired are displayed on the image display device 26. Specifically, an old house evening background image corresponding to the normal point acquisition mode and an image of a standing ninja, which is an image suggesting the points to be acquired, are displayed on the image display device 26.
[0476] In addition, 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 FIG. 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.
[0477] 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.
[0478] 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.
[0479] 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.
[0480] 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 push order bell Ba, the value of the instruction information storage area 420 is 1. Therefore, in FIG. 63(A), the operation order of left, middle, and right is displayed in the operation information display area 1400.
[0481] 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 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.
[0482] Figure 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 Figure 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.
[0483] 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 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 displayed.
[0484] Figure 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 Figure 63(C). Here, the remaining game number display area 1100 is the same as the display in Figure 63(C).
[0485] 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.
[0486] 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.
[0487] 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.
[0488] <Animation in Point Acquisition Mode (Pattern B)> Figure 64 shows the animation (pattern B) in the point acquisition mode. Note that Figure 64 is an animation along the flow of the flowchart in Figure 61(B), and the explanation will be given on the premise that the judgment result of the role is the push order bell Bg in the normal point acquisition mode.
[0489] Figure 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.
[0490] As shown in Figure 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.
[0491] 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.
[0492] Figure 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 Figure 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 Figure 64(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.
[0493] 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 image of the standing ninja is updated and displayed as the image of the cut ninja. Here, the image of the cut ninja notifies that the point to be obtained is the lowest value.
[0494] 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 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 invisible.
[0495] 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 are 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.
[0496] Here, the acquired point display area 1300 remains displayed as having obtained 20 points. 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 retracted (temporarily stored) in the non-hit point retraction area 415 is displayed in the acquired point display area 1300 as it is due to the point copy process in step U5.
[0497] <Animation in the 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.
[0498] 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.
[0499] 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).
[0500] FIG. 65(C) is the same as FIG. 64(B) and is an animation when the right stop switch 11A detects the operation of the right stop button 11 and the right reel 8 stops.
[0501] 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.
[0502] 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.
[0503] At this time, although not shown, a warning sound is emitted from the speaker 27 and the lamp 25 emits light in a warning mode. When the attention - calling image 1500 is displayed on the image display device 26, it is also possible to display on the image display device 26 a character image notifying that the points to be obtained may decrease 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.
[0504] 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 remain the same as the display 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-grabbing image 1500 remains displayed on the image display device 26.
[0505] <Animation in the point acquisition mode (pattern D)> FIG. 66 shows an animation (pattern D) in the point acquisition mode.
[0506] 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.
[0507] 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.
[0508] Here, the image of the ninja in a stance is an image suggesting that the points to be acquired are equal to or more than a predetermined value (for example, 50 points). Specifically, the image of the ninja in a stance is an image suggesting that the points to be acquired are equal to or more than a predetermined value 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.
[0509] At this time, in the remaining game count display area 1100, the number of games playable 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. Further, 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 operation order of left, middle, and right is displayed.
[0510] FIG. 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 FIG. 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 in FIG. 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.
[0511] FIG. 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 FIG. 66(B). At this time, the image of the ninja in the stance is updated and displayed as an image of a ninja swinging a sword.
[0512] 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 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 shown.
[0513] FIG. 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 FIG. 66(C). Here, the remaining game count display area 1100 is the same as the display in FIG. 66(C).
[0514] 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 is not hit and the upper bell wins after the operations of 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.
[0515] Also, the point display area 1200 is updated and displayed from the number of points currently acquired by the player being from 450 points to 550 points.
[0516] Note that since the operation of the right stop button 11 is detected by the right stop switch 11A and the operations of all stop buttons are detected, the operation information display area 1400 is not displayed.
[0517] <Animation in the point acquisition mode (pattern E)> FIG. 67 shows an animation (pattern E) in the point acquisition mode.
[0518] FIG. 67(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.
[0519] 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.
[0520] Also, the remaining game number display area 1100 is updated and displayed from the number of games that can be played 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.
[0521] 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).
[0522] 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 stance is updated and displayed as the cut ninja image.
[0523] 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.
[0524] 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.
[0525] <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 made 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).
[0526] Figure 68(A) shows the 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.
[0527] At this time, as shown in Figure 68(A), the background image and the image of the crouching ninja are being displayed on the image display device 26.
[0528] Also, the remaining game number display area 1100 is updated to display that the number of games that can be played in the normal point acquisition mode has decreased 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.
[0529] Also, in the acquired point display area 1300, it is displayed that the number of points is 100. Here, when the winning combination determination result is a rare winning combination, the minimum value of the points that the player will acquire is 100. Therefore, compared with the case where the winning combination determination result 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 winning combination are being displayed.
[0530] 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 Figure 68(A). At this time, the three character images of "!" that were being displayed in the operation information display area 1400 are being displayed with a decrease to two.
[0531] 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 Figure 68(B). At this time, the two character images of "!" that were being displayed in the operation information display area 1400 are being displayed with a decrease to one.
[0532] 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 ninja in the stance 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).
[0533] 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 450 points to 750 points for the number of points currently acquired by the player. Note that the character image "!" displayed in the operation information display area 1400 becomes non-displayed.
[0534] <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.
[0535] 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, in the case where 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.
[0536] 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.
[0537] 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.
[0538] 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.
[0539] 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 targeting of rare roles are being displayed.
[0540] 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 being displayed with a subtraction to 2.
[0541] 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 being displayed with a subtraction to 1.
[0542] Figure 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 Figure 69(C). At this time, the remaining game number display area 1100 and the acquired point display area 1300 are the same as the display in Figure 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.
[0543] Here, as shown in Figure 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 determination result of the combination is a watermelon.
[0544] If the downward-right watermelon had won, the point rewriting process in step U4 would have been performed, so there is a possibility of obtaining more points. As a result, the points obtained by the player's button pressing technique may be different, so the technical intervention is improved.
[0545] <Animation in the normal AT mode in the first modification example> Figure 70 shows the animation in the normal AT mode in the first modification example. In Figure 70, the description is made on the premise that the determination result of the combination is a watermelon in the normal AT mode.
[0546] 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 that can be played in the normal AT mode or the upper AT mode differs depending on whether a specific combination of symbols has won.
[0547] 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 process for the normal AT mode after full stop (see FIG. 51) and the process for the upper AT mode 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.
[0548] 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 draw more advantageous 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).
[0549] 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.
[0550] 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.
[0551] 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 is changed 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. Also, in the additional game number display area 1700, it is displayed that the additional game number is 10 games.
[0552] In addition, in the paid-out medal count display area 1800, the total number of medals paid out in a mode advantageous to the player is displayed. Here, it is displayed that the total number of 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.
[0553] 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). Note that the three character images of "!" displayed in the operation information display area 1400 are displayed with a subtraction to two.
[0554] 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). Note that the two character images of "!" displayed in the operation information display area 1400 are displayed with a subtraction to one.
[0555] 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 changed from 50 games to 60 games, and the paid-out medal count display area 1800 is updated and displayed to 603.
[0556] Here, as shown in FIG. 70(D), the downward-sloping watermelon has not won, and the downward-sloping watermelon follow has won. Therefore, the lottery results 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.
[0557] 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 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 differ, the technical intervention is improved.
[0558] <Animation in the normal AT mode in the second modified example> FIG. 71 shows the animation in the normal AT mode in the second modified example. In FIG. 71, the explanation is given on the premise that the determination result of the winning combination is seven replay Sd in the normal AT mode.
[0559] In the second modified 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) higher than the predetermined probability.
[0560] FIG. 71(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.
[0561] 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.
[0562] 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.
[0563] At this time, on the image display device 26, an image (specifically, an arrow image pointing from right to left) suggesting that the right stop button 11, the middle stop button 10, and the left stop button 9 be operated in this order, and a character image saying "Aim for the blue BB symbol 1002!" are being displayed.
[0564] 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).
[0565] 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 for 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).
[0566] FIG. 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 FIG. 71(C). Here, since the downward seven-of-a-kind replay has not won, a lottery on whether to shift to the specialization mode is performed 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 FIG. 71(A).
[0567] If, by chance, the downward seven-of-a-kind replay has won, a lottery on whether to shift to the specialization mode is performed with a specific probability that is higher than the predetermined probability.
[0568] Specifically, in the second modification example, the main CPU 200 performs a process of determining a setting value in the specialization mode lottery process in step L3 (see FIG. 35) and the specialization mode lottery process for the upper AT mode in step P3 (see FIG. 39). For example, a setting value of 4096 and a setting value of 8192 are each determined with a probability of 1 / 2. Then, the determined setting value is temporarily stored.
[0569] Thereafter, the main CPU 200 determines whether the seven replay has won in the process for the normal AT mode after all stops (see FIG. 51) and the process for the upper AT mode after all stops (see FIG. 55). If it is determined that the seven replay has won, a process of determining a setting value is performed. For example, a setting value of 16384 and a setting value of 32768 are each determined with a probability of 1 / 2. Then, a lottery on whether to shift to the specialization mode is performed using the determined setting value.
[0570] On the other hand, if it is determined that the seven replay has not won, a lottery on whether to shift to the specialization mode is performed using the temporarily stored setting value (4096 or 8192). As a result, the probability of shifting to the specialization mode may vary depending on the player's pressing technique, so the technical intervention is improved.
[0571] <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, it is assumed that it is the normal point acquisition mode, and it is a three-choice bell in which whether the upper bell wins is determined by the stop button that was first operated among the left stop button 9, the middle stop button 10, and the right stop button 11, and the explanation will be given on this premise.
[0572] 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. However, in the third modification, 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), the all-stop post-point acquisition lottery process is performed.
[0573] 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.
[0574] 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. Also, the acquired point display area 1300 displays that it is 20 points, and the operation information display area 1400 displays the left-middle-right operation order.
[0575] 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.
[0576] 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.
[0577] 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).
[0578] 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. Note that 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).
[0579] 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. Thereby, according to the third modification example, the processing load after the third stop can be reduced.
[0580] <Animation of the point acquisition mode in the fourth modification example> FIG. 73 shows an animation of the point acquisition mode in the fourth modification. Note that in FIG. 73, the description will be given on the assumption that it is the normal point acquisition mode and the determination result of the combination is the push order bell Bg.
[0581] 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. However, 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.
[0582] 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.
[0583] 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.
[0584] 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.
[0585] FIG. 73(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. 73(B). At this time, the remaining game number display area 1100 and the point display area 1200 are the same as the displays in FIG. 73(B). On the other hand, the acquired point display area 1300 is updated and displayed from 20 points to 100 points, and the standing ninja image is updated and displayed to the image of the ninja swinging a sword. Note that since the operation of the middle stop button 1 by the middle stop switch 10A is detected, the display regarding the order of operating the middle stop button 10 is not displayed in the operation information display area 1400.
[0586] FIG. 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 FIG. 73(C). Here, the remaining game number display area 1100 and the acquired point display area 1300 are the same as the displays in FIG. 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 displayed. Note that the timing at which the point display area 1200 is updated and displayed may be the timing of FIG. 73(C).
[0587] 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. Thereby, according to the third modification example, the processing load after the third stop can be reduced.
[0588] Note that in the fourth modification example, the description has been 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.
[0589] <Other Modification Examples> In each of the above-described embodiments and each modification, the left stop switch 9A, the middle stop switch 10A, and the right stop switch 11A are configured to perform a point acquisition lottery or the like after the on-edge of the left stop button 9, the middle stop button 10, and the right stop button 11 is detected. However, a point acquisition lottery or the like may be performed after the off-edge of the left stop button 9, the middle stop button 10, and the right stop button 11 is detected.
[0590] As described above, in the present invention, when the start lever 5 is operated, the main CPU 200 performs a point acquisition lottery process 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 point acquisition lottery process after full stop. Here, in the point acquisition lottery process after full stop, when the winning determination result is the push order bell Ba, the points are determined by referring to the setting values in the special A column, and when the winning determination result is the push order bell Bg, the points are determined by referring to the setting values in the special B column. Thereby, a slot machine with a devised point awarding can be provided.
[0591] Further, according to the present invention, when the winning determination result is any one of the first push order bell groups, an effect of displaying the image of the standing ninja on the image display device 26 can be executed. On the other hand, when the winning determination result is any one of the second push order bell groups, an effect of displaying the image of the posing ninja on the image display device 26 can be executed. Thereby, a slot machine with a devised point awarding can be provided. In addition, the effects when awarding points can be made more diverse.
[0592] Further, according to the present invention, when the determination result of the combination is the push-order bell Ba 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, the bell wins. In the case of other operation orders, the follow Fa can win. On the other hand, when the determination result of the combination is any of the push-order bells Bg 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, the bell wins. In the case of other operation orders, the follow Fb can win. Thus, whether it is the push-order bell Ba or the push-order bell Bg, when the operation order of the left stop button 9, the middle stop button 10, and the right stop button 11 is left, middle, right, the bell wins. Therefore, by adjusting the production frequency, the expected value, etc. for each, the degree of freedom in design is improved.
[0593] Details of the means and the like described in the above gaming machine will be described.
[0594] <First Invention> The first invention relates to a slot machine comprising main control means for performing control related to a game (for example, main control board 100), a start switch for detecting an operation to start rotation of a plurality of reels (for example, start switch 5A), and a plurality of stop switches corresponding to the plurality of reels respectively and for detecting an operation to stop rotation of the reels (for example, left stop switch 9A, middle stop switch 10A, right stop switch 11A). In the slot machine, the main control means includes role determination means for performing role determination (for example, main CPU 200 for performing role determination processing), first determination means for determining points to be given to a player by referring to first data (for example, other columns of the setting numbers assigned to point acquisition lottery in the normal point acquisition mode) when the start switch detects an operation (for example, main CPU 200 for performing point acquisition lottery processing during reel rotation), second determination means for determining points to be given to the player by referring to second data (for example, special A column or special B column of the setting numbers assigned to point acquisition lottery in the normal point acquisition mode) when the stop switch detects an operation (for example, main CPU 200 for performing point acquisition lottery processing after all stops), and 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 (for example, main CPU 200 for performing point rewrite processing or point copy processing). The second determination means is characterized in that it determines the points using different values when the result of the determination by the role determination means is a first role (for example, any of the first push order bell groups) and when it is a second role different from the first role (for example, any of the second push order bell groups).
[0595] <Second Invention> The second invention further includes sub-control means (for example, sub-control board 800) for performing control related to effects. When the result of the determination by the role determination means is the first role, a first effect (for example, an effect of displaying an image of a standing ninja on the image display device 26) can be executed, and when it is the second role, a second effect different from the first effect (for example, an effect of displaying an image of a posed ninja on the image display device 26) can be executed. The slot machine according to the first invention is characterized by this.
[0596] <Third Invention> In the third invention, when the order of operations detected by the stop switch is a specific order (for example, left, middle, right), the first role can display a specific combination of symbols (for example, upper bell), and when it is a predetermined order different from the specific order (for example, an order other than left, middle, right), it can display a first combination of symbols (for example, Follow Fa). When the order of operations detected by the stop switch is the specific order, the second role can display the specific combination of symbols, and when it is the predetermined order, it can display a second combination of symbols (for example, Follow Fb). The slot machine according to the first invention or the second invention is characterized by this.
[0597] 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 Reference Numerals
[0598] 1 Slot machine 1A Box part 1B Front door part 2 Medal insertion slot 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 Settlement Button 12A Settlement Switch 13 Storage Display Section 14 Payout Display Section 15 BET Number Display Section 16 Replay Display Section 17 Start Permission Display Section 18 Insertion Permission Display Section 19 Advantageous Interval 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 Memory Area 402 Game State Memory Area 403 Condition Device Memory Area 404 Left Stop Position Memory Area 405 Middle Stop Position Memory Area 406 Right Stop Position Memory Area 407 Winning Information Memory Area 408 Mode Memory Area 409 Role Link Flag Memory Area 410 Wait Timer 411 Favorable Interval Memory Area 412 Favorable Interval Game Number Counter 413 Favorable Interval Card Number Counter 414 Point Counter 415 Target Point Backup Area 416 BB Target Information Memory Area 417 ATBB Target Information Memory Area 418 Special Mode Target Information Memory Area 419 AT Mode Target Information Memory Area 420 Instruction Information Memory Area 421 Preshow Game Number Counter 422 Game Number Counter for Point Acquisition Mode 423 Game Number Counter for Direct Hit Lottery Mode 424 Game Number Counter for CZ Mode 425 Game Number Counter for Normal Battle Mode 426 Game Number Counter for BB Mode 427 Game Number Counter for AT Judge Mode 428 Game Number Counter for AT Mode 429 Game Number Counter for ATBB Mode 430 Game Number Counter for AT Battle Mode 431 Game Number Counter for Special 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-Visual CPU 822 Audio-Visual ROM 823 Audio-Visual 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 Earned Point Display Area 1400 Operation Information Display Area 1500 Attention - Calling Image 1600 AT Game Count Display Area 1700 Overlaid Game Count Display Area 1800 Payout Number Display Area
Claims
1. Main control means for performing control related to a game, 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, A winning determination means for performing winning determination, 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 second determination means, A slot machine characterized in that the points are determined using different values depending on whether the result of the determination by the winning determination means is a first winning or a second winning different from the first winning.
2. Sub-control means for performing control related to an effect, Further comprising, The slot machine according to claim 1, characterized in that a first effect can be executed when the result of the determination by the winning determination means is the first winning, and a second effect different from the first effect can be executed when it is the second winning.
3. The first winning, When the order of the operations detected by the stop switch is a specific order, a specific combination of symbols can be displayed, and when it is a predetermined order different from the specific order, a first combination of symbols can be displayed, The second winning, The slot machine according to claim 1 or claim 2, characterized in that when the order of the operations detected by the stop switch is the specific order, the specific combination of symbols can be displayed, and when it is the predetermined order, a second combination of symbols can be displayed.
Citation Information
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