gaming machines
Patent Information
- Application Number
- JP2022083611
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-05-23
- Publication Date
- 2025-08-20
- Estimated Expiration
- 2042-05-23
AI Technical Summary
【0008】 本発明によれば、遊技進行の好適化を図ることが可能となる。
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Pachinko machines and slot machines are known as types of gaming machines. In these gaming machines, internal lottery is held based on the establishment of a given lottery condition, and a bonus is given to the player in accordance with the results of the internal lottery.
[0003] Specifically, when the start lever is operated while a medal is bet as a game medium, an internal lottery is held, and the reel is rotated, and if the stop switch is operated while the reel is rotated, the reel is rotated, the reel is rotated halted. If the result of the reel stopping corresponds to the result of the internal lottery, a bonus is given according to the result (see, for example, Patent Document 1). [Prior Art Documents] [Patent Document]
[0004] [Patent Document 1] Publication No. 2008-295707 Summary of the invention [Problems to be solved by the invention]
[0005] Here, the game machine illustrated above, etc., needs to be optimized for game progression, and there is still room for improvement in this regard.
[0006] The present invention was made in consideration of the above-mentioned circumstances and the like, and an object of the present invention is to provide a game machine that can improve the progress of the game. Means for solving the problem
[0007] The present invention is A first control means capable of performing processing for progressing games; a second control means that allows a predetermined notification to be executed based on information from the first control means; Equipped with A first means for preventing the first notification in accordance with the progress of the game by the first control means in a specific situation in which a specified event is generated in advance, and a first notification is not performed. 1. A second means for enabling the second notification according to the progress of the game by the first control means in the specified situation; It is characterized by having: [Effects of the invention]
[0008] According to the present invention, it is possible to optimize the progress of the game. [Brief description of the drawing]
[0009] [Figure 1] 1 is a front view of the slot machine according to the first a embodiment α. [Figure 2] 1 is a perspective view of a slot machine showing the front door closed. [Figure 3] 1 is a perspective view of a slot machine showing the front door open. [Figure 4] 1 is a rear view of the front door. [Figure 5] 1 is a front view of the housing. [Figure 6] 10 is a diagram showing a pattern arrangement of each reel. [Figure 7] 14 is an explanatory diagram showing the relationship between a pattern that can be viewed from a display window and an effective line. [Figure 8] 1 is an explanatory diagram showing the relationship between the winning mode and the bonus awarded. [Figure 9] 1 is an explanatory diagram showing the relationship between the winning mode and the bonus awarded. [Figure 10] 1 is an explanatory diagram showing the relationship between the winning mode and the bonus awarded. [Figure 11] 1 is a diagram for explaining an example of a winning formula. [Figure 12] 1 is a diagram for explaining an example of a winning formula. [Figure 13] 1 is a diagram for explaining an example of a winning formula. [Figure 14] 1 is a diagram for explaining an example of a winning formula. [Figure 15] 1 is a block diagram showing the electrical configuration of the main control device. [Figure 16] 1 is a block diagram showing the electrical configuration of the display control device. [Figure 17] 10 is a flow chart showing a timer interruption process by the main controller; [Figure 18] 10 is a flow chart showing normal processing by the main control device. [Figure 19] 10 is a flow chart showing a lottery process. [Figure 20] 10 is a diagram showing an example of a lottery table for normal game states when the game is in a 3-bet. [Figure 21] 10 is a diagram showing an example of a lottery table for normal game states when the game is held at 2 bets. [Figure 22] 10 is a flow chart showing a reel control process. [Figure 23] 1 is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning mode that is established. [Figure 24] 10 is a flow chart showing bonus state processing. [Figure 25] 10 is a diagram showing an example of a lottery table for a bonus state. [Figure 26] 1 is an explanatory diagram showing the transition relationship between each state; FIG. [Figure 27] 10 is a flow chart showing a process for responding to lottery results. [Figure 28] 10 is a flow chart showing a lottery process for transitioning advantageous sections. [Figure 29] 14 is a diagram showing an example of various transition lottery tables. [Figure 30] 10 is a flow chart showing the processing for the AT lottery. [Figure 31] 10 is a flow chart showing the processing for adding AT. [Figure 32] 10 is a diagram showing an example of an additional lottery table. [Figure 33] 14 is a diagram for explaining an outline of the instruction monitor and the section display; FIG. [Figure 34] 14 is an explanatory diagram showing an outline of the press-order notification effect performed on the auxiliary display unit; FIG. [Figure 35] 10 is a flow chart showing an AT start notification process. [Figure 36] 1 is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning mode that is established. [Figure 37] 10 is a flow chart showing a process for responding to a winning result. [Figure 38] 10 is a flow chart showing a process for a precursor mode. [Figure 39] 10 is a flow chart showing an AT type determination process. [Figure 40] 10 is a flow chart showing the CZ mode process. [Figure 41] 10 is a flow chart showing the processing for AT mode. [Figure 42] 10 is a flow chart showing the preparation mode processing. [Figure 43] 14 is a diagram showing an example of a promotion lottery table. [Figure 44] 10 is a flow chart showing the first processing for displaying the section. [Figure 45] 10 is a flow chart showing the second processing for displaying the section. [Figure 46] 11 is a flow chart showing performance setting processing by the display control device on the sub-side. [Figure 47] 10 is a flow chart showing the start-up performance setting process. [Figure 48] 11 is a flow chart showing the performance setting process when the entirety of the stop is stopped. [Figure 49] 10 is a flow chart showing the process for starting an AT. [Figure 50] 10 is a flow chart showing rotational performance processing. [Figure 51] 10 is a flow chart showing a process for rotating performance. [Figure 52] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 53] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 54] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 55] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 56] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 57] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 58] 14 is a diagram for explaining an outline of a rotational effect made by each reel. [Figure 59] 11 is a flow chart showing the second external output setting process. [Figure 60] 10 is a flow chart showing the first process for setting external output. [Figure 61] 10 is a flow chart showing the timer update process. [Figure 62]10 is a timing chart for explaining the timing of the AT mode start effect, the rotation effect and external output. [Figure 63] 10 is a timing chart for explaining the timing of the AT mode start effect, the rotation effect and external output. [Figure 64] 11 is a flow chart showing the preparation mode processing in the first modification. [Figure 65] 10 is a flow chart showing rotational performance processing. [Figure 66] 10 is a flow chart showing an AT start notification process. [Figure 67] 10 is a flow chart showing the first process for setting external output. [Figure 68] 10 is a timing chart for explaining the timing of the AT mode start effect, the rotation effect and external output. [Figure 69] 10 is a timing chart for explaining the timing of the AT mode start effect, the rotation effect and external output. [Figure 70] 11 is a flow chart showing rotational performance processing in Modification Example 2. FIG. [Figure 71] 10 is a flow chart showing the error notification process, and 10 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 72] 11 is a flow chart showing the first process for setting external output in modification example 3. FIG. [Figure 73] 11 is a flow chart showing the second external output setting process in Modification 4. FIG. [Figure 74] 10 is a flow chart showing rotational performance processing. [Figure 75] 10 is a flow chart showing the processing for AT mode. [Figure 76] 14 is a flow chart showing rotational performance processing in the first a embodiment β. [Figure 77] 10 is a flow chart showing a process for rotating performance. [Figure 78] 10 is a diagram for explaining an outline of a pseudo game. [Figure 79] 10 is a timing chart for explaining the timing of the AT mode start effect, rotation effect and external output from the relationship between the pseudo game and display during pseudo game. [Figure 80] 10A (a) is a diagram for explaining a modification of the timing of the execution of the pseudo game in the first modification, and (b) is a diagram for explaining a modification of the timing of the pseudo game in the second modification. [Figure 81] 10 is a flow chart showing part of the rotational performance process, 10 is a flow chart showing part of the reel control process, and 10 is a diagram for explaining an outline of the game when a pseudo game is executed during a normal game. [Figure 82] 12 is a diagram for explaining a modified example of the simulated game intercast notification in the third modification. [Figure 83] 14 is a diagram for explaining changes in the relationship and the like between the winning mode and the privileges given in the first a embodiment γ. [Figure 84] 10 is a flow chart showing an AT start notification process. [Figure 85] 10 is a flow chart showing the preparation mode processing. [Figure 86] 10 is a flow chart showing the preparation mode performance setting process, and 10 is a flow chart showing the avoidance performance setting process. [Figure 87] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 88] 10 is a diagram showing an example of a display performance by the auxiliary display unit; [Figure 89] 10 is a flow chart showing the AT lottery process in the first a embodiment δ; [Figure 90] 10 is a flow chart showing a process for a precursor mode. [Figure 91] 10 is a flow chart showing an AT winning notification process. [Figure 92] 10 is a flow chart showing the CZ mode process. [Figure 93] 10 is a flow chart showing rotational performance processing. [Figure 94] 10 is a flow chart showing the timer update process. [Figure 95] 1 is a block diagram showing the electrical configuration of the main control device in the second b embodiment α. [Figure 96] 1 is a block diagram showing the electrical configuration of the display control device. [Figure 97] 10 is a flow chart showing a timer interruption process by the main controller; [Figure 98] 10 is a flow chart showing normal processing by the main control device. [Figure 99] 10 is a flow chart showing a lottery process. [Figure 100] 10 is a diagram showing an example of a lottery table for normal game states when the game is in a 3-bet. [Figure 101] 10 is a diagram showing an example of a lottery table for normal game states when the game is held at 2 bets. [Figure 102] 10 is a flow chart showing a reel control process. [Figure 103] 1 is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning mode that is established. [Figure 104] 10 is a flow chart showing bonus state processing. [Figure 105] 10 is a diagram showing an example of a lottery table for a bonus state. [Figure 106] 1 is an explanatory diagram showing the transition relationship between each state; FIG. [Figure 107] 10 is a flow chart showing a process for responding to lottery results. [Figure 108] 10 is a flow chart showing a lottery process for transitioning advantageous sections. [Figure 109] 14 is a diagram showing an example of various transition lottery tables. [Figure 110] 10 is a flow chart showing the processing for the AT lottery. [Figure 111] 11 is a flow chart showing a continuation determination process. [Figure 112] 10 is a flow chart showing the processing for adding AT. [Figure 113] 14 is a diagram for explaining an outline of the instruction monitor and the section display; FIG. [Figure 114] 14 is an explanatory diagram showing an outline of the press-order notification effect performed on the auxiliary display unit; FIG. [Figure 115] 10 is a flow chart showing a process for responding to a winning result. [Figure 116] 10 is a flow chart showing a process for a precursor mode. [Figure 117] 14 is a diagram showing an example of the selectivity of the continuity rate of the AT mode. [Figure 118] 10 is a flow chart showing the CZ mode process. [Figure 119] 10 is a flow chart showing the processing for AT mode. [Figure 120] 10 is a flow chart showing the first processing for displaying the section. [Figure 121] 10 is a flow chart showing the second processing for displaying the section. [Figure 122] 11 is a flow chart showing performance setting processing by the display control device on the sub-side. [Figure 123] 10 is a flow chart showing the start-up performance setting process. [Figure 124] 11 is a flow chart showing the performance setting process when the entirety of the stop is stopped. [Figure 125] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 126] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 127] 10 is a flow chart showing an AT performance setting process. [Figure 128] 11 is a flow chart showing a specific performance setting process. [Figure 129] 10 is a diagram for explaining an outline of the confrontational performance. [Figure 130] 10 is a diagram for explaining an outline of the battle performance. [Figure 131] 10 is a diagram showing an example of a specific performance table. [Figure 132] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 133] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 134] 10 is a timing chart for explaining the relationship between the occurrence of a specific effect and whether or not the AT mode continues. [Figure 135] 10 is a timing chart for explaining the relationship between the continuity rate of the AT mode and the timing of the occurrence of a specific effect. [Figure 136] 10 is a flow chart showing an AT performance setting process in the first modification. [Figure 137] 11 is a flow chart showing a specific performance setting process. [Figure 138] 11 is a flow chart showing the processing for adding AT in the second modification. [Figure 139] 11 is a flow chart showing a specific performance setting process. [Figure 140] 11 is a flow chart showing an AT performance setting process in the third modification. [Figure 141] 11 is a flow chart showing the suggestion performance setting process in Modification 4. FIG. [Figure 142] 10 is a diagram showing an example of a suggestion performance table. [Figure 143]6 is a diagram showing an example of a display performance by the auxiliary display unit in the fifth modification. [Figure 144] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 145] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 146] 10 is a flow chart showing an AT performance setting process. [Figure 147] 10 is a flow chart showing a second specific performance setting process. [Figure 148] 11 is a flow chart showing a standby performance setting process. [Figure 149] 10 is a diagram showing an example of a second specific performance table. [Figure 150] 10 is a diagram for explaining the flow of the performance during the AT mode in the second b embodiment β. [Figure 151] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 152] 10 is a flow chart showing a process for a precursor mode. [Figure 153] 10 is a flow chart showing an AT performance setting process. [Figure 154] 10 is a flow chart showing a third specific performance setting process. [Figure 155] 10 is a diagram showing an example of a third specific performance table. [Figure 156] 10 is a timing chart for explaining the relationship between a set of AT modes and a pseudo set. [Figure 157] 10 is a flow chart showing the third specific performance setting process in the first modification. [Figure 158] 10 is a diagram showing an example of the third specific performance table at the time of updating. [Figure 159] 11 is a flow chart showing the third specific performance setting process in the second modification. [Figure 160] 10 is a diagram showing an example of the ending game number table. [Figure 161] 10 is a diagram showing an example of the third specific performance table in the third modification. [Figure 162] 10 is a timing chart for explaining the relationship between the continuity rate of the AT mode and the pseudo set. [Figure 163] 10 is a diagram for explaining the flow of the performance during the AT mode in the second b embodiment γ. [Figure 164] 10 is a flow chart showing an AT performance setting process. [Figure 165] 10 is a flow chart showing a fourth specific performance setting process. [Figure 166] 10 is a flow chart showing a process for setting the number of jackpot performance games. [Figure 167] 10 is a flow chart showing adjustment processing. [Figure 168] 10 is a diagram showing an example of a table of games for jackpot performance and a table of games for adjustment. [Figure 169] 10 is a diagram for explaining the flow of the performance of the final set of AT mode. [Figure 170] 1 is a front view of a slot machine in the third embodiment. [Figure 171] 1 is a perspective view of a slot machine showing the front door closed. [Figure 172] 1 is a perspective view of a slot machine showing the front door open. [Figure 173] 1 is a rear view of the front door. [Figure 174] 1 is a front view of the housing. [Figure 175] 10 is a diagram showing a pattern arrangement of each reel. [Figure 176] 14 is an explanatory diagram showing the relationship between a pattern that can be viewed from a display window and an effective line. [Figure 177] 1 is an explanatory diagram showing the relationship between the winning mode and the bonus awarded. [Figure 178] 1 is an explanatory diagram showing the relationship between the winning mode and the bonus awarded. [Figure 179] 1 is an explanatory diagram showing the relationship between the winning mode and the bonus awarded. [Figure 180] 1 is a diagram for explaining an example of a winning formula. [Figure 181] 1 is a diagram for explaining an example of a winning formula. [Figure 182] 1 is a diagram for explaining an example of a winning formula. [Figure 183] 1 is a diagram for explaining an example of a winning formula. [Figure 184] 1 is a block diagram showing the electrical configuration of the main control device. [Figure 185] 1 is a block diagram showing the electrical configuration of the display control device. [Figure 186] 10 is a flow chart showing a timer interruption process by the main controller; [Figure 187] 10 is a flow chart showing normal processing by the main control device. [Figure 188] 10 is a flow chart showing a lottery process. [Figure 189] 10 is a diagram showing an example of a lottery table for normal game states when the game is in a 3-bet. [Figure 190] 10 is a diagram showing an example of a lottery table for normal game states when the game is held at 2 bets. [Figure 191] 10 is a flow chart showing a reel control process. [Figure 192] 1 is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning mode that is established. [Figure 193] 10 is a flow chart showing bonus state processing. [Figure 194] 10 is a diagram showing an example of a lottery table for a bonus state. [Figure 195] 1 is an explanatory diagram showing the transition relationship between each state; FIG. [Figure 196] 10 is a flow chart showing a process for responding to lottery results. [Figure 197] 10 is a flow chart showing a lottery process for transitioning advantageous sections. [Figure 198] 10 is a flow chart showing the processing for the AT lottery. [Figure 199] 10 is a flow chart showing the normal AT mode lottery process. [Figure 200] 10 is a flow chart showing the AT mode lottery process for CZ. [Figure 201] 10 is a flow chart showing a process for setting a precursor mode. [Figure 202] 14 is a diagram showing an example of various transition lottery tables. [Figure 203] 14 is a diagram showing an example of a lottery table for CZ AT mode transition. [Figure 204] 10 is a diagram showing an example of an immediate notification lottery table. [Figure 205] 14 is a diagram showing an example of a CZ mode game count table and a table of premonition performance games. [Figure 206] 10 is a flow chart showing the processing for adding AT. [Figure 207] 10 is a diagram showing an example of an additional lottery table. [Figure 208] 1 is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning mode that is established. [Figure 209] 14 is a diagram for explaining an outline of the instruction monitor and the section display; FIG. [Figure 210] 14 is an explanatory diagram showing an outline of the press-order notification effect performed on the auxiliary display unit; FIG. [Figure 211] 10 is a flow chart showing a press-order notification process. [Figure 212] 10 is a flow chart showing a process for responding to a winning result. [Figure 213] 10 is a flow chart showing the first game number management process. [Figure 214] 10 is a flow chart showing a second game number management process. [Figure 215] 10 is a flow chart showing the first processing for displaying the section. [Figure 216] 10 is a flow chart showing processing for a game of transitioning an advantageous section. [Figure 217] 10 is a flow chart showing the second processing for displaying the section. [Figure 218] 10 is a diagram for explaining an outline of the transition relationship of the display mode. [Figure 219] 10 is a diagram for explaining the relationship between the start and end games of an advantageous section and the display of the section display; [Figure 220] 11 is a flow chart showing performance setting processing by the display control device on the sub-side. [Figure 221] 10 is a flow chart showing the start-up performance setting process. [Figure 222] 11 is a flow chart showing the performance setting process when the entirety of the stop is stopped. [Figure 223] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 224] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 225] 14 is a diagram for explaining an outline of the game status display unit and the bet display unit. [Figure 226] 10 is a flow chart showing BET processing. [Figure 227] 10 is a flow chart showing a process for setting a game again. [Figure 228] 10 is a flow chart showing a process for responding to medal input. [Figure 229] 10 is a flow chart showing a first operation correspondence process. [Figure 230] 10 is a flow chart showing a second operation correspondence process. [Figure 231] 10 is a flow chart showing processing for the game status display unit. [Figure 232] 10 is a flow chart showing betting performance setting process. [Figure 233] 10 is a flow chart showing a single bet performance setting process. [Figure 234] 10 is a flow chart showing a continuous bet performance setting process. [Figure 235] 10 is a flow chart showing a bet performance setting process for re-gaming. [Figure 236] 10 is a flow chart showing a normal re-game bet performance setting process. [Figure 237] 10 is a flow chart showing a process for setting a specific re-game bet performance. [Figure 238] 10 is a timing chart for explaining how the pseudo betting effect is restricted. [Figure 239] 10 is a timing chart for explaining how the pseudo betting effect is restricted. [Figure 240] 10 is a flow chart showing a waiting state setting process. [Figure 241] 10 is a flow chart showing a waiting process. [Figure 242] 10 is a timing chart for explaining the temporary standby state and the standby state. [Figure 243] 10 is a timing chart for explaining how the pseudo betting effect is restricted in the first modification. [Figure 244] 10 is a flow chart showing a process for setting a specific re-game bet performance. [Figure 245] 10 is a flow chart showing a process for setting a specific re-game bet performance. [Figure 246] 10 is a flow chart showing a process for setting a specific re-game bet performance. [Figure 247] 10 is a timing chart for explaining the relationship between the start-up performance and the pseudo-bet performance in Modification 2. [Figure 248] 10 is a flow chart showing a process for setting a specific re-game bet performance. [Figure 249] 10 is a flow chart showing a process for setting a specific re-game bet performance. [Figure 250] 10 is a flow chart showing a setting process for press-order notification presentation. [Figure 251] 11 is a flow chart showing a process for setting a specific re-game bet performance in Modification 3. [Figure 252] 10 is a timing chart for explaining the relationship between the pseudo betting effect and the freeze effect. [Figure 253] 10 is a flow chart showing the freeze lottery process. [Figure 254] 10 is a timing chart for explaining the pseudo-betting effect according to the type of betting operation in Modification 4. [Figure 255] 10 is a flow chart showing a process for setting a specific re-game bet performance. [Figure 256] 6 is a flow chart showing the standby state setting process in Modification 5. FIG. [Figure 257] 10 is a flow chart showing a waiting process. [Figure 258] 10 is a timing chart for explaining the temporary standby state and the standby state. [Figure 259] 11 is a flow chart showing the medal return process in Modification 6. FIG. [Figure 260] 10 is a flow chart showing the return performance process. [Figure 261] 10 is a timing chart for explaining the relationship between credit settlement and pseudo betting performance. [Figure 262] 11 is a flow chart showing a process for setting a specific re-game bet performance in Modification 7. FIG. [Figure 263] 1 is an explanatory diagram showing the relationship between the winning mode and the bonus awarded in the fourth d embodiment. [Figure 264] 1 is an explanatory diagram showing the relationship between the winning mode and the bonus awarded. [Figure 265] 1 is an explanatory diagram showing the relationship between the winning mode and the bonus awarded. [Figure 266] 1 is a diagram for explaining an example of a winning formula. [Figure 267] 1 is a diagram for explaining an example of a winning formula. [Figure 268] 1 is a diagram for explaining an example of a winning formula. [Figure 269] 1 is a diagram for explaining an example of a winning formula. [Figure 270] 1 is a block diagram showing the electrical configuration of the main control device. [Figure 271] 1 is a block diagram showing the electrical configuration of the display control device. [Figure 272] 10 is a flow chart showing a timer interruption process by the main controller; [Figure 273] 10 is a flow chart showing normal processing by the main control device. [Figure 274] 10 is a flow chart showing a lottery process. [Figure 275] 10 is a diagram showing an example of a lottery table for normal game states when the game is in a 3-bet. [Figure 276] 10 is a diagram showing an example of a lottery table for normal game states when the game is held at 2 bets. [Figure 277] 10 is a flow chart showing a reel control process. [Figure 278] 1 is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning mode that is established. [Figure 279] 1 is an explanatory diagram for explaining the operational mode when winning a special role. [Figure 280] 10 is a flow chart showing bonus state processing. [Figure 281] 10 is a diagram showing an example of a lottery table for a bonus state. [Figure 282] 1 is an explanatory diagram showing the transition relationship between each state; FIG. [Figure 283] 10 is a flow chart showing a process for responding to lottery results. [Figure 284] 10 is a flow chart showing a lottery process for transitioning advantageous sections. [Figure 285] 14 is a diagram showing an example of various transition lottery tables. [Figure 286] 10 is a flow chart showing the start AT lottery process. [Figure 287] 11 is a flow chart showing a continuation determination process. [Figure 288] 10 is a flow chart showing the processing for adding AT. [Figure 289] 14 is a diagram for explaining an outline of the instruction monitor and the section display; FIG. [Figure 290] 14 is an explanatory diagram showing an outline of the press-order notification effect performed on the auxiliary display unit; FIG. [Figure 291] 10 is a flow chart showing the lottery result command setting process, and (b) is an explanatory diagram for explaining the relationship between the lottery result command and the press order notification command. [Figure 292] 10 is a flow chart showing a process for responding to a winning result. [Figure 293] 10 is a flow chart showing the process for the AT lottery when the device is stopped. [Figure 294] 10 is a diagram showing an example of a ceiling subtraction value table and a stop transition lottery table. [Figure 295] 1 is an explanatory diagram for explaining the trigger for winning an AT or CZ. [Figure 296] 10 is a flow chart showing processing for the number of precursor games. [Figure 297] 14 is a diagram showing an example of the selectivity of the continuity rate of the AT mode. [Figure 298] 10 is a flow chart showing processing for the number of CZ games. [Figure 299] 10 is a flow chart showing processing for the number of AT games. [Figure 300] 10 is a flow chart showing the first processing for displaying the section. [Figure 301] 10 is a flow chart showing the second processing for displaying the section. [Figure 302] 11 is a flow chart showing performance setting processing by the display control device on the sub-side. [Figure 303] 10 is a flow chart showing the start-up performance setting process. [Figure 304] 11 is a flow chart showing the performance setting process when the entirety of the stop is stopped. [Figure 305] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 306] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 307] 10 is a flow chart showing the start CZ performance setting process. [Figure 308] 10 is a flow chart showing the CZ performance setting process when the device is stopped. [Figure 309] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 310] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 311] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 312] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 313] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 314] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 315]10 is a timing chart for explaining the timing of the occurrence of each game's performance during CZ mode. [Figure 316] 14 is an explanatory diagram for explaining the relationship between the timing of execution of the CZ performance setting process when the stopping occurs and the occurrence rate of the explosion performance. [Figure 317] 10 is a diagram showing an example of a table of premonition games. [Figure 318] 10 is a flow chart showing a process for setting a precursor presentation at the start. [Figure 319] 10 is a flow chart showing a process for setting a precursor presentation when arrest is stopped. [Figure 320] 10 is a flow chart showing game number management processing. [Figure 321] 10 is a diagram for explaining the difference between the number of games displayed and the actual ceiling-reaching game. [Figure 322] 10 is a flow chart showing the performance setting process when the first stops ON in the first modification example 1; [Figure 323] 11 is a flow chart showing the start AT lottery process in Modification 2; [Figure 324] 10 is a flow chart showing the processing for adding AT. [Figure 325] 10 is a diagram for explaining how an AT win notification is made in a special role winning game. [Figure 326] In the third modification, (a) is a flow chart showing the performance setting process when the first stop is turned on, and (b) and (c) are diagrams for explaining how the confirmed performance is performed. [Figure 327] 11 is a flow chart showing part of the start-up AT lottery process in Modification 4. FIG. [Figure 328] 10 is a flow chart showing a pre-determination process. [Figure 329] 10 is a flow chart showing the start CZ performance setting process. [Figure 330] 11 is a flow chart showing the processing for navigation mode in the fifth modification. [Figure 331] 10 is a flow chart showing a process for specific notification. [Figure 332] 10 is a diagram for explaining an outline of a specific notification performance. [Figure 333] In the 6th variant, (a) is a flow chart showing part of the processing for the number of AT games, and (b) is a flow chart showing the processing for adding AT when the game is stopped. [Figure 334] 1 is a diagram showing an example of each additional lottery table. [Figure 335] 10 is a flow chart showing part of the processing for adding AT lottery at the start. [Figure 336] 11 is a flow chart showing an additional pre-determination process. [Figure 337] 10A and 10B are flowcharts showing part of the start-up performance setting process, and (b) and (c) are diagrams for explaining an outline of the specific notification performance during AT. [Figure 338] In the 7th modification, (a) is a flow chart showing a part of the lottery result correspondence process, and (b) is a diagram showing an example of the Hochi Small Role lottery table. [Figure 339] In Modification 8, (a) is a flow chart showing a lottery for transitioning advantageous sections, and (b) is a diagram showing an example of a Hochi Small Role lottery table. [Figure 340] 10 is a diagram for explaining an outline of the Hochi Small Role lottery in Modification 9. FIG. [Figure 341] 10 is a flow chart showing the second processing for displaying the section in the modification 10. FIG. [Figure 342] 10 is a flow chart showing a lottery process for transitioning advantageous sections. [Figure 343] 10 is a flow chart showing processing at the time of transitioning an advantageous section. [Figure 344] 10 is a diagram for explaining the relationship between the operational mode and the advantages of winning a special role in a normal section. [Figure 345] 11 is an explanatory diagram for explaining each special role in the modified example 11. FIG. [Figure 346] 14 is an explanatory diagram for explaining the relationship between the press order notification effect when a bell is selected and the press order notification effect when a special role is selected. [Figure 347] 10 is a flow chart showing part of the lottery result correspondence process. [Figure 348] 12 is an explanatory diagram for explaining the processing related to the instruction function of each special actor in the modification 12; FIG. [Figure 349] 10 is a diagram showing an example of an additional lottery table. [Figure 350] 1 is a block diagram showing the electrical configuration of the main control device in the fifth embodiment. FIG. [Figure 351] 1 is a block diagram showing the electrical configuration of the display control device. [Figure 352] 10 is a flow chart showing a timer interruption process by the main controller; [Figure 353] 10 is a flow chart showing normal processing by the main control device. [Figure 354] 10 is a flow chart showing a lottery process. [Figure 355] 10 is a diagram showing an example of a lottery table for normal game states when the game is in a 3-bet. [Figure 356] 10 is a diagram showing an example of a lottery table for normal game states when the game is held at 2 bets. [Figure 357] 10 is a flow chart showing a reel control process. [Figure 358] 1 is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning mode that is established. [Figure 359] 10 is a flow chart showing bonus state processing. [Figure 360] 10 is a diagram showing an example of a lottery table for a bonus state. [Figure 361] 1 is an explanatory diagram showing the transition relationship between each state; FIG. [Figure 362] 10 is a flow chart showing a process for responding to lottery results. [Figure 363] 10 is a flow chart showing a lottery process for transitioning advantageous sections. [Figure 364] 1A and 1B are diagrams showing an example of various transition lottery tables, and 1B are diagrams showing an example of a loop lottery table. [Figure 365] 10 is a flow chart showing the processing for the AT lottery. [Figure 366] 11 is a flow chart showing a continuation determination process. [Figure 367] 10 is a flow chart showing the processing for adding AT. [Figure 368] 10 is a flow chart showing the processing for an additional loop. [Figure 369] 11 is a flow chart showing operation instruction performance setting process. [Figure 370] 11 is a flow chart showing a process for setting a pseudo-operation instruction performance; [Figure 371] 1 is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning mode that is established. [Figure 372] 14 is a diagram for explaining an outline of the instruction monitor and the section display; FIG. [Figure 373] 14 is an explanatory diagram showing an outline of the press-order notification effect performed on the auxiliary display unit; FIG. [Figure 374] 10 is a flow chart showing a process for responding to a winning result. [Figure 375] 10 is a flow chart showing a process for a precursor mode. [Figure 376] 14 is a diagram showing an example of the selectivity of the continuity rate of the AT mode. [Figure 377] 10 is a flow chart showing the CZ mode process. [Figure 378] 10 is a flow chart showing the processing for AT mode. [Figure 379] 10 is a flow chart showing the first processing for displaying the section. [Figure 380] 10 is a flow chart showing the second processing for displaying the section. [Figure 381] 11 is a flow chart showing performance setting processing by the display control device on the sub-side. [Figure 382] 10 is a flow chart showing the start-up performance setting process. [Figure 383] 11 is a flow chart showing the performance setting process when the entirety of the stop is stopped. [Figure 384] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 385] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 386] 10 is a flow chart showing an AT performance setting process. [Figure 387] 11 is a flow chart showing a specific performance setting process. [Figure 388] 10 is a diagram for explaining an outline of the confrontational performance. [Figure 389] 10 is a diagram for explaining an outline of the battle performance. [Figure 390] 10 is a diagram showing an example of a specific performance table. [Figure 391] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 392] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 393] 10 is a flow chart showing stepping motor control processing. [Figure 394] 10 is a flow chart showing motor control processing. [Figure 395] 10 is a flow chart showing rotation start processing. [Figure 396] 10 is a diagram showing an example of a normal rotating table. [Figure 397] 11 is a flow chart showing a rotational performance command setting process. [Figure 398] 10 is a flow chart showing rotational performance processing. [Figure 399] 10 is a flow chart showing the first rotation control process. [Figure 400] 14 is a diagram showing an example of a special rotating table. [Figure 401] 10 is a flow chart showing the second rotation control process. [Figure 402] 11 is a flow chart showing a rotational performance preparation process. [Figure 403] 10 is a flow chart showing a process for rotating performance. [Figure 404] 10 is a flow chart showing a process for first rotational performance. [Figure 405] 10 is a flow chart showing a second rotational performance process. [Figure 406] 10 is a diagram for explaining an outline of a rotational performance. [Figure 407] 10 is a diagram for explaining an outline of a rotational performance. [Figure 408] 10 is a diagram for explaining an outline of a rotational performance. [Figure 409] 10 is a diagram for explaining an outline of a rotational performance. [Figure 410] 10 is a diagram for explaining an outline of a rotational performance. [Figure 411] 10 is a diagram for explaining an outline of a rotational performance. [Figure 412] 12 is a diagram for explaining the difference between a rotational effect caused by a first rotational operation and a rotational effect caused by a restricted operation; FIG. [Figure 413] 11 is a flow chart showing the rotation effect command setting process in the first modification. [Figure 414] 10 is a flow chart showing the second rotation control process. [Figure 415] 14 is a diagram showing an example of a stop rotating table; FIG. [Figure 416] 10 is a flow chart showing a second rotational performance process. [Figure 417] 10 is a diagram for explaining an outline of a rotational performance. [Figure 418] 11 is a flow chart showing the processing for adding loop in the second modification. [Figure 419] 10 is a flow chart showing the first rotation control process. [Figure 420] 10 is a flow chart showing the second rotation control process. [Figure 421] 11 is a flow chart showing a rotational performance command setting process. [Figure 422] 10 is a flow chart showing a process for rotating performance. [Figure 423] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 424] 11 is a flow chart showing part of the first rotational performance process in the third modification. [Figure 425] 1A and 1B are diagrams showing an example of a special performance table, and 1B are diagrams showing an example of a display performance using the auxiliary display unit. [Figure 426] 11 is a flow chart showing the operation instruction performance setting process in the fourth modification. [Figure 427] 11 is a flow chart showing a rotational performance command setting process. [Figure 428] 10 is a flow chart showing the rotational performance preparation process, and (b) is an explanatory diagram for explaining an outline of each rotational performance. [Figure 429] 10 is a diagram for explaining an outline of a rotational performance. [Figure 430] 10 is a diagram for explaining an outline of a rotational performance. [Figure 431] 10 is a diagram for explaining an outline of a rotational performance. [Figure 432] 11 is a flow chart showing the second rotation control process in the fifth modification. [Figure 433] 10 is a diagram showing an example of a second special rotating table. [Figure 434] 10 is a diagram for explaining an outline of a rotational performance. [Figure 435] In the 6th modification, (a) is a flow chart showing a rotational performance process, (b) is a flow chart showing a part of the rotational performance process, and (c) is a flow chart showing a part of the second rotational performance process. [Figure 436] 11 is a flow chart showing the first rotation control process in the seventh modification. [Figure 437] 10 is a flow chart showing the second rotation control process. [Figure 438] 10 is a diagram for explaining an outline of a rotational performance. [Figure 439] 12 is a diagram for explaining an outline of the rotational effect in the eighth modified example. [Figure 440] 1 is a front view of the slot machine according to the sixth floor embodiment. [Figure 441] 1 is a perspective view of a slot machine showing the front door closed. [Figure 442] 1 is a perspective view of a slot machine showing the front door open. [Figure 443] 1 is a rear view of the front door. [Figure 444] 1 is a front view of the housing. [Figure 445] 10 is a diagram showing a pattern arrangement of each reel. [Figure 446] 14 is an explanatory diagram showing the relationship between a pattern that can be viewed from a display window and an effective line. [Figure 447] 1 is an explanatory diagram showing the relationship between the winning mode and the bonus awarded. [Figure 448] 1 is an explanatory diagram showing the relationship between the winning mode and the bonus awarded. [Figure 449] 1 is an explanatory diagram showing the relationship between the winning mode and the bonus awarded. [Figure 450] 1 is a diagram for explaining an example of a winning formula. [Figure 451] 1 is a diagram for explaining an example of a winning formula. [Figure 452] 1 is a diagram for explaining an example of a winning formula. [Figure 453] 1 is a diagram for explaining an example of a winning formula. [Figure 454] 1 is a block diagram showing the electrical configuration of the main control device. [Figure 455] 1 is a block diagram showing the electrical configuration of the display control device. [Figure 456] 10 is a flow chart showing a timer interruption process by the main controller; [Figure 457] 10 is a flow chart showing normal processing by the main control device. [Figure 458] 10 is a flow chart showing a lottery process. [Figure 459] 10 is a diagram showing an example of a lottery table for normal game states when the game is in a 3-bet. [Figure 460] 10 is a diagram showing an example of a lottery table for normal game states when the game is held at 2 bets. [Figure 461] 10 is a flow chart showing a reel control process. [Figure 462] 1 is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning mode that is established. [Figure 463] 10 is a flow chart showing bonus state processing. [Figure 464] 10 is a diagram showing an example of a lottery table for a bonus state. [Figure 465] 1 is an explanatory diagram showing the transition relationship between each state; FIG. [Figure 466] 10 is a flow chart showing a process for responding to lottery results. [Figure 467] 10 is a flow chart showing a lottery process for transitioning advantageous sections. [Figure 468] 14 is a diagram showing an example of various transition lottery tables. [Figure 469] 10 is a flow chart showing the processing for the AT lottery. [Figure 470] 11 is a flow chart showing a continuation determination process. [Figure 471] 10 is a flow chart showing the processing for adding AT. [Figure 472] 14 is a diagram for explaining an outline of the instruction monitor and the section display; FIG. [Figure 473] 14 is an explanatory diagram showing an outline of the press-order notification effect performed on the auxiliary display unit; FIG. [Figure 474] 10 is a flow chart showing a process for responding to a winning result. [Figure 475] 10 is a flow chart showing a process for a precursor mode. [Figure 476] 14 is a diagram showing an example of the selectivity of the continuity rate of the AT mode. [Figure 477] 10 is a flow chart showing the CZ mode process. [Figure 478] 10 is a flow chart showing the processing for AT mode. [Figure 479] 10 is a flow chart showing the first processing for displaying the section. [Figure 480] 10 is a flow chart showing the second processing for displaying the section. [Figure 481] 11 is a flow chart showing performance setting processing by the display control device on the sub-side. [Figure 482] 10 is a diagram for explaining an outline of the game status display unit and the BET display unit. [Figure 483] 10 is a flow chart showing a start waiting process. [Figure 484] 10 is a flow chart showing BET operation correspondence processing. [Figure 485] 10 is a flow chart showing the medal input monitoring process. [Figure 486] 10 is a flow chart showing the first storage and return process. [Figure 487] 10 is a flow chart showing a second storage and return process. [Figure 488] 14 is a diagram for explaining an outline of the first confirmation process and the first correction process. [Figure 489] 10 is a diagram for explaining an outline of the second confirmation process and the second correction process. [Figure 490] 10 is a diagram for explaining an outline of the second confirmation process and the second correction process. [Figure 491] 10 is a flow chart showing part of the BET operation correspondence process in the first modification. [Figure 492] 11 is a flow chart showing part of the BET operation correspondence process in Modification 2. FIG. [Figure 493] In the third modification, (a) is a flow chart showing part of the BET operation response process, and (b) is a flow chart showing part of the first storage and return process. [Figure 494] 10 is a flow chart showing part of the second storage and return process, 10 is a flow chart showing bet increasing process, and 10 is a diagram for explaining an outline of each bet sound effect. [Figure 495] In the fourth modification, (a) is a flow chart showing a part of the first storage and return process, and (b) is a flow chart showing a part of the second storage and return process. [Figure 496] 11 is a flow chart showing part of the BET operation correspondence process in Modification 5. FIG. [Figure 497] In the sixth variant, (a) is a flow chart showing part of the first storage and return process, and (b) is a flow chart showing part of the second storage and return process. [Figure 498] 10 is a flow chart showing part of the BET operation correspondence process. [Figure 499] 10 is a flow chart showing the collection medal settlement process. [Figure 500] 11 is a flow chart showing part of the BET operation correspondence process in Modification 7. FIG. [Figure 501] 10 is a flow chart showing the defect settlement completion notification process, and (b) is a diagram showing an example of a special notification table. [Figure 502] In Modification 8, (a) is a flow chart showing the payout determination process, and (b) is a flow chart showing the process for a non-settlement counter. [Figure 503] 1 is a front view of the slot machine according to the seventh g embodiment. [Figure 504] 1 is a perspective view of a slot machine showing the front door closed. [Figure 505] 1 is a perspective view of a slot machine showing the front door open. [Figure 506] 1 is a rear view of the front door. [Figure 507] 1 is a front view of the housing. [Figure 508] 10 is a diagram showing a pattern arrangement of each reel. [Figure 509] 14 is an explanatory diagram showing the relationship between a pattern that can be viewed from a display window and an effective line. [Figure 510] 1 is an explanatory diagram showing the relationship between the winning mode and the bonus awarded. [Figure 511] 1 is an explanatory diagram showing the relationship between the winning mode and the bonus awarded. [Figure 512] 1 is an explanatory diagram showing the relationship between the winning mode and the bonus awarded. [Figure 513] 1 is a diagram for explaining an example of a winning formula. [Figure 514] 1 is a diagram for explaining an example of a winning formula. [Figure 515] 1 is a diagram for explaining an example of a winning formula. [Figure 516] 1 is a diagram for explaining an example of a winning formula. [Figure 517] 1 is a diagram for explaining an outline of the backlight device. [Figure 518] 1 is a block diagram showing the electrical configuration of the main control device. [Figure 519] 1 is a block diagram showing the electrical configuration of the display control device. [Figure 520] 10 is a flow chart showing a timer interruption process by the main controller; [Figure 521] 10 is a flow chart showing normal processing by the main control device. [Figure 522] 10 is a flow chart showing a lottery process. [Figure 523] 10 is a diagram showing an example of a lottery table for normal game states when the game is in a 3-bet. [Figure 524] 10 is a flow chart showing a reel control process. [Figure 525] 1 is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning mode that is established. [Figure 526] 10 is a flow chart showing bonus state processing. [Figure 527] 10 is a diagram showing an example of a lottery table for a bonus state. [Figure 528] 10 is a flow chart showing a process for responding to lottery results. [Figure 529] 10 is a flow chart showing a lottery process for transitioning advantageous sections. [Figure 530] 10 is a flow chart showing the processing for the AT lottery. [Figure 531] 10 is a flow chart showing the normal AT mode lottery process. [Figure 532] 10 is a flow chart showing the AT mode lottery process for CZ. [Figure 533] 10 is a flow chart showing a process for setting a precursor mode. [Figure 534] 14 is a diagram showing an example of various transition lottery tables. [Figure 535] 14 is a diagram showing an example of a lottery table for CZ AT mode transition. [Figure 536] 10 is a diagram showing an example of an immediate notification lottery table. [Figure 537] 14 is a diagram showing an example of a CZ mode game count table and a table of premonition performance games. [Figure 538] 10 is a flow chart showing the processing for adding AT. [Figure 539] 10 is a diagram showing an example of an additional lottery table. [Figure 540] 1 is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning mode that is established. [Figure 541] 14 is a diagram for explaining an outline of the instruction monitor and the section display; FIG. [Figure 542] 14 is an explanatory diagram showing an outline of the press-order notification effect performed on the auxiliary display unit; FIG. [Figure 543] 10 is a flow chart showing a press-order notification process. [Figure 544] 10 is a flow chart showing a process for responding to a winning result. [Figure 545] 10 is a flow chart showing the first game number management process. [Figure 546] 10 is a flow chart showing a second game number management process. [Figure 547] 10 is a flow chart showing the first processing for displaying the section. [Figure 548] 10 is a flow chart showing processing for a game of transitioning an advantageous section. [Figure 549] 10 is a flow chart showing the second processing for displaying the section. [Figure 550] 10 is a diagram for explaining an outline of the transition relationship of the display mode. [Figure 551] 10 is a diagram for explaining the relationship between the start and end games of an advantageous section and the display of the section display; [Figure 552] 11 is a flow chart showing performance setting processing by the display control device on the sub-side. [Figure 553] 10 is a flow chart showing the start-up performance setting process. [Figure 554] 11 is a flow chart showing the performance setting process when the entirety of the stop is stopped. [Figure 555] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 556] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 557] 1 is a diagram for explaining the arrangement of each backlight in the backlight device. [Figure 558] 12 is a diagram for explaining the performance pattern of the flash performance. [Figure 559] 12 is a diagram for explaining the performance pattern of the flash performance. [Figure 560] 12 is a diagram for explaining the performance pattern of the flash performance. [Figure 561] 12 is a diagram for explaining the performance pattern of the flash performance. [Figure 562] 12 is a diagram for explaining the performance pattern of the flash performance. [Figure 563] 12 is a diagram for explaining the performance pattern of the flash performance. [Figure 564] 10 is a diagram for explaining an outline of the light-off effect. [Figure 565] 10 is a flow chart showing the freeze lottery process. [Figure 566] 10 is a diagram showing an example of a normal flash freeze table. [Figure 567]10 is a diagram showing an example of a carryover flash freeze table. [Figure 568] 10 is a flow chart showing a flash standby process. [Figure 569] 10 is a flow chart showing a process for controlling a flash performance. [Figure 570] 10 is a flow chart showing the normal flash setting process. [Figure 571] 10 is a diagram showing an example of a flash pattern data table. [Figure 572] 10 is a flow chart showing a process for performing a flash when the device is stopped. [Figure 573] 10 is a flow chart showing a special flash setting process. [Figure 574] 10 is a flow chart showing the first special setting process. [Figure 575] 10 is a flow chart showing the second special setting process. [Figure 576] 10 is a flow chart showing the third special setting process. [Figure 577] 10 is a flow chart showing the fourth special setting process. [Figure 578] 10 is a flow chart showing the fifth special setting process. [Figure 579] 10 is a flow chart showing the sixth special setting process. [Figure 580] 11 is a flow chart showing the processing for ending the flash effect. [Figure 581] 10 is a flow chart showing the process for adjustment at the end; [Figure 582] 10 is a flow chart showing a process for outputting a payout sound. [Figure 583] 10 is a flow chart showing the process for adjusting during flash. [Figure 584] 10 is a timing chart showing how the flash effect is performed. [Figure 585] 10 is a timing chart showing how the flash effect is performed. [Figure 586] 10 is a timing chart showing how the flash effect is performed. [Figure 587] 10 is a timing chart showing how the flash effect is performed. [Figure 588] 10 is a timing chart showing how the flash effect is performed. [Figure 589] 10 is a timing chart showing how the flash effect is performed. [Figure 590] 10 is a flow chart showing BET processing. [Figure 591] 10 is a flow chart showing betting performance setting process. [Figure 592] 10 is a flow chart showing a single bet performance setting process. [Figure 593] 10 is a flow chart showing a continuous bet performance setting process. [Figure 594] 10 is a flow chart showing a bet performance setting process for re-gaming. [Figure 595] 10 is a flow chart showing a re-betting performance process for normal re-gaming. [Figure 596] 10 is a flow chart showing a re-betting performance process for a specific re-game. [Figure 597] 10 is a flow chart showing a rebet performance process for sub-flashing. [Figure 598] 10 is a timing chart for explaining the relationship between the flash effect, betting processing and betting effect. [Figure 599] 10 is a timing chart for explaining the relationship between the flash effect, betting processing and betting effect. [Figure 600] 10 is a timing chart for explaining the relationship between the flash effect, betting processing and betting effect. [Figure 601] 10 is a timing chart for explaining the relationship between the flash effect, betting processing and betting effect. [Figure 602] 10 is a flow chart showing the start flash effect process, and 10 is a timing chart for explaining the relationship between the flash effect and the start operation. [Figure 603] 10 is a flow chart showing the flash adjustment process in the first modification. [Figure 604] 10 is a timing chart for explaining the relationship between a flash effect and a confirmed effect. [Figure 605] In the second modification, (a) is a flow chart showing a part of the flash standby process, (b) is a flow chart showing a process during the invalidity period, and (c) is a flow chart showing a part of the flash adjustment process. [Figure 606] 10 is a timing chart for explaining how the flash effect is cancelled. [Figure 607] 11 is a flow chart showing the flash adjustment process in modification 3. FIG. [Figure 608] 10 is a flow chart showing a rebet performance process for sub-flashing. [Figure 609] 10 is a timing chart for explaining the relationship between the flash effect, betting processing and betting effect. [Figure 610] 11 is a flow chart showing the flash effect control process in Modification 4. FIG. [Figure 611] 11 is a flow chart showing the flash effect control process in the fifth modification. [Figure 612] 11 is a flow chart showing the flash effect control process in the sixth modification. [Figure 613] 10 is a diagram showing an example of a execution lottery table. [Figure 614] In the 7th modification, (a) is a flow chart showing part of the start-up performance setting process, and (b) is a diagram showing an example of a lottery table for selective role notification performance. [Figure 615] In the 8th modification, (a) is a flow chart showing the continuous performance setting process, (b) is a diagram for explaining the performance patterns of each game of continuous performance, and (c) is a diagram for illustrating an example of a continuous performance table. [Figure 616] 1 is a front view of the slot machine according to the eighth embodiment. [Figure 617] 1 is a perspective view of a slot machine showing the front door closed. [Figure 618] 1 is a perspective view of a slot machine showing the front door open. [Figure 619] 1 is a rear view of the front door. [Figure 620] 1 is a front view of the housing. [Figure 621] 10 is a diagram showing a pattern arrangement of each reel. [Figure 622] 14 is an explanatory diagram showing the relationship between a pattern that can be viewed from a display window and an effective line. [Figure 623] 1 is an explanatory diagram showing the relationship between the winning mode and the bonus awarded. [Figure 624] 1 is an explanatory diagram showing the relationship between the winning mode and the bonus awarded. [Figure 625] 1 is an explanatory diagram showing the relationship between the winning mode and the bonus awarded. [Figure 626] 1 is a diagram for explaining an example of a winning formula. [Figure 627] 1 is a diagram for explaining an example of a winning formula. [Figure 628] 1 is a diagram for explaining an example of a winning formula. [Figure 629] 1 is a diagram for explaining an example of a winning formula. [Figure 630] 1 is a block diagram showing the electrical configuration of the main control device. [Figure 631] 1 is a block diagram showing the electrical configuration of the display control device. [Figure 632] 10 is a flow chart showing a timer interruption process by the main controller; [Figure 633] 10 is a flow chart showing normal processing by the main control device. [Figure 634] 10 is a flow chart showing a lottery process. [Figure 635] 10 is a diagram showing an example of a lottery table for normal game states when the game is in a 3-bet. [Figure 636] 10 is a diagram showing an example of a lottery table for normal game states when the game is held at 2 bets. [Figure 637] 10 is a flow chart showing a reel control process. [Figure 638] 1 is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning mode that is established. [Figure 639] 10 is a flow chart showing bonus state processing. [Figure 640] 10 is a diagram showing an example of a lottery table for a bonus state. [Figure 641] 1 is an explanatory diagram showing the transition relationship between each state; FIG. [Figure 642] 10 is a flow chart showing a process for responding to lottery results. [Figure 643] 10 is a flow chart showing a lottery process for transitioning advantageous sections. [Figure 644] 14 is a diagram showing an example of various transition lottery tables. [Figure 645] 10 is a flow chart showing the processing for the AT lottery. [Figure 646] 11 is a flow chart showing a continuation determination process. [Figure 647] 10 is a flow chart showing the processing for adding AT. [Figure 648]14 is a diagram for explaining an outline of the instruction monitor and the section display; FIG. [Figure 649] 14 is an explanatory diagram showing an outline of the press-order notification effect performed on the auxiliary display unit; FIG. [Figure 650] 10 is a flow chart showing the lottery result command processing, and 10 is an explanatory diagram for explaining the relationship between the lottery result command and the press order notification command. [Figure 651] 10 is a flow chart showing a process for responding to a winning result. [Figure 652] 10 is a flow chart showing a process for a precursor mode. [Figure 653] 14 is a diagram showing an example of the selectivity of the continuity rate of the AT mode. [Figure 654] 10 is a flow chart showing the CZ mode process. [Figure 655] 10 is a flow chart showing the processing for AT mode. [Figure 656] 10 is a flow chart showing the first processing for displaying the section. [Figure 657] 10 is a flow chart showing the second processing for displaying the section. [Figure 658] 11 is a flow chart showing performance setting processing by the display control device on the sub-side. [Figure 659] 10 is a flow chart showing rotation start processing. [Figure 660] 10 is a diagram for explaining an overview of each press order information and a storage area. [Figure 661] 10 is a flow chart showing a payout determination process. [Figure 662] 10 is a flow chart showing the medal dispensing process. [Figure 663] 10 is a flow chart showing segment data setting processing. [Figure 664] 10 is a flow chart showing the processing to clear RAM each game. [Figure 665] 10 is a diagram for explaining the relationship between various information stored in RAM and the clearing trigger. [Figure 666] 10 is a timing chart for explaining the relationship between the timing of executing press order notification and the timing of clearing press order information. [Figure 667] In the first modification, (a) is a flow chart showing part of the payout determination process, (b) is a flow chart showing part of the medal payout process, and (c) is a flow chart showing part of the segment setting process. [Figure 668] 11 is a flow chart showing the lottery result correspondence process in Modification 2. FIG. [Figure 669] 10 is a flow chart showing segment data setting processing. [Figure 670] 10 is a diagram for explaining the relationship between various information stored in RAM and the clearing trigger. [Figure 671] 11 is a flow chart showing rotation start processing in modification example 3. FIG. [Figure 672] 14 is a diagram for explaining an outline of a shared counter. [Figure 673] 10 is a flow chart showing segment data setting processing. [Figure 674] 10 is a flow chart showing part of the payout determination process, and 10 is a flow chart showing the medal payout process. [Figure 675] 10 is a diagram for explaining the relationship between various information stored in RAM and the clearing trigger. [Figure 676] 11 is a flow chart showing the lottery result correspondence process in Modification 4. FIG. [Figure 677] 10 is a flow chart showing segment data setting processing. [Figure 678] 10 is a diagram for explaining the relationship between various information stored in RAM and the clearing trigger. [Figure 679] In the fifth modified example, (a) is a flow chart showing the rotation start processing, (b) is a flow chart showing part of the payout determination processing, and (c) is a flow chart showing part of the AT mode processing. [Figure 680] 10 is a timing chart for explaining the relationship between the timing of executing press order notification and the timing of clearing press order information. [Figure 681] In the 6th variant, (a) is a flow chart showing part of the AT mode processing, and (b) is a timing chart for explaining how the process for the AT mode is executed after the press-order notification, and then the medal is dispensed after the performance at the end of the AT mode is executed. [Figure 682] In the 7th modification, (a) is a flow chart showing the processing for clearing RAM every game, and (b) is a diagram for explaining the relationship between various information stored in the RAM and the clearing trigger. [Figure 683] In Modification 8, (a) is a flow chart showing the initialization process of advantageous interval information, and (b) is a flow chart showing the initialization process at the time of reset. [Figure 684] 11 is a flow chart showing the processing for clearing RAM each game in Modification 9. FIG. [Figure 685] 10 is a diagram for explaining the relationship between various information stored in RAM and the clearing trigger. [Figure 686] 1 is a front view of the slot machine according to the ninthi embodiment. [Figure 687] 1 is a perspective view of a slot machine showing the front door closed. [Figure 688] 1 is a perspective view of a slot machine showing the front door open. [Figure 689] 1 is a rear view of the front door. [Figure 690] 1 is a front view of the housing. [Figure 691] 10 is a diagram showing a pattern arrangement of each reel. [Figure 692] 14 is an explanatory diagram showing the relationship between a pattern that can be viewed from a display window and an effective line. [Figure 693] 1 is an explanatory diagram showing the relationship between the winning mode and the bonus awarded. [Figure 694] 1 is an explanatory diagram showing the relationship between the winning mode and the bonus awarded. [Figure 695] 1 is an explanatory diagram showing the relationship between the winning mode and the bonus awarded. [Figure 696] 1 is a diagram for explaining an example of a winning formula. [Figure 697] 1 is a diagram for explaining an example of a winning formula. [Figure 698] 1 is a diagram for explaining an example of a winning formula. [Figure 699] 1 is a diagram for explaining an example of a winning formula. [Figure 700] 1 is a block diagram showing the electrical configuration of the main control device. [Figure 701] 1 is a block diagram showing the electrical configuration of the display control device. [Figure 702] 10 is a flow chart showing a timer interruption process by the main controller; [Figure 703] 10 is a flow chart showing normal processing by the main control device. [Figure 704] 10 is a flow chart showing a lottery process. [Figure 705] 10 is a diagram showing an example of a lottery table for a normal game state. [Figure 706] 10 is a flow chart showing a reel control process. [Figure 707] 1 is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning mode that is established. [Figure 708] 1 is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning mode that is established. [Figure 709] 10 is a diagram for explaining the stopping mode when winning the push order bell. [Figure 710] 10 is a diagram for explaining the stopping mode when winning the push order bell. [Figure 711] 10 is a flow chart showing bonus state processing. [Figure 712] 10 is a diagram showing an example of a lottery table for a bonus state. [Figure 713] 10 is a flow chart showing a process for responding to lottery results. [Figure 714] 10 is a flow chart showing a lottery process for transitioning advantageous sections. [Figure 715] 14 is a diagram showing an example of various transition lottery tables. [Figure 716] 10 is a flow chart showing the start AT lottery process. [Figure 717] 11 is a flow chart showing a continuation determination process. [Figure 718] 10 is a flow chart showing the processing for adding AT. [Figure 719] 10 is a flow chart showing an additional challenge process. [Figure 720] 10 is a diagram for explaining the occurrence rate of an additional challenge. [Figure 721] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 722] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 723] 14 is a diagram for explaining an outline of the instruction monitor and the section display; FIG. [Figure 724] 14 is an explanatory diagram showing an outline of the press-order notification effect performed on the auxiliary display unit; FIG. [Figure 725] 10 is a flow chart showing a press-order notification process. [Figure 726] 10 is a flow chart showing a challenge process. [Figure 727]10 is a flow chart showing the navigation lottery process. [Figure 728] 10 is a diagram for explaining each navigation state. [Figure 729] 10 is a flow chart showing a lottery result command setting process. [Figure 730] 14 is an explanatory diagram for explaining the relationship between a lottery result command and a press order notification command. [Figure 731] 10 is a flow chart showing a process for responding to a winning result. [Figure 732] 10 is a flow chart showing the process for the AT lottery when the device is stopped. [Figure 733] 10 is a diagram showing an example of a ceiling subtraction value table and a stop transition lottery table. [Figure 734] 10 is a flow chart showing a process for a precursor mode. [Figure 735] 14 is a diagram showing an example of the selectivity of the continuity rate of the AT mode. [Figure 736] 10 is a flow chart showing the CZ mode process. [Figure 737] 10 is a flow chart showing the processing for AT mode. [Figure 738] 10 is a flow chart showing a process for a challenge result; [Figure 739] 10 is a flow chart showing the process for the first challenge result; [Figure 740] 11 is a flow chart showing processing for the second challenge result; [Figure 741] 11 is a flow chart showing a process for the third challenge result. [Figure 742] 10 is a flow chart showing the first processing for displaying the section. [Figure 743] 10 is a flow chart showing the second processing for displaying the section. [Figure 744] 11 is a flow chart showing performance setting processing by the display control device on the sub-side. [Figure 745] 10 is a flow chart showing the start-up performance setting process. [Figure 746] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 747] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 748] 10 is a diagram for explaining the relationship between the operation sequence and the press order notification. [Figure 749] 10 is a diagram for explaining the execution mode of press-order notification, the results that are triggered by press-order notification, and the relationships. [Figure 750] 10 is a diagram showing an example of a lottery table for a normal game state in the first variant. [Figure 751] 10 is a flow chart showing the navigation lottery process. [Figure 752] 10 is a diagram for explaining the execution rate of press-order notification in each navigation state. [Figure 753] 10 is a diagram for explaining the number of values in which press-order notification is not generated. [Figure 754] 10 is a diagram for explaining the ratio of the first operation mode when the press-order notification is not generated. [Figure 755] 10 is a diagram for explaining the ratio that is the first operation mode when an additional challenge occurs. [Figure 756] 12 is a diagram for explaining the ratio in the second modification, which is the first operation mode when an additional challenge occurs. [Figure 757] 12 is a diagram for explaining an additional challenge in the third modification. [Figure 758] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 759] 10 is a diagram for explaining the ratio that is the first operation mode when an additional challenge occurs. [Figure 760] 11 is a flow chart showing the AT lottery process when the device is stopped in Modification 4. FIG. [Figure 761] 10 is a flow chart showing a press-order notification process. [Figure 762] 10 is a flow chart showing a challenge process. [Figure 763] 10 is a diagram for explaining the execution mode of press-order notification, the results that are triggered by press-order notification, and the relationships. [Figure 764] 6 is a flow chart showing the AT lottery process when the device is stopped in the fifth modification. [Figure 765] 10 is a flow chart showing a press-order notification process. [Figure 766] 10 is a diagram for explaining the execution mode of press-order notification, the results that are triggered by press-order notification, and the relationships. [Figure 767] 12 is a diagram for explaining a modified example of the biased bell notification effect in the sixth modification. [Figure 768] 12 is a diagram for explaining a modified example of the biased bell notification effect in Modification 7. FIG. [Figure 769] 14 is an explanatory diagram showing the relationship between the winning mode and the bonus awarded in the eighth variant. [Figure 770] 10 is a diagram showing an example of a lottery table for a normal game state. [Figure 771] 1 is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning mode that is established. [Figure 772] 1 is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning mode that is established. [Figure 773] 14 is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the benefits that can be expected to be given. [Figure 774] 10 is a flow chart showing part of the start-up AT lottery process. [Figure 775] 14 is a diagram showing an example of various transition lottery tables. [Figure 776] 10 is a diagram showing the relationship between the lottery results and the challenge type. [Figure 777] 10 is a flow chart showing the processing for adding AT. [Figure 778] 10 is a flow chart showing the processing for an AT challenge. [Figure 779] 10 is a flow chart showing a process for responding to a winning result. [Figure 780] 10 is a flow chart showing the challenge preparation process. [Figure 781] 10 is a flow chart showing processing for a normal challenge result. [Figure 782] 10 is a flow chart showing processing for the AT challenge result. [Figure 783] 10 is a flow chart showing the process for the AT lottery when the device is stopped. [Figure 784] 11 is a flow chart showing a restriction object determination process. [Figure 785] 10 is a diagram showing an example of a ceiling subtraction value table and a stop transition lottery table for normal mode. [Figure 786] 10 is a diagram showing an example of a ceiling subtraction value table and a stop transition lottery table for CZ mode. [Figure 787] 10 is a diagram showing an example of a ceiling subtraction value table and a stop transition lottery table for the normal challenge mode. [Figure 788] 14 is a diagram for explaining an outline of the instruction monitor and the section display; FIG. [Figure 789] 14 is a diagram for explaining an outline of the instruction monitor and the section display; FIG. [Figure 790] 10 is a flow chart showing the instruction number transmission process. [Figure 791] 10 is a diagram showing an example of a result number table and an instruction number table. [Figure 792] 10 is a flow chart showing a lottery result command setting process. [Figure 793] 10 is a flow chart showing the start-up performance setting process. [Figure 794] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 795] 10 is a flow chart showing the first processing for displaying the section. [Figure 796] 10 is a flow chart showing the second processing for displaying the section. [Figure 797] 10 is a flow chart showing a process for specifying a function ratio. [Figure 798] 10 is a diagram showing the relationship between the operation sequence of the result number table and the instruction number table for normal mode, the stop switch, and the expected number of payments. [Figure 799] 10 is a diagram showing the relationship between the operation sequence of the result number table and the instruction number table for CZ mode, and the expected number of payments. [Figure 800] 10 is a diagram showing the relationship between the operation sequence of the stop switch and the expected number of payments for the normal challenge. [Figure 801] 10 is a diagram showing the relationship between the operation sequence of the result number table and the instruction number table for AT mode, and the expected number of payments. [Figure 802] 10 is a diagram showing the relationship between the operation sequence of the stop switch and the expected number of payments for the AT challenge result number and instruction number table; [Figure 803] 10 is a diagram for explaining the relationship between the number of cash paid out of the results grouped with biased bells, the probability of winning and the specified number. [Figure 804] 14 is a diagram for explaining an outline of the indicator role ratio. [Figure 805] 10 is a diagram for explaining the relationship between the display contents of the payout number display unit and the auxiliary display unit and the lottery results. [Figure 806] 10 is a diagram for explaining the relationship between the display contents of the payout number display unit and the auxiliary display unit and the lottery results. [Figure 807] 10 is a diagram for explaining the relationship between the display contents of the payout number display unit and the auxiliary display unit and the lottery results. [Figure 808] 10 is a diagram showing the relationship between the operation sequence of the CZ mode result number table and the instruction number table, the stop switch, and the expected number of payments in the modified example 9. FIG. [Figure 809] 10 is a diagram for explaining the relationship between the display contents of the payout number display unit and the auxiliary display unit and the lottery results. [Figure 810] 10 is a diagram showing the relationship between the operation sequence of the stop switch and the expected number number of the results and instruction number tables for normal modes in the modified example 10. FIG. [Figure 811] 11 is a diagram for explaining the structure of the biased bell in the modified example 11. FIG. [Figure 812] 12 is a diagram showing the relationship between the operation sequence of the stop switch and the expected number number of the results and instruction number tables for the normal mode in the 12th modification; [Figure 813] In the 13th variant, (a) is a flow chart showing the respective mode performance setting process, and (b) to (d) are diagrams for explaining the relationship between the display contents of the payout number display unit and the auxiliary display unit and the lottery results. [Figure 814] 14 is a diagram showing an example of a result number table and an instruction number table in modification 14; [Figure 815] 10 is a diagram showing the relationship between the operation sequence of the result number table and the instruction number table for normal mode, the stop switch, and the expected number of payments. [Figure 816] 10 is a diagram showing the relationship between the operation sequence of the result number table and the instruction number table for normal mode, the stop switch, and the expected number of payments. [Figure 817] 10 is a diagram showing the relationship between the operation sequence of the result number table and the instruction number table for normal mode, the stop switch, and the expected number of payments. [Figure 818] 10 is a diagram showing the relationship between the operation sequence of the result number table and the instruction number table for normal mode, the stop switch, and the expected number of payments. [Figure 819] 10A and 10B are flowcharts showing part of the first section display process, and (b) and (c) are diagrams for explaining the relationship between the displayed content on the payout number display unit and the lottery results. [Figure 820] 15 is an explanatory diagram showing the relationship between the winning mode and the bonus awarded in the 15th variant. [Figure 821] 10 is a diagram showing an example of a lottery table for a normal game state. [Figure 822] 1 is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning mode that is established. [Figure 823] 14 is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the benefits that can be expected to be given. [Figure 824] 10 is a diagram showing an example of a result number table and an instruction number table. [Figure 825] 10 is a diagram showing the relationship between the operation order of the result number table and the instruction number table for the first game state, and the expected number of payments. [Figure 826] 10 is a diagram showing the relationship between the operation order of the result number table and the instruction number table for the second game state, and the expected number of payments. [Figure 827] 10 is a diagram showing the relationship between the operation order of the result number table and the instruction number table for the third game state, and the expected number of payments. [Figure 828] 10 is a diagram showing the relationship between the operation order of the result number table and the instruction number table for the fourth game state, and the expected number of payments. [Figure 829] 10 is a diagram showing the relationship between the operation order of the stop switch and the expected number number for the fifth game state, the result number and the instruction number table; [Figure 830] 10 is a diagram showing the relationship between the operation order of the stop switch and the expected number number for the sixth game state, the result number and the instruction number table, and the number of payments expected. [Figure 831] 10 is a flow chart showing a process for specifying a function ratio. [Figure 832] 17 is a flow chart showing the AT lottery process when the device is stopped in the 16th variant; [Figure 833] 10 is a diagram showing the relationship between the operation order of the result number table and the instruction number table for the seventh game state, and the expected number of payments. [Figure 834] 17 is a diagram showing an example of a lottery table for a normal game state in modification example 17; [Figure 835] 10 is a diagram showing the relationship between the operation order of the result number table and the instruction number table for the first game state, and the expected number of payments. [Figure 836] 18 is a diagram showing the relationship between the operation order of the stop switch and the expected number number table for the eighth game state in the 18th modified example; [Figure 837] 10 is a flow chart showing part of the first processing for displaying section, and 10 is a diagram for explaining the relationship between the displayed content on the payout number display unit and the result number. [Figure 838] 10 is a front view of a slot machine according to the 10j embodiment. [Figure 839] 1 is a perspective view of a slot machine showing the front door closed. [Figure 840] 1 is a perspective view of a slot machine showing the front door open. [Figure 841] 1 is a rear view of the front door. [Figure 842] 1 is a front view of the housing. [Figure 843] 1 is a diagram for explaining an apparatus for detecting an input medal. [Figure 844] 10 is a diagram showing a pattern arrangement of each reel. [Figure 845] 14 is an explanatory diagram showing the relationship between a pattern that can be viewed from a display window and an effective line. [Figure 846] 1 is an explanatory diagram showing the relationship between the winning mode and the bonus awarded. [Figure 847] 1 is an explanatory diagram showing the relationship between the winning mode and the bonus awarded. [Figure 848] 1 is an explanatory diagram showing the relationship between the winning mode and the bonus awarded. [Figure 849] 1 is a diagram for explaining an example of a winning formula. [Figure 850] 1 is a diagram for explaining an example of a winning formula. [Figure 851] 1 is a diagram for explaining an example of a winning formula. [Figure 852] 1 is a diagram for explaining an example of a winning formula. [Figure 853] 1 is a block diagram showing the electrical configuration of the main control device. [Figure 854] 1 is a block diagram showing the electrical configuration of the display control device. [Figure 855] 10 is a flow chart showing a timer interruption process by the main controller; [Figure 856] 10 is a flow chart showing main processing by the main control device. [Figure 857] 10 is a flow chart showing normal processing. [Figure 858] 10 is a flow chart showing a lottery process. [Figure 859] 10 is a diagram showing an example of a lottery table for normal game states when the game is in a 3-bet. [Figure 860] 10 is a diagram showing an example of a lottery table for normal game states when the game is held at 2 bets. [Figure 861] 10 is a flow chart showing a reel control process. [Figure 862] 1 is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning mode that is established. [Figure 863] 10 is a flow chart showing bonus state processing. [Figure 864] 10 is a diagram showing an example of a lottery table for a bonus state. [Figure 865] 1 is an explanatory diagram showing the transition relationship between each state; FIG. [Figure 866] 10 is a flow chart showing a process for responding to lottery results. [Figure 867] 10 is a flow chart showing a lottery process for transitioning advantageous sections. [Figure 868] 14 is a diagram showing an example of various transition lottery tables. [Figure 869] 10 is a flow chart showing the processing for the AT lottery. [Figure 870] 11 is a flow chart showing a continuation determination process. [Figure 871] 10 is a flow chart showing the processing for adding AT. [Figure 872] 10 is a flow chart showing a lottery process when the product is stopped. [Figure 873] 14 is a diagram for explaining an outline of the instruction monitor and the section display; FIG. [Figure 874] 14 is an explanatory diagram showing an outline of the press-order notification effect performed on the auxiliary display unit; FIG. [Figure 875] 10 is a flow chart showing the lottery result command processing, and 10 is an explanatory diagram for explaining the relationship between the lottery result command and the press order notification command. [Figure 876] 10 is a flow chart showing a process for responding to a winning result. [Figure 877] 10 is a flow chart showing a process for a precursor mode. [Figure 878] 14 is a diagram showing an example of the selectivity of the continuity rate of the AT mode. [Figure 879]10 is a flow chart showing the CZ mode process. [Figure 880] 10 is a flow chart showing the processing for AT mode. [Figure 881] 10 is a flow chart showing the first processing for displaying the section. [Figure 882] 10 is a flow chart showing the second processing for displaying the section. [Figure 883] 11 is a flow chart showing performance setting processing by the display control device on the sub-side. [Figure 884] 10 is a flow chart showing rotation start processing. [Figure 885] 10 is a diagram for explaining an overview of each press order information and a storage area. [Figure 886] 10 is a flow chart showing a payout determination process. [Figure 887] 10 is a flow chart showing the medal dispensing process. [Figure 888] 10 is a flow chart showing segment data setting processing. [Figure 889] 10 is a timing chart for explaining the relationship between the timing of executing press order notification and the timing of clearing press order information. [Figure 890] 10 is a diagram for explaining various errors. [Figure 891] 10 is a flow chart showing a start waiting process. [Figure 892] 10 is a flow chart showing BET operation correspondence processing. [Figure 893] 10 is a flow chart showing the medal input monitoring process. [Figure 894] 10 is a flow chart showing the gate determination process. [Figure 895] 10 is a flow chart showing sensor monitoring processing. [Figure 896] 10 is a flow chart showing the input sensor monitoring process. [Figure 897] 10 is a flow chart showing a process for grasping the execution progress. [Figure 898] 10 is a flow chart showing the first passing sensor monitoring process. [Figure 899] 11 is a flow chart showing a second passing sensor monitoring process. [Figure 900] 10 is a flow chart showing an error determination process. [Figure 901] 11 is a flow chart showing error response processing. [Figure 902] 10 is a timing chart for explaining the relationship between the timing of occurrence of an error and the timing of executing an error notification. [Figure 903] 10 is a timing chart for explaining the relationship between the timing of occurrence of an error and the timing of executing an error notification. [Figure 904] 10 is a flow chart showing a dispensing driving process. [Figure 905] 10 is a flow chart showing a dispensing sensor monitoring process. [Figure 906] 10 is a flow chart showing a process for grasping the payment progress. [Figure 907] 10 is a flow chart showing the first dispensing sensor monitoring process. [Figure 908] 10 is a flow chart showing the second dispensing sensor monitoring process. [Figure 909] 10 is a timing chart for explaining the relationship between the timing of occurrence of an error and the timing of executing an error notification. [Figure 910] 10 is a timing chart for explaining the relationship between the timing of occurrence of an error and the timing of executing an error notification. [Figure 911] 10 is a flow chart showing the backup tank sensor monitoring process. [Figure 912] 10 is a flow chart showing a lottery random number acquisition process. [Figure 913] 10 is a timing chart for explaining the relationship between the timing of occurrence of an error and the timing of executing an error notification. [Figure 914] 10 is a timing chart for explaining the relationship between the timing of occurrence of an error and the timing of executing an error notification. [Figure 915] 1 is a block diagram for explaining the input medal detection device, the payout medal detection device, and the random number generation device in the first modification. [Figure 916] 10 is a flow chart showing processing for input sensors by the input CPU. [Figure 917] 10 is a flow chart showing an input grasping process. [Figure 918] 10 is a flow chart showing the input sensor monitoring process. [Figure 919] 10 is a flow chart showing processing for the dispensing sensor by the dispensing CPU. [Figure 920] 10 is a flow chart showing a dispensing sensor monitoring process. [Figure 921] 10 is a flow chart showing the process for acquiring a lottery random number, and 10 is a flow chart showing the process for a lottery random number by the random number CPU. [Figure 922] 10 is a flow chart showing an error determination process. [Figure 923] 11 is a flow chart showing the timer interrupt process in the second modification. [Figure 924] 10 is a flow chart showing part of the lottery result response process, and 10 is a flow chart showing part of the medal dispensing process. [Figure 925] 10 is a timing chart for explaining the relationship between the timing of occurrence of an error and the timing of executing an error notification. [Figure 926] 11 is a flow chart showing the stopping lottery process in the third modification. [Figure 927] 10 is a timing chart for explaining the relationship between the timing of occurrence of an error and the timing of executing an error notification. [Figure 928] In the fourth modification, (a) is a flow chart showing the sensor monitoring process, and (b) is a flow chart showing the error command response process. [Figure 929] 10 is a timing chart for explaining the relationship between the timing of an error occurrence and the timing of executing an error notification, and the error notification effect on the auxiliary display unit. [Figure 930] 11 is a flow chart showing segment data setting processing in modification example 5. FIG. [Figure 931] 10 is a timing chart for explaining the relationship between the timing of occurrence of an error and the timing of executing an error notification. [Figure 932] 1 is a front view of a slot machine according to the 11k embodiment. [Figure 933] 1 is a perspective view of a slot machine showing the front door closed. [Figure 934] 1 is a perspective view of a slot machine showing the front door open. [Figure 935] 1 is a rear view of the front door. [Figure 936] 1 is a front view of the housing. [Figure 937] 10 is a diagram showing a pattern arrangement of each reel. [Figure 938] 14 is an explanatory diagram showing the relationship between a pattern that can be viewed from a display window and an effective line. [Figure 939] 1 is an explanatory diagram showing the relationship between the winning mode and the bonus awarded. [Figure 940] 1 is an explanatory diagram showing the relationship between the winning mode and the bonus awarded. [Figure 941] 1 is an explanatory diagram showing the relationship between the winning mode and the bonus awarded. [Figure 942] 1 is a diagram for explaining an example of a winning formula. [Figure 943] 1 is a diagram for explaining an example of a winning formula. [Figure 944] 1 is a diagram for explaining an example of a winning formula. [Figure 945] 1 is a diagram for explaining an example of a winning formula. [Figure 946] 1 is a block diagram showing the electrical configuration of the main control device. [Figure 947] 1 is a block diagram showing the electrical configuration of the display control device. [Figure 948] 10 is a flow chart showing a timer interruption process by the main controller; [Figure 949] 10 is a flow chart showing normal processing by the main control device. [Figure 950] 10 is a flow chart showing a lottery process for a regular game. [Figure 951] 10 is a diagram showing an example of a lottery table for normal game states when the game is in a 3-bet. [Figure 952] 10 is a diagram showing an example of a lottery table for normal game states when the game is held at 2 bets. [Figure 953] 10 is a flow chart showing a reel control process. [Figure 954] 1 is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning mode that is established. [Figure 955] 10 is a flow chart showing bonus state processing. [Figure 956] 10 is a diagram showing an example of a lottery table for a bonus state. [Figure 957] 1 is an explanatory diagram showing the transition relationship between each state; FIG. [Figure 958] 10 is a flow chart showing a process for responding to lottery results. [Figure 959] 10 is a flow chart showing a lottery process for transitioning advantageous sections. [Figure 960] 14 is a diagram showing an example of various transition lottery tables. [Figure 961] 10 is a flow chart showing the processing for the AT lottery. [Figure 962] 10 is a flow chart showing the processing for adding AT. [Figure 963] 10 is a diagram showing an example of an additional lottery table. [Figure 964] 14 is a diagram for explaining an outline of the instruction monitor and the section display; FIG. [Figure 965] 14 is an explanatory diagram showing an outline of the press-order notification effect performed on the auxiliary display unit; FIG. [Figure 966] 10 is a flow chart showing an AT start notification process. [Figure 967] 1 is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning mode that is established. [Figure 968] 10 is a flow chart showing a process for responding to a winning result. [Figure 969] 10 is a flow chart showing a process for a precursor mode. [Figure 970] 10 is a flow chart showing an AT type determination process. [Figure 971] 10 is a flow chart showing the CZ mode process. [Figure 972] 10 is a flow chart showing the processing for AT mode. [Figure 973] 10 is a flow chart showing the preparation mode processing. [Figure 974] 14 is a diagram showing an example of a promotion lottery table. [Figure 975] 10 is a flow chart showing the first processing for displaying the section. [Figure 976] 10 is a flow chart showing the second processing for displaying the section. [Figure 977] 11 is a flow chart showing performance setting processing by the display control device on the sub-side. [Figure 978] 10 is a flow chart showing the start-up performance setting process. [Figure 979] 11 is a flow chart showing the performance setting process when the entirety of the stop is stopped. [Figure 980] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 981] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 982] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 983] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 984] 14 is a diagram showing an example of a display performance by the auxiliary display unit. [Figure 985] 10 is a flow chart showing preparation processing for transitioning pseudo games. [Figure 986] 10 is a diagram showing an additional point lottery table. [Figure 987] 10 is a flow chart showing a lottery process for pseudo-games. [Figure 988] 10 is a diagram showing an example of a type lottery table for pseudo-games. [Figure 989] 10 is a flow chart showing a reel control process for pseudo-games. [Figure 990] 10 is a flow chart showing processing for pseudo-game performance. [Figure 991] 10 is a diagram illustrating the flow of display performance when a specific role is selected in AT mode. [Figure 992] 10 is a diagram illustrating the flow of display performance when a pseudo game transition is performed in AT mode. [Figure 993] 1 is a schematic diagram showing various storage areas provided in the ROM of the main control device. [Figure 994] 1 is a schematic diagram showing various storage areas provided in the RAM of the main control device. [Figure 995] 10 is a diagram showing the relationship between the winning role name and the winning role number. [Figure 996] 10 is a diagram showing a transmission number conversion table for converting a winning player number into a transmission number; FIG. [Figure 997] 10 is a diagram showing a lottery number conversion table for converting the winning number into a lottery number by adding the winning number. [Figure 998] 10 is a flow chart showing conversion processing for a pseudo-specific role. [Figure 999] 10 is a diagram showing a conversion table for type numbers. [Figure 1000] 10A and 10B are diagrams illustrating the flow of converting the winner number, and 10B are diagrams illustrating the flow of converting the type number. [Figure 1001] 14 is a diagram illustrating a manner in which commands are transmitted and received. [Figure 1002] 10 is a diagram illustrating the flow of transferring numbers between areas; [Figure 1003] 11 is a flow chart showing the preparation mode processing in the seventh modification. [Figure 1004] 1 is a schematic diagram showing various storage areas provided in the RAM of the main control device. [Figure 1005] 10 is a flow chart showing a lottery process for pseudo-games. [Figure 1006] 10 is a flow chart showing the process for indicating a pseudo-winning role, and (b) is a diagram illustrating the effect of indicating a pseudo-winning role. [Figure 1007] 14 is a diagram showing the mode of the simulated winning role suggestion performance. [Figure 1008] In the 17th modification, (a) is a diagram showing the relationship between the elected role names and the winner number, and (b) is a diagram showing the conversion mode of the type number. [Figure 1009] In the 19th variant, (a) is a diagram showing the relationship between the winner's name and the winner's number, and (b) is a diagram showing the relationship between the winner's name and the type number. [Figure 1010] 10A and 10B are diagrams illustrating the flow of converting the winner number, and 10B are diagrams illustrating the flow of converting the type number. [Figure 1011] 10 is a block diagram showing the CPU and its related structure in the modification 20; FIG. [Figure 1012] 10A is a diagram showing an outline of the control flow until an additional lottery is executed in a normal game in AT mode, and (b) is a diagram showing an outline of the control flow until an additional lottery is executed in a pseudo game in AT mode. [Figure 1013] 10 is a diagram showing a type lottery table for pseudo-games. [Figure 1014] 10 is a diagram showing a type conversion table. [Figure 1015] 10 is a diagram showing proportionality. [Figure 1016] 3 is a diagram showing an outline of the control flow in Modification 23. FIG. [Figure 1017] 3 is a flow chart showing the AT addition process in the modification example 29. FIG. [Figure 1018] 1 is a front view of a slot machine according to the 12m embodiment. [Figure 1019] 1 is a perspective view of a slot machine showing the front door closed. [Figure 1020] 1 is a perspective view of a slot machine showing the front door open. [Figure 1021] 1 is a rear view of the front door. [Figure 1022] 1 is a front view of the housing. [Figure 1023] 1 is a diagram for explaining an apparatus for detecting an input medal. [Figure 1024] 10 is a diagram showing a pattern arrangement of each reel. [Figure 1025] 14 is an explanatory diagram showing the relationship between a pattern that can be viewed from a display window and an effective line. [Figure 1026] 1 is an explanatory diagram showing the relationship between the winning mode and the bonus awarded. [Figure 1027] 1 is an explanatory diagram showing the relationship between the winning mode and the bonus awarded. [Figure 1028] 1 is an explanatory diagram showing the relationship between the winning mode and the bonus awarded. [Figure 1029] 1 is a diagram for explaining an example of a winning formula. [Figure 1030] 1 is a diagram for explaining an example of a winning formula. [Figure 1031] 1 is a diagram for explaining an example of a winning formula. [Figure 1032] 1 is a diagram for explaining an example of a winning formula. [Figure 1033] 1 is a block diagram showing the electrical configuration of the main control device. [Figure 1034] 1 is a block diagram showing the electrical configuration of the display control device. [Figure 1035] 10 is a flow chart showing a timer interruption process by the main controller; [Figure 1036] 10 is a flow chart showing main processing by the main control device. [Figure 1037] 10 is a flow chart showing normal processing. [Figure 1038] 10 is a flow chart showing a lottery process. [Figure 1039] 10 is a diagram showing an example of a lottery table for normal game states when the game is in a 3-bet. [Figure 1040] 10 is a diagram showing an example of a lottery table for normal game states when the game is held at 2 bets. [Figure 1041] 10 is a flow chart showing a reel control process. [Figure 1042] 1 is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning mode that is established. [Figure 1043] 10 is a flow chart showing bonus state processing. [Figure 1044] 10 is a diagram showing an example of a lottery table for a bonus state. [Figure 1045]1 is an explanatory diagram showing the transition relationship between each state; FIG. [Figure 1046] 10 is a flow chart showing a process for responding to lottery results. [Figure 1047] 10 is a flow chart showing a lottery process for transitioning advantageous sections. [Figure 1048] 14 is a diagram showing an example of various transition lottery tables. [Figure 1049] 10 is a flow chart showing the processing for the AT lottery. [Figure 1050] 11 is a flow chart showing a continuation determination process. [Figure 1051] 10 is a flow chart showing the processing for adding AT. [Figure 1052] 10 is a flow chart showing a lottery process when the product is stopped. [Figure 1053] 14 is a diagram for explaining an outline of the instruction monitor and the section display; FIG. [Figure 1054] 14 is an explanatory diagram showing an outline of the press-order notification effect performed on the auxiliary display unit; FIG. [Figure 1055] 10 is a flow chart showing the lottery result command processing, and 10 is an explanatory diagram for explaining the relationship between the lottery result command and the press order notification command. [Figure 1056] 10 is a flow chart showing a process for responding to a winning result. [Figure 1057] 10 is a flow chart showing a process for a precursor mode. [Figure 1058] 14 is a diagram showing an example of the selectivity of the continuity rate of the AT mode. [Figure 1059] 10 is a flow chart showing the CZ mode process. [Figure 1060] 10 is a flow chart showing the processing for AT mode. [Figure 1061] 10 is a flow chart showing the first processing for displaying the section. [Figure 1062] 10 is a flow chart showing the second processing for displaying the section. [Figure 1063] 10 is a flow chart showing rotation start processing. [Figure 1064] 10 is a diagram for explaining an overview of each press order information and a storage area. [Figure 1065] 10 is a flow chart showing a payout determination process. [Figure 1066] 10 is a flow chart showing the medal dispensing process. [Figure 1067] 10 is a flow chart showing segment data setting processing. [Figure 1068] 10 is a timing chart for explaining the relationship between the timing of executing press order notification and the timing of clearing press order information. [Figure 1069] 10 is a diagram for explaining various errors. [Figure 1070] 10 is a flow chart showing the main display processing performed by the display control device on the sub-side. [Figure 1071] 11 is a flow chart showing the performance setting process. [Figure 1072] 10 is a flow chart showing the sound output setting process. [Figure 1073] 10 is a flow chart showing sub-operation correspondence processing. [Figure 1074] 11 is a flow chart showing operations correspondence processing during menu display. [Figure 1075] 11 is a flow chart showing operation correspondence processing during item display. [Figure 1076] 11 is a flow chart showing a process for displaying a character selection screen. [Figure 1077] 10 is a flow chart showing a character selection operation correspondence process. [Figure 1078] 10 is a flow chart showing a process for displaying a history confirmation screen. [Figure 1079] 10 is a flow chart showing a history check operation response process. [Figure 1080] 11 is a flow chart showing a process for displaying a volume setting screen. [Figure 1081] 11 is a flow chart showing a processing for responding to the volume setting operation. [Figure 1082] 10 is a flow chart showing the standby mode management process. [Figure 1083] 10 is a flow chart showing a start-up volume setting process. [Figure 1084] 11 is a flow chart showing a circuit board-side sound volume setting process. [Figure 1085] 1A and 1B are diagrams showing an outline of the first adjustment switch, and 1B are diagrams showing an outline of the second adjustment switch. [Figure 1086] 10A is a diagram for explaining the relationship between the memory of the second adjustment switch and the volume; and 10B is a diagram for explaining the relationship between the performance data, the execution state and the volume. [Figure 1087] 14 is a diagram showing an example of a display performance in the auxiliary display unit. [Figure 1088] 14 is a diagram showing an example of a display performance in the auxiliary display unit. [Figure 1089] 14 is a diagram showing an example of a display performance in the auxiliary display unit. [Figure 1090] 14 is a diagram showing an example of a display performance in the auxiliary display unit. [Figure 1091] 10 is a timing chart for explaining the timing of setting and canceling a specific volume. [Figure 1092] 10 is a timing chart for explaining an event in which one of the liquid crystal volume counter and the substrate volume counter is set to the volume. [Figure 1093] 10 is a diagram for explaining the difference between a normal operation and a shortcut operation. [Figure 1094] 10 is a diagram for explaining the difference between a normal operation and a shortcut operation. [Figure 1095] 10 is a flow chart showing the start-up volume setting process in the first modification. [Figure 1096] In the second modification, (a) is a flow chart showing part of the main processing, and (b) is a flow chart showing the volume setting process at startup. [Figure 1097] 11 is a flow chart showing the substrate-side sound volume setting process in Modification 3. FIG. [Figure 1098] 11 is a flow chart showing the change response process. [Figure 1099] 11 is a flow chart showing the change response processing in Modification Example 4. FIG. [Figure 1100] 12 is a diagram for explaining how the volume change operation is performed. [Figure 1101] 6 is a flow chart showing the change response processing in Modification Example 5. FIG. [Figure 1102] 10 is a diagram for explaining the relationship between performance data and timing when the volume change operation is enabled. [Figure 1103] In the 6th modification, (a) is a flow chart showing the error notification setting process, and (b) is a flow chart showing the volume setting process. [Figure 1104] 10 is a diagram for explaining the relationship between the type of error and whether or not the volume can be changed. [Figure 1105] 10 is a diagram for explaining the relationship between the type of error, whether or not the volume change is possible and the timing at which the change is enabled in Modification 7. FIG. [Figure 1106] 11 is a flow chart showing the standby mode setting process in Modification 8. FIG. [Figure 1107] 12 is a diagram for explaining an example of a sub-volume image or a shortcut operation image. [Figure 1108] 12 is a diagram for explaining the relationship between the liquid crystal volume counter and the substrate volume counter in Modification 9. FIG. [Figure 1109] 10 is a flow chart showing a start-up volume setting process. [Figure 1110] 10 is a flow chart showing the sound output setting process. [Figure 1111] 10 is a flow chart showing the processing for displaying the volume setting screen, and 10 is a flow chart showing the waiting mode management process. [Figure 1112] 11 is a flow chart showing a processing for responding to the volume setting operation. [Figure 1113] 11 is a flow chart showing a circuit board-side sound volume setting process. [Figure 1114] 11 is a flow chart showing the change response process. [Figure 1115] 10 is a diagram for explaining changes in volume and sub-volume images when a volume is changed. [Figure 1116] 10 is a diagram for explaining changes in volume and sub-volume images when a volume is changed. [Figure 1117] 1 is a front view of a slot machine according to the 13n embodiment. [Figure 1118] 1 is a perspective view of a slot machine showing the front door closed. [Figure 1119] 1 is a perspective view of a slot machine showing the front door open. [Figure 1120] 1 is a rear view of the front door. [Figure 1121] 1 is a front view of the housing. [Figure 1122] 1 is a diagram for explaining an apparatus for detecting an input medal. [Figure 1123] 10 is a diagram showing a pattern arrangement of each reel. [Figure 1124] 14 is an explanatory diagram showing the relationship between a pattern that can be viewed from a display window and an effective line. [Figure 1125] 1 is an explanatory diagram showing the relationship between the winning mode and the bonus awarded. [Figure 1126] 1 is an explanatory diagram showing the relationship between the winning mode and the bonus awarded. [Figure 1127] 1 is an explanatory diagram showing the relationship between the winning mode and the bonus awarded. [Figure 1128] 1 is a diagram for explaining an example of a winning formula. [Figure 1129] 1 is a diagram for explaining an example of a winning formula. [Figure 1130] 1 is a diagram for explaining an example of a winning formula. [Figure 1131] 1 is a diagram for explaining an example of a winning formula. [Figure 1132] 1 is a block diagram showing the electrical configuration of the main control device. [Figure 1133] 1 is a block diagram showing the electrical configuration of the display control device. [Figure 1134] 10 is a flow chart showing a timer interruption process by the main controller; [Figure 1135] 10 is a flow chart showing main processing by the main control device. [Figure 1136] 10 is a flow chart showing normal processing. [Figure 1137] 10 is a flow chart showing a lottery process. [Figure 1138] 10 is a diagram showing an example of a lottery table for normal game states when the game is in a 3-bet. [Figure 1139] 10 is a diagram showing an example of a lottery table for normal game states when the game is held at 2 bets. [Figure 1140] 10 is a flow chart showing a reel control process. [Figure 1141] 1 is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning mode that is established. [Figure 1142] 10 is a flow chart showing a payout determination process. [Figure 1143] 10 is a flow chart showing the medal dispensing process. [Figure 1144] 10 is a flow chart showing bonus state processing. [Figure 1145] 10 is a diagram showing an example of a lottery table for a bonus state. [Figure 1146] 1 is an explanatory diagram showing the transition relationship between each state; FIG. [Figure 1147] 10 is a flow chart showing a process for responding to lottery results. [Figure 1148] 10 is a flow chart showing a lottery process for transitioning advantageous sections. [Figure 1149] 14 is a diagram showing an example of various transition lottery tables. [Figure 1150] 10 is a flow chart showing the processing for the AT lottery. [Figure 1151] 10 is a flow chart showing the processing for adding AT. [Figure 1152] 10 is a diagram showing an example of an additional lottery table. [Figure 1153] 14 is a diagram for explaining an outline of the instruction monitor and the section display; FIG. [Figure 1154] 14 is an explanatory diagram showing an outline of the press-order notification effect performed on the auxiliary display unit; FIG. [Figure 1155] 10 is a flow chart showing the lottery result command processing, and 10 is an explanatory diagram for explaining the relationship between the lottery result command and the press order notification command. [Figure 1156] 10 is a flow chart showing a process for responding to a winning result. [Figure 1157] 10 is a flow chart showing a process for a precursor mode. [Figure 1158] 10 is a flow chart showing the continuity rate setting process, and 10 is a diagram showing an example of the continuity rate selectivity in the CZ mode. [Figure 1159] 10 is a flow chart showing the CZ mode process. [Figure 1160] 10 is a flow chart showing the processing for AT mode. [Figure 1161] 10 is a flow chart showing the first processing for displaying the section. [Figure 1162] 10 is a flow chart showing the second processing for displaying the section. [Figure 1163] 10 is a flow chart showing the main display process by the sub-control device. [Figure 1164] 11 is a flow chart showing the performance setting process. [Figure 1165] 10 is a flow chart showing betting performance setting process. [Figure 1166] 10 is a flow chart showing the performance setting process at the time of a start operation. [Figure 1167] 10 is a flow chart showing the performance setting process at the start of rotation. [Figure 1168] 11 is a flow chart showing the performance setting process when the stopping is possible. [Figure 1169] 10 is a flow chart showing the performance setting process when the device is stopped. [Figure 1170] 10 is a flow chart showing a performance setting process when winning a prize. [Figure 1171] 10 is a flow chart showing the performance setting process at the start of payment. [Figure 1172] 10 is a flow chart showing the performance setting process at the end of payment. [Figure 1173] 11 is a flow chart showing an error notification setting process. [Figure 1174] 10 is a flow chart showing the first process for updating the acquisition display. [Figure 1175] 11 is a flow chart showing the second process for updating the acquisition display. [Figure 1176] 10 is a flow chart showing the digest count update process. [Figure 1177] 11 is a flow chart showing the remaining number display update process. [Figure 1178] 14 is a diagram showing an example of a display performance in the auxiliary display unit. [Figure 1179] 14 is a diagram showing an example of a display performance in the auxiliary display unit. [Figure 1180] 14 is a diagram showing an example of a display performance in the auxiliary display unit. [Figure 1181] 14 is a diagram showing an example of a display performance in the auxiliary display unit. [Figure 1182] 14 is a diagram showing an example of a display performance in the auxiliary display unit. [Figure 1183] 14 is a diagram showing an example of a display performance in the auxiliary display unit. [Figure 1184] 14 is a diagram showing an example of a display performance in the auxiliary display unit. [Figure 1185] 14 is a diagram showing an example of a display performance in the auxiliary display unit. [Figure 1186] 10 is a flow chart showing command determination processing. [Figure 1187] 10 is a diagram for explaining the relationship between a command counter and a game progress state, etc.; FIG. [Figure 1188] 10 is a flow chart showing bet time determination processing. [Figure 1189] 10 is a flow chart showing a determination process at the time of a start operation. [Figure 1190] 11 is a flow chart showing a rotation start determination process. [Figure 1191] 11 is a flow chart showing a process for determining when the stopping is possible. [Figure 1192] 10 is a flow chart showing a stop time determination process. [Figure 1193] 10 is a flow chart showing a judgment process at the time of winning. [Figure 1194] 10 is a flow chart showing a process for determining when the payment is started. [Figure 1195] 10 is a flow chart showing a process for determining when the payment is finished. [Figure 1196] 10 is a flow chart showing an error detection process. [Figure 1197] 10 is a diagram showing the relationship between game progress commands and performance content. [Figure 1198] 10 is a diagram showing the relationship between game progress commands and performance content. [Figure 1199] 10 is a diagram showing the relationship between game progress commands and performance content. [Figure 1200] 10 is a diagram showing the relationship between game progress commands and performance content. [Figure 1201] 10 is a diagram showing the relationship between game progress commands and performance content. [Figure 1202] 10 is a diagram showing the relationship between game progress commands and performance content. [Figure 1203] 10 is a diagram showing the relationship between game progress commands and performance content. [Figure 1204] 10 is a diagram showing the relationship between game progress commands and performance content. [Figure 1205] 10 is a diagram showing the relationship between game progress commands and performance content. [Figure 1206] 10 is a diagram for explaining an outline of an error notification for connection abnormality at startup. [Figure 1207] 10 is a timing chart for explaining the situation in which an error notification for connection abnormality is performed. [Figure 1208] 10 is a timing chart for explaining a configuration for synchronizing game progress states and a situation in which synchronization abnormalities are identified. [Figure 1209] 11 is a flow chart showing the display information correction process. [Figure 1210] 10 is a diagram for explaining how the number of coins acquired, the number of items consumed, and the remaining numbers are updated. [Figure 1211] 10 is a diagram for explaining the relationship between the press-order notification performance and synchronization abnormality. [Figure 1212] 10 is a diagram for explaining the relationship between the press-order notification performance and synchronization abnormality. [Figure 1213] 10 is a diagram for explaining the relationship between the press-order notification performance and synchronization abnormality. [Figure 1214] 10 is a diagram for explaining the relationship between the press-order notification performance and synchronization abnormality. [Figure 1215] 10 is a diagram for explaining the relationship between the press-order notification performance and synchronization abnormality. [Figure 1216] In the first modification, (a) is a flow chart showing part of the main display process, and (b) is a flow chart showing timer management process. [Figure 1217] 10 is a diagram for explaining the relationship between a connection abnormality and an external output. [Figure 1218] In the second modification, (a) is a diagram for explaining the power switch on the sub-control device side, and (b) is a flow chart showing part of the main display process. [Figure 1219] 10 is a timing chart for explaining how an error is notified for connection abnormality at the time of start-up. [Figure 1220] 11 is a flow chart showing the door opening detection process in the third modification. [Figure 1221] 11 is a flow chart showing an error notification setting process. [Figure 1222] 10 is a flow chart showing an error detection process. [Figure 1223] 10 is a flow chart showing the process during door opening. [Figure 1224] 10 is a timing chart for explaining the relationship between opening and closing the front door and an error notification for connection abnormality. [Figure 1225] 10 is a diagram for explaining the relationship between an error notification and a connection abnormality in the fourth modification. [Figure 1226] 11 is a flow chart showing command determination processing in Modification 5. FIG. [Figure 1227] 10 is a diagram for explaining a setting command among game progress commands. [Figure 1228] 10 is a flow chart showing a stop time determination process. [Figure 1229] In the 6th variant, (a) is a diagram for explaining the sub-game progress state in a waiting state of a stopping state, and (b) is a flow chart showing the stopping determination process. [Figure 1230] 8 is a flow chart showing the start operation determination process in the seventh modification. [Figure 1231] 10 is a flow chart showing a judgment process at the time of winning. [Figure 1232] 10 is a flow chart showing game progress processing. [Figure 1233] 10 is a diagram for explaining the relationship between the game progress state and the progression trigger. [Figure 1234] 11 is a flow chart showing the game progression process in Modification Example 8. [Figure 1235] 10 is a diagram for explaining an outline of the first delay error notification. [Figure 1236] 10 is a diagram for explaining an outline of the second delay error notification. [Figure 1237] 12 is a diagram for explaining the processing and performance contents when a synchronization abnormality is identified in the 9th modification. [Figure 1238] 10 is a flow chart showing the second command determination process in the modification 10. FIG. [Figure 1239] 10A is a diagram for explaining the relationship between the state command counter and the state progress command, and 10B is a flow chart showing the correspondence performance setting process. [Figure 1240] 11 is a flow chart showing command determination processing in modification 11. FIG. [Figure 1241] 12 is a diagram for explaining the processing and performance contents when a synchronization abnormality is identified in the 12th modification. [Figure 1242] 13 is a flow chart showing the stopping performance setting process in the 13th modification. [Figure 1243] 10 is a timing chart for explaining how the winning performance is preset. [Figure 1244] In the 14th variant, (a) is a flow chart showing the process of setting the performance when the game is started, and (b) is a diagram showing an example of the display performance on the auxiliary display unit. [Figure 1245] 16 is a flow chart showing the reel control process in the 15th modification. [Figure 1246] 10 is a flow chart showing the performance setting process when the device is stopped. [Figure 1247] 10 is a flow chart showing a process for performing at the time of winning the prize. [Figure 1248] 10 is a timing chart for explaining the relationship between a stopping pattern and a preset setting of a winning performance. [Figure 1249] 16 is a flow chart showing the process for presetting the appearance of the payee in the 16th variant. [Figure 1250] 17 is a diagram for explaining the performance content of the connection abnormality-producing game in Modification 17, the operational mode, performance content, prize results, etc. of the connection abnormality-producing game. [Figure 1251] 10 is a diagram for explaining the performance content of a game where the connection abnormality occurs, the operational mode, performance content, prize results, etc. of the game where the connection abnormality occurs. [Figure 1252] 10 is a diagram for explaining the performance content of a game where the connection abnormality occurs, the operational mode, performance content, prize results, etc. of the game where the connection abnormality occurs. [Figure 1253] 18 is a flow chart showing the performance setting process at the time of winning the prize in the 18th modification. [Figure 1254] 11 is a flow chart showing part of the stopping performance setting process in the 19th modification. [Figure 1255] 10 is a timing chart for explaining the relationship between the stopping pattern and the setting of the winning performance. [Form for implementing the invention]
[0010] <Embodiment α of 1a> Hereinafter, one embodiment of the case where it is applied to a circular gaming machine, which is a type of gaming machine, specifically a slot machine, will be described in detail based on the drawings. 1 is a front view of the slot machine 10, FIG. 2 is a perspective view of the slot machine 10 with the front door 12 closed, FIG. 3 is a perspective view of the slot machine 10 with the front door 12 open, FIG. 4 is a rear view of the front door 12, and FIG. 5 is a front view of the housing 11.
[0011] As shown in Figures 1 to 5, the slot machine 10 includes a housing 11 that forms its outer shell. The housing 11 is generally formed into a box-shaped box with its front surface open, and is attached to the so-called island equipment when it is installed in a game hall.
[0012] A front door 12 is attached to the front side of the housing 11 so as to be openable and closed. That is, the housing 11 has a pair of upper and lower support shafts 13a, 13b on the left side of the housing 11, and the front door 12 has bearing portions 14a, 14b at positions corresponding to the support shafts 13a, 13b. When the support shafts 13a, 13b are inserted into the bearing portions 14a, 14b, the front door 12 is rotatably supported with respect to the housing 11 about the opening and closing shafts extending in the vertical direction connecting the support shafts 13a, 13b, and the front open side of the housing 11 can be opened or closed by rotating the front door 12. Furthermore, the front door 12 is locked in a lockable state that cannot be opened by the locking device 20 provided on the back surface of the front door 12. A key cylinder 21 is integrated with the locking device 20 at the upper part of the front door 12, and is configured so that the locking state is released by a predetermined key operation on the key cylinder 21.
[0013] A game panel 25 is provided near the center of the front door 12 for notifying the player of the game state. Three vertical display windows 26L, 26M, and 26R are formed side by side on the game panel 25, and the inside of the slot machine 10 can be visually visible through the respective display windows 26L, 26M, and 26R. Furthermore, the display windows 26L, 26M, and 26R may be combined into one and used as a common display window.
[0014] As shown in FIG. 3, the inside of the housing 11 is divided into two upper and lower parts by a partition plate 30, and a reel unit 31 that constitutes a variable display means is attached to the upper part of the partition plate 30. The reel unit 31 includes a left reel 32L, a middle reel 32M, and a right reel 32R, respectively, formed in a cylindrical shape (annular shape). The reels 32L, 32M, 32R are rotatably supported so that their central axis is the axis of rotation of the reel. The rotation axes of each reel 32L, 32M, and 32R are arranged on a coaxial line extending in a generally horizontal direction, and the reels 32L, 32M, and 32R correspond to each of the display windows 26L, 26M, and 26R in a one-to-one manner. Therefore, part of the surfaces of each reel 32L, 32M, and 32R are visible through corresponding display windows 26L, 26M, and 26R. Furthermore, when the reels 32L, 32M, and 32R rotate in the normal direction, the surfaces of the reels 32L, 32M, and 32R are projected through the display windows 26L, 26M, and 26R as if they are moving from top to bottom.
[0015] Here, the configuration of the reel unit 31 will be briefly explained.
[0016] The reels 32L, 32M, 32R are connected to a stepping motor, and the reels 32L, 32M, 32R can be rotated individually, ie, independently, by driving the stepping motors. The stepping motor is set to rotate once by providing, for example, a driving signal of 500 pulses (hereinafter also referred to as an excitation pulse), and the rotational position of the stepping motor, that is, the rotational position of the reel, is controlled by the excitation pulse. Furthermore, the reel unit 31 has reel index sensors for detecting that the reel has been rotated once, installed on each of the reels 32L, 32M, and 32R. When it is detected from the reel index sensor that the reel has rotated once, a detection signal is output to the main control device 101, which will be described later, each time the detection occurs. Therefore, the main control device 101 can check and correct the angular positions of each reel 32L, 32M, and 32R for each rotation based on the detection signal of the reel index sensor and the number of excitation pulses outputted before the detection signal is input.
[0017] On the outer peripheral surfaces of each reel 32L, 32M, 32R, a plurality of designs as identification information are drawn in the long side direction (circumferential direction). More specifically, 20 patterns are drawn at equal intervals. Therefore, in order to switch a certain pattern at a given position to the next pattern, it is necessary to output an excitation pulse of 25 pulses (=500 pulses ÷ 20 patterns). Furthermore, the main control device 101 can control the number of excitation pulses outputted after the detection signal of the reel index sensor is input to understand patterns that are visible from the display windows 26L, 26M, 26R, and stop the predetermined patterns at positions visible from the display windows 26L, 26M, 26R.
[0018] Next, the designs depicted on each of the reels 32L, 32M, and 32R will be described.
[0019] FIG. 6 shows a design arrangement of the left reel 32L, the middle reel 32M, and the right reel 32R. As shown in the figure, 20 patterns are arranged in a row on each of the reels 32L, 32M, and 32R. Furthermore, numbers are assigned from 0 to 19 in correspondence to the reels 32L, 32M, and 32R, but these numbers are for the main control device 101 to recognize patterns that are visible from the display windows 26L, 26M, and 26R, and are not actually assigned to the reels 32L, 32M, and 32R. However, the following explanation will be explained using the numbers.
[0020] There are ten types of patterns: "Bell" (for example, the first of the left reel 32L), "Replay" (for example, the 0th of the left reel 32L), "Red 7" (for example, the 14th of the left reel 32L), "Watermeal" (for example, the second of the left reel 32L), "Cherry" (for example, the 8th of the left reel 32L), "BAR" (for example, the 9th of the left reel 32L), "White 7" (for example, the 3rd of the left reel 32L), "Young Man" (for example, the 18th of the left reel 32L), "Red Shell" (for example, the 4th of the left reel 32L), and "White Shell" (for example, the 19th of the left reel 32L). As shown in FIG. 6, the number and arrangement of various patterns are completely different for each reel 32L, 32M, and 32R.
[0021] Each of the display windows 26L, 26M, and 26R is formed so that out of the 20 patterns attached to the corresponding reel, there are three patterns that allow the entire pattern to be visible. Therefore, when all the reels 32L, 32M, and 32R are stopped, 3×3=9 designs can be viewed via the display windows 26L, 26M, and 26R.
[0022] In this slot machine 10, the game results of each game are reported using a combination of three patterns, one pattern for each reel 32L, 32M, and 32R, among the patterns that can be viewed. As mentioned above, 3×3=9 patterns can be visible, there is, for example, a combination of these three patterns, as shown in FIG. 7, a combination of each of the patterns that stops on the upper line L1 with the upper pattern of each reel 32L, 32M, and 32R, a combination of each of the patterns that stops on the middle line L2 with the middle pattern of each of the reels 32L, 32M, and 32R, a combination of each of the patterns that stops on the lower line L3 with the lower pattern of each of the reels 32L, 32M, and 32R. There is also a combination of patterns that stop on the lower right line L4 that connects the upper left reel 32L, the middle reel 32M middle reel 32R, and the lower right reel 32R, and a combination of patterns that stop on the lower right line L4 that connects the lower left reel 32L, the middle reel 32M middle reel 32M, and the upper right reel 32R. There are also combinations of patterns that stop at the bent line L6 that connects the middle pattern of the left reel 32L, the upper pattern of the middle reel 32M, and the upper pattern of the right reel 32R. The lines L1 to L5 above are lines that become straight when the patterns are arranged, and the bent line L6 are lines that cause bends to occur in the middle when the patterns are arranged. Note that there are other combinations of patterns that stop on lines that cause bends, other than bend lines L6, but the description is omitted here.
[0023] Of these lines L1 to L6, lines that are enabled by medal bets and lines that are not enabled are set, and if the design is stopped in a specified combination on the activated line, that is, the effective line, the prize is given, and a prize is given to paying out a prescribed number of medals, which are games media, or a bonus that moves the game state. On the other hand, if the design is stopped at a specified combination on a line that is not enabled, the prize will not be achieved and the above-mentioned bonus will not be awarded.
[0024] In this slot machine 10, the bent line L6 of the lines L1 to L6 mentioned above is set as the valid line. More specifically, in this slot machine 10, there may be three medals betted to start the game, and two medals betted to start the game, and when these three or two medals betted to start the game, only the betting line L6 is set as the valid line, while the other lines L1 to L5 are not set as valid lines. In the following description, the bent line L6 may be referred to as the effective line ML. In addition, in the following, a game in which three medals are betted and started is also referred to as a three bet game, a game in which two medals are betted and started is also referred to as a two bet game, and a game in which one medal is betted and started is said to be a one bet game. In this embodiment, a one-bet game is not set.
[0025] 8 to 10 are diagrams showing the correspondence between the combination of winning designs and the perks given in the event of winning.
[0026] The small-player prizes where medals are paid out include the first small-player prize to the 32nd small-player prize.
[0027] If the "replay" pattern for the left reel 32L, the "replay" pattern for the middle reel 32M, and the "replay" pattern for the right reel 32R stop on the valid line ML, you will win the first small role. If the first small prize is achieved, 13 medals will be paid out in the 3-bet game, and 5 medals will be paid out in the 2-bet game.
[0028] As shown in Figure 11(a), when the design corresponding to the first small prize winning is stopped in the effective line ML, the "Bell" design is stopped in line with the lower right line L4. Therefore, the player can easily understand that the small role winning has been achieved in correspondence with the bell.
[0029] If the "replay" pattern on the left reel 32L, the "bell" pattern on the middle reel 32M, and the "bell" pattern on the right reel 32R stop on the valid line ML, you will be awarded a second small role. If the second small prize is achieved, 13 medals will be paid out in the 3-bet game, and 5 medals will be paid out in the 2-bet game.
[0030] As shown in Figure 11(b), when the design corresponding to the second small prize winning is stopped in the effective line ML, the "Bell" design is stopped in line with the upper line L1. Therefore, players can easily understand that the small-player winnings corresponding to the bell have been achieved, and also understand that the small-player winnings are achieved, which are different from the first small-player winnings mentioned above, due to the difference in lines in which the "bell" designs are aligned.
[0031] If the "Bell" design on the left reel 32L, the "Replay" design on the middle reel 32M, and the "Watermeal" design or "Akasui" design on the right reel 32R stop on the valid line ML, you will win a third small role. If the third small prize is achieved, 13 medals will be paid out in the 3-bet game, and 5 medals will be paid out in the 2-bet game.
[0032] As shown in Figure 11(c), when the pattern corresponding to the third small prize winning is stopped in the valid line ML, the "Bell" pattern is stopped in the middle line L2. Therefore, players can easily understand that the small-player winnings corresponding to the bell have been achieved, and also understand that the small-player winnings are different from the above-mentioned first and second-hand small-player winnings due to the difference in lines in which the "bell" designs are aligned.
[0033] If the "watermelon" design on the left reel 32L, the "replay" design on the middle reel 32M, and the "bell" design on the right reel 32R stop on the valid line ML, you will win the fourth small role. If the fourth small prize is achieved, 13 medals will be paid out in the 3-bet game, and 5 medals will be paid out in the 2-bet game.
[0034] As shown in Figure 11(d), when the design corresponding to the fourth small prize winning is stopped in the valid line ML, the "Bell" design is stopped in line with the right-up line L5. Therefore, players can easily understand that the small-player winnings corresponding to the bell have been achieved, and also understand that the small-player winnings are different from the above-mentioned first- to third-player winnings due to the difference in lines in which the "bell" designs are aligned.
[0035] If the watermelon pattern on the left reel 32L, the watermelon pattern on the middle reel 32M, and the "replay" pattern on the right reel 32R stop on the valid line ML, you will be awarded the fifth small role. If the fifth small prize is achieved, 13 medals will be paid out in the 3-bet game, and 5 medals will be paid out in the 2-bet game.
[0036] As shown in Figure 11(e), when the design corresponding to the fifth small prize winner is stopped in the valid line ML, the "Bell" design will be stopped in the lower line L3. Therefore, players can easily understand that the small-player winnings corresponding to the bell have been achieved, and also understand that the small-player winnings are achieved, which are different from the above-mentioned first-to-four small-player winnings.
[0037] If the "watermelon" design on the left reel 32L, the "replay" design on the middle reel 32M, and the "replay" design on the right reel 32R stop on the valid line ML, you will be awarded the 6th small role. If the 6th small prize is achieved, 13 medals will be paid out in the 3-bet game, and 5 medals will be paid out in the 2-bet game.
[0038] As shown in Figure 11(f), when the design corresponding to the sixth small prize winning is stopped in the effective line ML, the "bell" designs stop on the lower row of the left reel 32L, the middle row of the middle reel 32M, and the lower row of the right reel 32R (stops in the small mountain shape). Therefore, players can easily understand that the small-player winnings corresponding to the bell have been achieved, and also understand that the small-player winnings are different from the above-mentioned first-to-five small-player winnings, due to the difference in the stop positions of the "bell" design.
[0039] If the "Bell" pattern on the left reel 32L, the "White 7" pattern, the "Cherry" pattern, the "Akashell" pattern or "Young Man" pattern on the right reel 32R stops on the valid line ML, the "White 7" pattern, the "White Shell" pattern or "Young Man" pattern on the right reel 32R, the "White Shell" pattern or "Young Man" pattern are stopped on the valid line ML, the seventh small prize will be won. If the 7th small prize is achieved, three medals will be paid out in the 3-bet game, and three medals will be paid out in the 2-bet game.
[0040] As shown in Figure 12(a), when the pattern corresponding to the 7th small prize prize stops in the effective line ML, the "watermelon" pattern is stopped on the lower right line L4. Therefore, the player can easily understand that a small role winning matched to the watermelon has been achieved.
[0041] If the "Bell" design on the left reel 32L, the "watermelon" design on the middle reel 32M, and the "watermelon" design on the right reel 32R stop on the valid line ML, you will win the 8th small role. If the 8th small prize is achieved, three medals will be paid out in the 3-bet game, and three medals will be paid out in the 2-bet game.
[0042] As shown in Figure 12(b), when the design corresponding to the 8th small prize prize is stopped in the effective line ML, the "watermelon" design is stopped in the upper line L1. Therefore, players can easily understand that a small-play winning match for a watermelon has been achieved, and also understand that a small-play winning match for a watermelon has been achieved due to the difference in lines in which the "watermelon" designs are aligned, which means that a small-play winning match from the seventh small-play winning match mentioned above is achieved.
[0043] The 9th to 32nd small roles are mainly so-called missed roles, where the winners are won when the first to sixth small roles are missed. If the winner of the 9th small role to the 32nd small role is achieved, one medal will be paid out in the 3-bet game, and one medal will be paid out in the 2-bet game. The 9th to 32nd small roles are the corresponding combinations of the "Replay" design, "Red 7" design, "BAR" design, "Akashell" design, "White Shell" design, "Youth" design, "Yellow" design, "Cherry" design, "Akashell" design, "Youth" design, "Red 7" design, "Watermeal" design, "Replay" design, "BAR" design, "Bell" design or "White Shell" design, and the "Red 7" design, "White 7" design, "White Shell" design, "Youth" design, "Watermeal" design, "BAR" design, and "Replay" design, and the "Red 7" design, "White 7" design, "White Shell" design, "Youth" design, "Watermeal" design, "Akashell" design, "BAR" design, or "Replay" design, and the "Red 7" design, "White 7" design, "White Shell" design, "Youth" design, "Watermeal" design, "Akashell" design, "BAR" design, or "Replay" design, and the "Red 7" design, "White 7" design, "White Shell" design, "Youth" design, "Watermeal" design, "Akashell" design, "BAR" design, or "Replay" design, and the "Red 7" design, "White 7" design, "White Shell" design, "Youth" design, "Watermeal" design, "Akashell" design, "BAR" design, or "Replay" design, and the "Akashell" design, or "BAR" design, or "Replay" design, and the "Red 7" design, and the "White 7" design, "White Shell" design, "Youth" design, "Watermeal" design, "Aka As shown in Figures 8 and 9, the combinations of patterns corresponding to the 9th small-play winnings to the 32nd small-play winnings are set so that the "bell" designs do not stop on the straight lines (L1 to L5) so that it is easy to understand that the small-play winnings corresponding to the bell are not achieved.
[0044] Incidentally, in the above-mentioned arrangement in which medals are paid out based on the winnings of the first small role to the 32nd small role, the small roles paid out is a type of bonus (game value) given in accordance with the results of the game. In this specification, the medals that have been paid out may be called a payout, and the ratio of the number of payout medals (pays) to the number of medals that have been given (betted) may be called a payout rate.
[0045] Winners that are given the bonus (game value) of re-playing that allows you to play the next game without submitting a medal include the first re-playing to the 12th re-playing winnings. As shown in FIG. 10, the design combinations that will win prizes are set for the first to 12th re-play games.
[0046] The first replay game will win if the "replay" pattern on the left reel 32L, the "watermelon" pattern on the middle reel 32M, and the "red 7" pattern, "white 7" pattern, "white shell" pattern, or "young man" pattern on the right reel 32R stops on the valid line ML. As shown in Figure 12(c), when the pattern corresponding to the first re-game winning is stopped in the valid line ML, the "replay" pattern is stopped in the middle line L2. Therefore, the player can easily understand that the player has achieved a replay winning of the game again.
[0047] In the second replay, a prize is achieved if the "White 7" design on the left reel 32L, the "White Shell" design on the middle reel 32M, and the "Cherry" design on the right reel 32R stop on the valid line ML. When the pattern corresponding to the second re-game winning is stopped in the valid line ML, as shown in Figure 13(e), the "White 7" pattern will be stopped with the middle line L2 in alignment.
[0048] In the third replay, a prize is achieved if the "White 7" design on the left reel 32L, the "White Shell" design on the middle reel 32M, and the "BAR" design on the right reel 32R stops on the valid line ML. When the pattern corresponding to the third re-game winning is stopped in the valid line ML, the "White 7" design will stop in the middle row of the left reel 32L and the middle row of the middle reel 32M, as shown in Figure 13(f), and the "Red 7" design will stop in the middle row of the right reel 32R.
[0049] The fourth and fifth re-play games are re-play games for adjustment when multiple re-play games are selected in duplicate.
[0050] In the 6th replay, a winning prize is achieved if the "Bell" pattern on the left reel 32L, the "watermelon" pattern on the middle reel 32M, and the "red 7" pattern, "white 7" pattern, "BAR" pattern, "cherry" pattern, "white shell" pattern or "young man" pattern on the valid line ML. As shown in FIG. 12(d), when the pattern corresponding to the 6th re-game winning prize stops in the effective line ML, the "watermelon" design stops on the upper row of the left reel 32L and the upper row of the middle reel 32M, while the "watermelon" design does not stop on the upper row of the right reel 32R (the "watermelon" design stops on the lower row of the right reel 32R), resulting in a stopping mode in which the upper row of the watermelon tin pie comes off. Furthermore, when the design corresponding to the 6th re-game winning prize stops in the effective line ML, the "watermelon" design will stop on the upper row of the left reel 32L and the lower row of the right reel 32R, while the "watermelon" design will not stop on the middle row of the middle reel 32M (the "watermelon" design will stop on the upper row of the middle reel 32M), resulting in a stopping mode in which the so-called "watermelon" design will fall off.
[0051] In the 7th re-game, a winning prize is achieved if the "Bell" pattern on the left reel 32L, the "White 7" pattern, the "Cherry" pattern, the "Akame" pattern or "Young Man" pattern on the right reel 32R stops on the valid line ML. As shown in FIG. 12(e), when the pattern corresponding to the 7th re-game winning is stopped in the effective line ML, the "watermelon" pattern will stop on the upper row of the left reel 32L and the upper row of the right reel 32R, while the "watermelon" pattern will not stop on the upper row of the middle reel 32M (the "watermelon" pattern will stop on the middle row of the middle reel 32M), resulting in a stopping mode in which the upper row of the watermelon tin pie will fall off. Furthermore, when the pattern corresponding to the 7th re-game winning is stopped in the effective line ML, the "watermelon" design will stop on the upper row of the left reel 32L and the middle row of the middle reel 32M, while the "watermelon" design will not stop on the lower row of the right reel 32R (the "watermelon" design will stop on the upper row of the right reel 32R), resulting in a stopping mode in which the so-called "watermelon" design will fall off.
[0052] In the 8th replay, a prize is achieved if the watermelon pattern on the left reel 32L, the white 7 pattern on the middle reel 32M, the cherry 7 pattern, the red shell pattern or the young man pattern, and the "replay" pattern on the right reel 32R stop on the valid line ML. As shown in Figure 13(a), when the pattern corresponding to the 8th game winning prize stops in the effective line ML, the "watermelon" pattern is stopped in the middle line L2.
[0053] In the 9th replay game, a prize is achieved if the "replay" pattern on the left reel 32L, the "watermelon" pattern on the middle reel 32M, and the "watermelon" pattern or "red shell" pattern on the right reel 32R stops on the valid line ML. As shown in FIG. 13(b), when the pattern corresponding to the 9th re-game winning is stopped in the effective line ML, the "replay" pattern will stop in the middle row of the left reel 32L and the middle row of the middle reel 32M, while the "replay" pattern will not stop in the middle row of the right reel 32R (the "bell" pattern will stop in the middle row of the right reel 32R), resulting in a stopping mode in which the "middle row replay tenp slashes).
[0054] The 10th replay game will result in a winning prize if the "BAR" pattern on the left reel 32L, the "White 7" pattern, the "BAR" pattern, the "BAR" pattern, the "Cherry" pattern, the "Red Shell" pattern or the "Young Man" pattern on the right reel 32R, and the "Red 7" pattern, the "BAR" pattern, the "Cherry" pattern, the "White Shell" pattern or the "Young Man" pattern, the "Winter" pattern, the "Winter" pattern, the "Winter" pattern, the "Winter" pattern, the "Winter" pattern, the "Winter" pattern, the "Winter" pattern, the "Winter" pattern, the "Winter" pattern, the "Winter" pattern, the "Winter" pattern, the "Winter" pattern, the "Winter" pattern, the "Winter" pattern, the "Winter" pattern, the "Winter" pattern, the "Winter" pattern, the "Winter" pattern, the "Winter" pattern, the "Winter" pattern, the "Winter" pattern, the "Winter" pattern, the "Winter" pattern, the "Winter" pattern, the "Winter" pattern, the "Winter" pattern, the "Red 7" pattern, the "Winter" pattern, the "Winter" pattern, the "Winter" pattern, the "Red 7" pattern, the "Winter" pattern, the "Bar" pattern, the "Cherry" pattern, or the "Young Man" pattern, the "Winter" pattern, the "Winter" pattern, the "Winter" pattern, the "Winter" pattern, the "Winter" pattern, the "Winter" pattern, the "Winter" pattern, the "Red 7" pattern, the "Winter" pattern, the "Bar" pattern, the "Winter" pattern, the "Winter" pattern, the "Winter" pattern, the "Winter" pattern, the "Red 7" pattern, the "Winter" pattern, the "Bar" pattern, the "Winter In addition, in the 12th re-game, a winning prize is achieved if the "BAR" pattern on the left reel 32L, the "BAR" pattern on the middle reel 32M, and the "Bell" pattern, the "watermelon" pattern or "Akasai" pattern on the right reel 32R stops on the valid line ML. As shown in Figures 13(c) and 13(d), when the pattern corresponding to the 10th or 12th re-game winning prize stops in the effective line ML, the "cherry" pattern stops on the lower row of the left reel 32L. If you have won the 10th re-game or 12th re-game, if you perform a stop operation aiming for the "cherry" pattern on the right reel 32R, when you win the 10th re-game, the "cherry" pattern will stop in the upper row, and if you win the 12th re-gameme, the "cherry" pattern will stop in the middle or lower row, so it is possible to distinguish between these 10th re-gameme and the 12th re-gamememe. The 11th re-play game is a winning event when it is not possible to win the 10th re-play game or the 12th re-play game, that is, when a missed game can occur.
[0055] The state transition prizes, where only game state transitions occur, include the 1st BB and 2nd BB.
[0056] If the "replay" pattern on the left reel 32L, the "bell" pattern on the middle reel 32M, and the "BAR" pattern on the right reel 32R stop on the valid line ML, you will win the first BB. If the first BB prize is achieved, the game state changes to the first BB state. As shown in Figure 14(a), when the pattern corresponding to the first BB prize is stopped on the valid line ML, the "BAR" design will be stopped on the right-up line L5 and the "Red 7", "Red 7", and "BAR" designs will be stopped from left to right-up line L5, as shown in Figure 14(b).
[0057] If the "Akashell" pattern on the left reel 32L, the "Bell" pattern on the middle reel 32M, and the "Bell" pattern on the right reel 32R stop on the valid line ML, you will win the second BB. If the second BB prize is achieved, the game state changes to the second BB state. As shown in Figure 14(c), when the pattern corresponding to the second BB prize is stopped on the valid line ML, the "White 7" design will be stopped on the bottom line L3, and the "White 7" design, "White 7" design, and "Red 7" design will be stopped from left to right on the bottom line L3, as shown in Figure 14(d).
[0058] On the lower left side of the game panel 25, a start lever 41 is operated to start rotation of each reel 32L, 32M, and 32R. The start lever 41 constitutes a start operation means or a start operation means operated to start rotating the reels 32L, 32M, 32R, that is, to start variable display of the design. When the start lever 41 is operated with a predetermined number of medals being placed in, each reel 32L, 32M, and 32R begins to rotate.
[0059] To the right side of the start lever 41, button-shaped stop switches 42 to 44 are provided for operation to individually stop the rotating reels 32L, 32M, and 32R. The stop switches 42 to 44 are respectively located directly below the display windows 26L, 26M, and 26R corresponding to the reels 32L, 32M, and 32R that are to be stopped.
[0060] Stop detection sensors 42a-44a (FIG. 15) are connected to the stop switches 42-44, respectively, and the stop detection sensors 42a-44a are connected to the main control device 101, which will be described later. The main control device 101 then grasps that the stop switches 42-44 have been operated based on the detection signals from the stop detection sensors 42a-44a. Specifically, when the stop switches 42 to 44 are not operated, detection signals of the LOW signal are output from the stop detection sensors 42a to 44a, and when the stop switches 42 to 44 are operated, the detection signals are switched from the LOW signal to the HI signal. The main control device 101 grasps the switching of such signals and knows that the stop switches 42 to 44 have been operated. When it is understood that the stop switches 42 to 44 have been operated, the main control device 101 controls the rotation of the reel corresponding to the switch being operated is stopped.
[0061] That is, when the left stop switch 42 is operated, the rotation of the left reel 32L stops, when the middle stop switch 43 is operated, the rotation of the middle reel 32M stops, and when the right stop switch 44 is operated, the rotation of the right reel 32R stops. The stop switches 42 to 44 form stop operation means operated to stop variable display of the design based on the rotation of the reels 32L, 32M, and 32R.
[0062] Stop lamps 42b to 44b are each built in the stop switches 42 to 44. The light from the stop lamps 42b to 44b partially passes through the operation surfaces of the stop switches 42 to 44, and the light from the stop lamps 42b to 44b can be visually visible through the stop switches 42 to 44. When the operation of the stop switches 42-44 is enabled, the stop lamps 42b-44b are controlled to be on and when the operation of the stop switches 42-44 is disabled, the corresponding stop lamps 42b-44b are controlled to be turned off and respectively.
[0063] On the lower right side of the display windows 26L, 26M, and 26R, there is a medal insertion opening 45 for inserting medals. The medal input port 45 constitutes an input means for inputting a game medium. Furthermore, if we focus on the fact that the medal input port 45 involves the action of directly sending the medal by the player, it can be said that it constitutes a direct input means for directly inputting the game medium.
[0064] The medals input from the medal input port 45 are guided to either the storage passage 47 or the discharge passage 48 by a selector 46 serving as a passage switching means provided on the back of the front door 12. More specifically, the selector 46 is provided with a medal passage switching solenoid 46a, and when the medal passage switching solenoid 46a is de-energized, the medal is directed to the discharge passage 48 side, and when the medal passage switching solenoid 46a is excited, the medal is directed to the storage passage 47 side. The medal led to the storage passage 47 is guided to the hopper device 51 housed inside the housing 11 . Meanwhile, the medal led to the discharge passage 48 is guided to the medal tray 50 through the medal outlet 49 provided at the lower front of the front door 12 and returned to the player.
[0065] The hopper device 51 is composed of a storage tank 52 for storing medals and a dispensing device 53 for paying out medals to the player. The dispensing device 53 rotates a medal dispensing rotary plate (not shown) to discharge the medal into an opening 48a in the discharge passage 48, and dispens the medal into the medal tray 50 via the discharge passage 48. Furthermore, a spare tank 54 is provided to the right of the hopper device 51 to prevent the storage tank 52 from storing a predetermined amount or more medals. Inside the storage tank 52 of the hopper device 51 is provided a guide plate 52a for discharging medals from the storage tank 52 to the spare tank 54. Therefore, if medals are stored at a height greater than the height at which the guide plate 52a is provided, such medals are stored in the spare tank 54.
[0066] A button-shaped return switch 55 is provided below the medal insertion opening 45. When the return switch 55 is operated in a situation in which the medal inserted into the medal insertion port 45 is blocked in the selector 46, the selector 46 is mechanically operated, and the medal stuck in the selector 46 is returned from the medal outlet 49.
[0067] On the lower left side of the display windows 26L, 26M, and 26R, a first credit insertion switch 56 is provided for inserting a predetermined number of virtual medals credited as game media at once, at a time. The specified number of cards is set according to the progress of the game. For example, when the game's prescribed number of cards is set as three and the specified number of cards is set as three, and the first credit input switch 56 is operated, three virtual medals are input on the condition that there is credit, and when the specified number of cards is set as two and the specified number of cards is set as two, and the first credit input switch 56 is operated, two virtual medals are input on the condition that there is credit, and when the specified number of cards is set as three or two, and the specified number of cards is set as three, and the first credit input switch 56 is operated, three virtual medals are input on the condition that there is credit, and when the specified number of cards is set as three or two, and the specified number of cards is set as two, and when the first credit input switch 56 is operated, two virtual medals are input on the condition that there is credit. Furthermore, a second credit induction switch 57 is provided to the left of the first credit induction switch 56. The second credit invocation switch 57 is for inserting two virtual medals. Each credit input switch 56, 57 together with the medal input port 45 constitutes an input means for inputting a game medium. Furthermore, if we pay attention to the fact that while the medal input port 45 involves the player directly inserting the medal, each credit input switch 56, 57 simply involves the action of inserting a virtual medal based on storage memory, it can be said that it constitutes an indirect input means for indirectly inputting the game medium. In this slot machine 10, a credit insertion switch is not provided to insert one virtual medal.
[0068] The first credit injector switch 56 has a larger operational aspect to be operated by the player than the second credit injector switch 57, and the first credit injector switch 56 is superior in operability to the second credit injector switch 57. Therefore, it is normally assumed that the player will operate the first credit input switch 56 to proceed with the game. In other words, it is normally considered that a specific number of cards that is set out of the specified number of cards is sent to play.
[0069] To the right of the first credit inlet switch 56 and the second credit inlet switch 57, a performance switch 66 is operated when the performance occurs.
[0070] A settlement switch 59 is provided to the left of the start lever 41. That is, the slot machine 10 has a credit function that stores and stores the surplus medals that reach a prescribed maximum value (50 medals) and the medals paid out at the time of winning as virtual medals, and when the settlement switch 59 is operated under the circumstances where virtual medals are stored, the virtual medals are paid out from the medal outlet 49 as real medals. In this case, if we focus on the function of paying out the credited virtual medal as a real medal, it can be said that the settlement switch 59 constitutes a settlement operation means for actually paying out the stored and stored game media.
[0071] Below the display windows 26L, 26M, and 26R of the game panel 25, there are provided a credit display unit 60 that displays the number of virtual medals being credited, a remaining number of cards left to be paid out before the BB state is finished, and a payout number of cards display unit 62 that displays the number of medals paid out when the game panel is entered. The display units 60 to 62 are made up of a seven-segment display, but it is of course possible to replace them with a liquid crystal display or the like.
[0072] To the right of the number of sheets of payout display unit 62 is provided with an instruction monitor 68 which has a press order display device that notifies you of the operation order of the stop switches 42 to 44, and a section display device that displays an advantageous section that changes the winning rate of small roles by notifying you of the operation order, and which allows you to proceed in a situation that is advantageous for the player. The instruction monitor 68 will be described in detail later.
[0073] At the top of the front door 12, an upper lamp 63 is provided that lights up and flashes as the game progresses, a pair of left and right speakers 64 that emit various sound effects as the game progresses, and notifies the player of the game of the game, and an auxiliary display unit 65 that provides various information to the player. The auxiliary display unit 65 is used to perform various display effects as the game progresses, and since games using the reels 32L, 32M, 32R can be considered to be the main display unit, the auxiliary display unit 65 in this embodiment. On the back of the auxiliary display section 65 is provided with a display control device 81 for driving the upper lamp 63, the speaker 64, and the auxiliary display section 65.
[0074] In the front door 12, below the game panel 25 and below the stop switches 42 to 44, a lower display section 69 for gaming machines is provided with the model name of the game machine and making up a predetermined display screen. The lower display section 69 may be configured as a liquid crystal display section, or the lower display section 69 may be provided with operation buttons for presentation, or the entire lower display section 69 may be configured to be operable.
[0075] A power supply box 70 is provided to the left of the hopper device 51 inside the housing 11. The power supply box 70 houses the power supply device 91 inside, and includes a power switch 71, a reset switch 72, a setting key insertion hole 73, and the like. The power switch 71 is a startup switch for supplying power to various parts including the main control device 101. The reset switch 72 is a switch for resetting the error state of the slot machine 10. The setting key insertion hole 73 is for the hole manager and others to adjust the medal output. That is, the hole manager or the like inserts the setting key into the setting key insertion hole 73 and operates the setting probability (setting value) of the slot machine 10 can be set. In addition to resetting the error state, the reset switch 72 is also operated when changing the winning probability of the slot machine 10.
[0076] Above the reel unit 31, a main control device 101 for controlling and managing games is attached to the housing 11.
[0077] The main control device 101 is provided with a role ratio monitor 77 for clearly indicating the ratio between the game states that are advantageous to the player and the game states that are not. The role ratio monitor 77 is installed on the side facing forward of the gaming machine in the main control device 101 so that the front door 12 can be viewed from the front of the gaming machine by setting the front door 12 open, and the front door 12 can be viewed from the front of the gaming machine by setting the front door 12 closed, and more specifically, it is housed within the board box so that the display surface of the role ratio monitor 77 can be viewed via the board box in which the main control device 101 is accommodated. Incidentally, when the front door 12 is in the closed state, the role ratio monitor 77 cannot be seen from the gaps between the display windows 26L-26R, and it is not possible to check the role ratio monitor 77 unless the locked state is released by a prescribed key operation on the key cylinder 21 and the front door 12 is in the open state. The role ratio monitor 77 will be explained in detail later.
[0078] Next, the electrical configuration of the slot machine 10 will be described based on the block diagrams of FIG. 15 and FIG.
[0079] The main control device 101 is equipped with a microcomputer centered on the CPU 102, which is an arithmetic processing unit. In addition to the power supply device 91, the CPU 102 is connected via an internal bus to a clock circuit 103 that outputs a square wave of a given frequency, an input / output port 104, and the like. This main control device 101 serves as the main base built into the slot machine 10.
[0080] The input side of the main control device 101 includes a reel unit 31 (more specifically, a reel index sensor that detects one rotation of each reel 32L, 32M, and 32R), a start detection sensor 41a that detects the operation of the start lever 41, a stop detection sensor 42a to 44a that detects the operation of the respective stop switches 42 to 44, a put-in medal detection sensor 45a that detects the medals input from the medal input port 45, a payout detection sensor 51a that detects the medals payout from the hopper device 51, and a first credit input switch 56. Various sensors are connected, such as a first credit input detection sensor 56a that individually detects the operation of the second credit input switch 57, a settlement detection sensor 59a that detects the operation of the settlement switch 59, a reset detection sensor 72a that detects the operation of the reset switch 72, and a setting key detection sensor 73a that detects the operation of the reset switch 72, and a setting key detection sensor 73a that detects the operation of the setting key inserted into the setting key insertion hole 73, and signals from these sensors are output to the CPU 102 via the input / output port 104.
[0081] Furthermore, a power supply device 91 is connected to the input side of the main control device 101 via an input / output port 104 . The power supply unit 91 is equipped with a power supply unit 91a for supplying driving power to the electronic devices of the slot machine 10, including the main control device 101, and a power outage monitoring circuit 91b.
[0082] The power outage monitoring circuit 91b monitors the power supply shutdown state and generates a power outage signal not only during a power outage but also when the power supply is shut down by the power switch 71. Therefore, in this example output from the power supply unit 91a, the power failure monitoring circuit 91b monitors the stabilized drive voltage of 12 volts of DC, and when the drive voltage drops to, for example, less than 10 volts, the power failure signal is outputted, and when the drive voltage drops to, for example, less than 10 volts, a power failure signal is output. The power outage signal is supplied to the CPU 102 and the input / output port 104, and the CPU 102 recognizes the power outage signal, and executes the power outage process described later. Furthermore, this power outage signal is also configured to be supplied to the display control device 81 .
[0083] The power supply unit 91a is configured to output a 5 volt stabilized voltage used as a driving voltage in a control system such as the main control device 101 even when the output voltage drops to less than 10 volts. The time for outputting this stabilized voltage is sufficient to execute the power outage processing by the main control device 101.
[0084] To the output side of the main control device 101, an external centralized terminal plate 121 that can transmit information to the reel unit 31 (more specifically, a stepping motor for rotating the reels 32L, 32M, and 32R), a medal passage switching solenoid 46a provided in the selector 46, a hopper device 51, a credit display unit 60, a number of remaining payments of sheets 61, a number of sheets 62, an instruction monitor 68, a role ratio monitor 77, a display control device 81, and the like that can transmit information to the hall management device (not shown).
[0085] In addition to the ROM 105 which stores various control programs and fixed value data executed by the CPU 102, a RAM 106 for securing a work area for temporarily storing various data when executing the control programs stored in the ROM 105, as well as various counters such as interrupt circuits, timer circuits, data transmission and reception circuits, as not shown but is well known, various processing circuits required by the slot machine 10, and credit counters that count the number of credit cards. The ROM 105 and RAM 106 form the main memory as storage means, and programs for executing various processes are stored in the above-mentioned ROM 105 as part of the control program.
[0086] The RAM 106 is configured to allow data to be retained (backup) by supplying a backup voltage from the power supply unit 91 even after the power supply to the slot machine 10 is cut off. In addition to a memory for temporarily storing various data, a winning flag storage area 106a for storing the lottery results of a role, a stop information storage area 106b for storing stop information used when controlling the respective reels 32L, 32M, and 32R, and a setting value information storage area 106c for storing the set value, etc., the RAM 106 is provided with a backup area.
[0087] The backup area is an area for storing the value of the stack pointer when the power is cut off due to a power outage or the like when the power is shut down (including power outage by operating the power switch 71; the same applies hereinafter) when the power outage is resolved (including power invocation by operating the power switch 71; the same applies hereinafter), and the state of the slot machine 10 can be restored to the state before the power outage was cut off based on the information in the backup area. Writes to the backup area are executed when power is shut down by power failure processing (see FIG. 17), and the recovery of each value written to the backup area is executed in the main process when power is turned on.
[0088] Furthermore, the NMI terminal (non-maskable interrupt terminal) of the CPU 102 is configured to input a power outage signal from the power outage monitoring circuit 91b when power is cut off due to a power outage or the like. Furthermore, when power is turned off, NMI interrupt processing, which is the power outage flag generation processing, is immediately executed.
[0089] The external centralized terminal board 121 is connected to a hall management device (hall computer) of a game hall, a data display, etc., and is used to output information to external devices of these game machines. As shown in FIG. 16, the external centralized terminal board 121 is provided with a game output terminal 121a for outputting information corresponding to a game being executed, a first BB output terminal 121b for outputting information corresponding to transition of the first BB or second BB in a bonus state, a second BB output terminal 121c for outputting information corresponding to transitioning to an AT mode in which the operation sequence of the stop switches 42-44 is notified.
[0090] As shown in FIG. 16, the display control device 81 is equipped with a microcomputer centered on the CPU 181, which is an arithmetic processing unit. The CPU 181 has a ROM 182 that stores various control programs and fixed value data executed by the CPU 181, and a RAM 183 for securing a work area for temporarily storing various data when executing the control programs stored in the ROM 182.
[0091] The display control device 81 has an input / output port (not shown), and the main control device 101 is connected to the input side, and the stop lamps 42b-44b, the upper lamp 63, the speaker 64, and the auxiliary display section 65 are connected to the output side. Then, the stop lamps 42b-44b, the upper lamp 63, the speaker 64, and the auxiliary display unit 65 are driven and controlled based on various commands inputted from the main control device 101. In other words, the display control device 81 is a sub-base that executes auxiliary control in relation to the main control device 101, which is the main platform that manages games in general. That is, sub-based versions are provided for indirect games for audio, lamps, and displays, to reduce the burden on the main board.
[0092] The input side of the display control device 81 is connected to a performance switch 66 (or, more specifically, a performance switch detection sensor that detects the operation of the performance switch 66). The various display units 60 to 62 and 68 may also be configured to be driven and controlled by the display control device 81.
[0093] Furthermore, all or part of the configurations 42b to 44b, 63 to 65 connected to the display control device 81 may be directly connected to the main control device 101, and the main control device 101 may be configured to directly control all or part of the configurations 42b to 44b, 63 to 65.
[0094] Next, each control process executed by the CPU 102 of the main control device 101 will be described. The processing of the CPU 102 can be roughly divided into main processing that is started when the power is turned on, timer interrupt processing that is periodically activated (in this embodiment, in a 1.49msec cycle), and NMI interrupt processing that is started when a power failure signal is input to the NMI terminal. The following describes the processes involved in the progress of the game, namely the timer interrupt processing and the normal processes performed in the main processing.
[0095] FIG. 17 is a flow chart of the timer interrupt processing periodically executed by the main control device 101, and a timer interrupt is generated by the CPU 102 of the main control device 101 every 1.49 msec, for example.
[0096] First, in the register saving process shown in step Sa101, the values of all registers in the CPU 102 used in the normal processing described later are saved to the backup area of the RAM 106. In step Sa102, it is checked whether the power outage flag is set or not, and if the power outage flag is set, the process proceeds to step Sa103, where the power outage processing is executed.
[0097] Here, the power outage processing will be explained in a general outline.
[0098] When the power is cut off due to a power failure or the like, the power failure monitoring circuit 91b of the power supply unit 91 outputs a power failure signal, and the power failure signal is inputted to the main control unit 101 via the NMI terminal. When a power outage signal is input, the main control device 101 immediately executes NMI interrupt processing and sets the power outage flag in the power outage flag storage area provided in the RAM 106.
[0099] In the power outage processing, it is first determined whether or not the command transmission has been completed, and if the command has not been completed, this processing is terminated and the timer interrupt processing is returned to the timer interrupt processing, and the command transmission is terminated. If the command transmission has finished, the value of the stack pointer of CPU 102 is saved in the backup area of RAM 106. Thereafter, the output state of the output port at the input / output port 104 is cleared, and all actuators (not shown) are turned off. Then, when the power outage is resolved, a RAM judgment value is calculated to determine whether or not the data in the RAM 106 is normal and saved in the backup area, thereby prohibiting subsequent RAM access. After performing the above-mentioned processing, the infinite loop is entered in preparation for the power supply being completely shut off and the processing cannot be executed. Furthermore, taking into consideration the case where the power outage flag is set by mistake due to noise, etc., it is checked whether or not a power outage signal is output until the infinite loop is entered. If no power outage signal is output, the system is restored from the power outage state, and writes to RAM 106 is permitted, the power outage flag is reset, and the timer interruption processing is returned. If the power outage signal is output continuously, the infinite loop will be entered. Incidentally, it is confirmed whether a power outage signal is being output even under an infinite loop, and if the power outage signal is no longer output, the process proceeds to the main process.
[0100] Returning to the explanation of the timer interrupt processing, if the power outage flag is not set in step Sa102, various processes from step Sa104 onwards are carried out.
[0101] That is, in step Sa104, the watchdog timer is cleared to initialize the value of the watchdog timer for monitoring the occurrence of malfunctions. In step Sa105, the CPU 102 itself performs interrupt termination declaration processing to enable the next timer interrupt to be set. In step Sa106, in order to rotate the reels 32L, 32M, and 32R, stepping motor control processing is performed to drive the stepping motors, which are the respective reels, respectively. In step Sa107, the states of various sensors (see FIG. 15) such as stop detection sensors 42a to 44a, input medal detection sensors 45a, and payout detection sensors 51a connected to the input / output port 104 are read, and sensor monitoring processing is performed to monitor whether or not the read result is normal. In step Sa108, a timer update process is performed to subtract and add the values of each counter or timer. In step Sa109, counter processing is performed to output the results of counting the number of bets of medals and the number of payouts to the external concentrated terminal board 121. The timer update process in step Sa108 will be described in detail later.
[0102] In step Sa110, command output processing is performed to transmit various commands such as lottery result commands, which will be described later, to the display control device 81. In step Sa111, segment data setting processing is performed to set segment data to be displayed on the credit display unit 60, the remaining number of sheets left to be paid out display unit 61, the number of sheets paid out display unit 62, and the instruction monitor 68. In step Sa112, segment data set in the segment data setting process is supplied to each display unit 60 to 62,68, and segment data display processing is performed in which corresponding numbers, symbols, etc. are displayed. In step Sa113, a port output process is performed in which data corresponding to the I / O device is output from the input / output port 104. In step Sa114, the values of each register saved to the backup area in the previous step Sa101 are respectively restored to the corresponding registers in the CPU 102. Thereafter, in step Sa115, an interrupt enablement process is performed to enable the next timer interrupt, and this series of timer interrupt processing is completed.
[0103] Next, the normal processing for performing main controls related to games will be described based on the flow chart of FIG.
[0104] First, in step Sa201, interrupt enablement processing is performed to enable the next timer interrupt. In step Sa202, a start pre-process is performed to enable the game. In the pre-start process, the display control device 81 and the like wait until the initialization is completed. When initialization of the display control device 81 and the like is completed, the game management process shown in steps Sa203 to Sa212 is carried out.
[0105] As a game management process, in step Sa203, data such as various game information stored in RAM 106 (for example, random values used in the previous game) is cleared. After that, in step Sa204, a start waiting process is performed.
[0106] In the start waiting process, it is determined whether or not one of the winnings for the re-game has been achieved in the previous game. If any of the winnings for the re-games have been achieved, an automatic entry process is performed to automatically submit virtual medals equal to the number of bets in the previous time, and the start waiting process is completed. Specifically, for example, if a re-gaming prize is achieved in a 3-bet game, three virtual medals are automatically added, and if a re-gaming prize is achieved in a 2-bet game, two virtual medals are automatically added.
[0107] In the automatic input process, virtual medals are submitted without reducing the number of virtual medals displayed on the credit display unit 60. In other words, if any of the winnings for the re-games are achieved in the previous game, the player can play this game without reducing the number of medals he owns and without adding medals. If none of the winnings for the game have been completed, a sensor abnormality check is performed to check whether an abnormality has occurred in the sensor read result performed at the sensor monitoring process step Sa107 of the timer interrupt processing, and if an abnormality has occurred, the slot machine 10 is put into an error state and an abnormality occurs processing is performed to notify the occurrence of an error. This error condition is maintained until the reset switch 72 is operated. If the sensor read result is normal, it is determined whether the settlement switch 59 has been operated, and if the settlement switch 59 is operated, the medal return process is performed to pay out the same number of medals as the credited virtual medal.
[0108] If the medal return process is completed or if the settlement switch 59 is not operated, it is determined whether or not the medal input or credit input switches 56, 57 have been operated between the previous start waiting process and the current start waiting process, and if any of these are performed, a medal input process is performed, which changes the number of bets, etc., and the start waiting process is completed. Furthermore, if neither the medal input or the credit input switches 56, 57 is performed between the previous start waiting process and the current start waiting process, the start waiting process is terminated as is.
[0109] After the start waiting process is completed, step Sa205 determines whether the number of bets for the medal has reached the specified number. In this slot machine 10, the specified number of cards in the bonus state (BB state) is set to "3", and "2" and "3" are set to be the specified number of cards in the game state other than the bonus state. That is, in the bonus state, the determination is affirmative in step Sa205 on the condition that the number of bets is "3", and in step Sa205 on the condition that the number of bets is "2" or "3" outside the bonus state, the determination is affirmative in step Sa205 on the condition that the number of bets is "2" or "3". In other words, if the medal is not bet in a game state other than the bonus state, or if the number of bets is "1", even if the bets are bet, a negative judgment is made in step Sa205. If the number of bets has not reached the specified number, the processing returns to the waiting process for start of step Sa204, and the processing after the sensor abnormality checking process is performed.
[0110] If the number of bets has reached the specified number, a bet command containing information about the number of bets that has been determined to be affirmative in step Sa205 is set as an output target to the display control device 81 as a control device on the sub side in step Sa206. The command set here is output to the display control device 81 at step Sa110 in the timer interrupt process. The display control device 81 receives the bet command and executes processing for notifications based on the bet operation (for example, notification of the success of game start conditions, or notification of lottery results in a previous game), and controls the speaker 64 and the auxiliary display unit 65.
[0111] After the processing in step Sa206 is executed, it is determined whether or not the start lever 41 has been operated in step Sa207. If the start lever 41 is not operated, the processing returns to the start waiting process at step Sa204, and the processing after the sensor abnormality checking process is performed.
[0112] On the other hand, when the start lever 41 is operated, the game can be started when the start lever 41 is operated under a condition where a specified number of medals are bet, which means that a start command has been issued to start the game. In this case, in step Sa208, the valid line setting process is performed to set the combined line corresponding to the number of bets as the valid line. That is, only the bent line L6 is set as the valid line. In step Sa209, the medal passage switching solenoid 46a is switched to the de-energized state to prohibit accepting bets. Thereafter, the lottery process in step Sa210, the reel control process in step Sa211, and the medal dispensing process in step Sa212 are executed in sequence, and the process returns to step Sa203.
[0113] Next, the lottery process in step Sa210 will be described based on the flow chart of FIG.
[0114] In step Sa301, a random number used when determining whether or not a role is correct is obtained. In this slot machine 10, when the start lever 41 is operated, the hard circuit latches the value of the free-run counter at that time. The free-run counter generates random numbers between 0 and 65,535, and after confirming the operation of the start lever 41, the CPU 102 stores the value latched by the hard circuit in the RAM 106. By using this configuration, it is possible to quickly obtain a random number at the timing when the start lever 41 is operated, and problems such as synchronization can be avoided from occurring. The hard circuit of this slot machine 10 is configured to latch the value of the free-run counter each time the start lever 41 is operated.
[0115] After obtaining the random number, in step Sa302, a lottery table is selected for determining whether or not the role is correct. This slot machine 10 has a general game state and a bonus state as game states, and a lottery table is set for each game state. Furthermore, in the normal game state, the specified number of bets is set to "3" and "2" as mentioned above, so the lottery table for the normal game state is set to a lottery table for a 3-bet game and a lottery table for a 2-bet game.
[0116] That is, in step Sa302, a lottery table corresponding to the number of bets and the game state is selected. For example, if the bet count is "3" and any of the bonus status flags are not set, it is determined that the current game state is in the normal game state, and the lottery table for the normal game state is selected. If the current game is a 3-bet game, the lottery table for the normal game state for the 3-bet game is selected (Figure 20), and if the current game is a 2-bet game, the lottery table for the normal game state for the 2-bet game is selected (Figure 21). Furthermore, in this slot machine 10, six winning probability levels are prepared in advance, from "Setting 1" to "Setting 6", and by inserting the setting key into the setting key insertion hole and turning it on, and performing a predetermined operation, it is possible to set which winning probability is to be performed. In step Sa302, when the setting state is "Setting 1", the lottery table with the lowest expected value for medal payout is selected, and when the setting state is "Setting 6", the lottery table with the highest expected value for medal payout is selected.
[0117] Here, the processing related to setting the winning probability will be explained in detail.
[0118] The winning probability setting process is performed in the main process that is started by the main control device 101 when the power is turned on. More specifically, when the power is turned on, the winning probability setting process is started after initializing the RAM 106 when the power is turned on while the setting key detection sensor 73a detects that the setting key is inserted into the setting key insertion hole and is being turned on. In the winning probability setting process, as a predetermined operation, the set value is updated one by one for each operation of the start lever 41, and for example, each time the start lever 41 is operated once, the set value is updated so that it becomes "Setting 1" → "Setting 2" → "Setting 3" → "Setting 4" → "Setting 5" → "Setting 6" → "Setting 1". Each set value is displayed, for example, on the credit display unit 60, and the display is also updated with each update of the set value. Then, the setting value is determined by the fact that the start lever 41 is operated while the setting key detection sensor 73a is turned off, and the setting value at that time is set as the current setting value, and the winning probability setting process is completed. The display of the credit display unit 60 also ends based on the completion of the winning probability setting process. The set value set in the winning probability setting process is stored in the RAM 106 until the next winning probability setting process is started. In step Sa302, a process for selecting a lottery table is carried out based on the stored set values.
[0119] A brief explanation of the lottery table. FIG. 20 shows a lottery table for a normal game state that is selected in the normal game state in a three-bet game. Also, FIG. 21 shows a lottery table for a normal game state that is selected in the normal game state in a two-bet game. The lottery table has an index value IV, and each index value IV uniquely associates each of the winning roles, and a point value PV is set.
[0120] After selecting the lottery table, the index value IV is set to 1 in step Sa303, and the subsequent step Sa304 sets the judgment value DV used when determining whether the player is correct or not. In this judgment value setting process, the current index value IV and the corresponding point value PV are added to the current judgment value DV to set a new judgment value DV. In the initial judgment value setting process, the random value obtained in step Sa301 is the current judgment value DV, and the corresponding point value PV is added to this random value 1 and the current index value IV to form the new judgment value DV.
[0121] Thereafter, in step Sa305, it is determined whether the index value IV and the corresponding role is correct or not. When determining whether a role is correct or not, it is determined whether the judgment value DV exceeds 65,535. If the number of 65535 exceeds, in step Sa306, a process is executed in which the winning flag of the game is set in the winning flag storage area 106a, which is the result of the game according to the index value IV determined affirmatively in step Sa305. For example, if the determination value DV exceeds 65,535 when IV=23, the seventh small role winning flag and the eighth small role winning flag are set in step Sa306. Furthermore, if the determination value DV exceeds 65535 when IV=25, the first BB winning flag is set in step Sa306, and if the determination value DV exceeds 65535 when IV=26, the second BB winning flag is set in step Sa306.
[0122] Incidentally, if the set winning flag is not a winning flag indicating that the first BB has been won (first BB win flag) or a winning flag indicating that the second BB has been won (second BB win flag), the winning flag set in the winning flag storage area 106a is reset after the end of the game with the corresponding selection flag set (see Sa203 in the normal process). On the other hand, if the winning flag is the first BB winning flag or the second BB winning flag, these winning flags are reset as one of the conditions that the corresponding winning has been achieved. That is, the first BB winning flag and the second BB winning flag may be valid for multiple games.
[0123] In step Sa306 in which the first BB winning flag or second BB winning flag has been carried over, if the player has been selected for a role other than the first BB or second BB, the corresponding winning flag is set, and if the player has not been selected for a role other than the first BB or second BB, the corresponding winning flag is not set.
[0124] That is, for example, when, for example, when the first BB winning flag is carried over, and when the index value IV is 25, the first BB winning flag exceeds 65,535, the first BB winning flag is not set. Furthermore, when the first BB winning flag is carried over, for example, when the index value IV is 11, the judgment value DV exceeds 65,535, the first small role winning flag, the ninth small role winning flag, the tenth small role winning flag, and the 13th small role winning flag are set.
[0125] In addition, a lottery table in which the first BB winning flag or the second BB winning flag is carried over is prepared separately, and when the first BB winning flag or the second BB winning flag is carried over, the lottery process may be performed at the separately prepared lottery table. In this case, in the separately prepared lottery table, it is recommended that each index value IV and point value PV values be set so that no winners are won by the first BB and the second BB.
[0126] If the determination value DV does not exceed 65,535 in step Sa305, this means that the index value IV has been out of service. In this case, the index value IV is added by 1 in step Sa307, and in the following step Sa308, it is determined whether there is a role corresponding to the index value IV, that is, whether there is a target for determining whether the index value IV is correct or not. Specifically, it is determined whether or not the index value IV added to one exceeds the maximum value of the index value IV set in the lottery table. If there is a judgement object to be determined to be accurate or not, the process returns to step Sa304 and continues to judge whether the player is correct or not. At this time, in step Sa304, the current index value IV and the corresponding point value PV are added to the judgment value DV used to determine whether the previous role is correct or not, and in step Sa305, the judgment of the role is correct or not is performed based on the judgment value DV.
[0127] Incidentally, when determining whether or not a role is won using the lottery table shown in FIG. 20, that is, if you play a 3-bet game in a normal game state, the probability of winning a normal reply A (probability of winning when IV=1) is about 27.3 in setting 1, about 27.5 in setting 3, and about 28.3 in setting 6, the higher the setting value, the more difficult it becomes to win. The probability of winning a regular reply B (the probability of winning when IV=2) and the probability of winning a regular reply C (the probability of winning when IV=3) are all about 1 / 26.2 regardless of the set value. The probability of winning the chance A (probability to win when IV=4) is about 1 in 164 regardless of the set value, and the probability of winning the chance B (probability to win when IV=5) is about 1 in 262 regardless of the set value, and the probability of winning the chance C (probability to win when IV=6) is about 1 in 16,400 regardless of the set value, and the probability of winning the chance B is about 1 in 16,400 regardless of the set value, and the probability of winning the chance B is easier to win than the chance C, and the chance A is easier to win than the chance B. The probability of winning Cherry A (probability of winning when IV=7) is about 1 in 107 in setting 1, about 104 in setting 3, and about 1 in 93.6 in setting 6, so the higher the setting value, the easier it is to win. The probability of winning Cherry B (probability to win when IV = 8) is about 1 in 215 regardless of the set value, and the probability of winning Cherry C (probability to win when IV = 9) is about 1 in 13,100 regardless of the set value, and the probability of winning Cherry B is about 1 in 13,100, regardless of the set value, and Cherry A is easier to win than Cherry C, and Cherry A is easier to win than Cherry B. The probability of winning a common bell (probability of winning when IV=10) is approximately 1 / 504, regardless of the set value. The probability of winning the forward press bell 1, forward press bell 2, pinch press bell 1, pinch press bell 2, medium press bell 1, medium press bell 2, medium press bell 1, medium press bell 2, medium reverse press bell 1, medium reverse press bell 2, reverse clamp bell 1, reverse clamp bell 2, reverse press bell 1, and reverse press bell 2 (hereinafter referred to as the push order bell) (probability of winning when IV = 11 to 22) is approximately 18.4, regardless of the set value. The probability of winning a watermelon (the probability of winning if IV = 23) is approximately 1 / 107, regardless of the set value. The probability of winning the first BB (probability of winning when IV=25) is approximately 1 in 5.03 regardless of the set value, and is set higher than the chances of winning for other roles (replays, small roles, IV=1-24). In the 3-bet game, it is set to not win a single duplicate (IV=24) or a second BB (IV=26) (0 is set to the corresponding point value PV). In the 3-bet game, the probability of not winning any role, including 1st BB, is 0. And in situations where you have won the 1st BB, the probability that you will not win any role in the 3-bet game is about 1 / 5.03 (for 1st BB) regardless of the set value. Incidentally, in the 3-bet game, excluding the increase in the 1st BB state, we can expect a decrease of approximately 1.77 medals per game (negative number of net increases of approximately 1.77).
[0128] In contrast, when a role is judged to be a winner or not using the lottery table shown in FIG. 21, that is, when a game is played in a two-bet game while in the normal game state, the probability of winning a normal reply A, normal reply B, normal reply C, chance eye A, chance eye B, chance eye C, cherry A, cherry B, and cherry C (probability of winning when IV = 1 to 9) is the same as the probability of playing the above three-bet game. The probability of winning a common bell (probability of winning when IV=10) is approximately 1 in 9.64 regardless of the set value, making it easier to win than if you played a 3-bet game. Push order bells (IV=11~22) are set to not win in a 2-bet game. The probability of winning a watermelon (the probability of winning when IV = 23) is approximately 257 regardless of the set value, making it less likely to win than if you played a 3-bet game. In a two-bet game, it is set to be able to win a single duplicate (IV=24), and the probability of this being about 1.81, regardless of the set value. In addition, in the 2-bet game, while it is set to not win the first BB (IV=25), it is set to win the second BB (IV=26), and the probability of this being about 1 / 4.95, regardless of the set value. Even in the 2-bet game, the probability of not winning any role, including 2nd BB, is 0. And in situations where you have won the second BB, the probability of not winning any role in the two-bet game is about 1 / 4.95 (for the second BB) regardless of the set value. Incidentally, in the 2-bet game, excluding the increase in 2nd BB, we can expect a decrease of approximately 0.64 medals per game (nearly 0.64 net increase).
[0129] If it is determined in step Sa306 that there is no judgment target to be judged to be judged in step Sa308, it means that the judgment of the winner of the role has been completed. In this case, the process proceeds to step Sa309, and a freeze lottery process is performed to determine whether or not to perform a freeze effect in which the operations of the stop switches 42 to 44 are disabled for a specified period of time.
[0130] In the next step Sa310, a lottery result correspondence process is performed. In the lottery result response processing, processing is performed to determine whether or not the game state is to be changed in accordance with the results of the lottery in steps Sa301 to Sa308, and processing to notify the push order role, etc. The lottery result response process will be explained in detail later.
[0131] After the processing in step Sa310 is executed, the lottery result command is set in step Sa311. Here, the lottery result command is a command sent to the display control device 81 to make the result of determining whether or not the role is correct. However, in the normal processing, various commands such as the lottery result commands are set in the ring buffer, and no commands are sent to the display control device 81. The command transmission to the display control device 81 is carried out in the command output process (step Sa110) of the timer interrupt process described above.
[0132] Then, in step Sa312, a stop information setting process is executed to set the patterns that can be stopped for each reel 32L, 32M, and 32R based on the lottery results of the current game. In the stop information setting process, stop design information according to the winning role that can be won is set based on the winning flag set in step Sa306. For example, when the push order bell 1 is won (won when IV=11) and the first small role winning flag, the 9th small role winning flag, the 10th small role winning flag, and the 13th small role winning flag are set, the stop pattern information is set so that the patterns corresponding to the 1st small role, the 9th small role, the 10th small role, and the 13th small role winning flag can be stopped on each reel 32L, 32M, and 32R. Furthermore, when the watermelon is won (won when IV=23) and the 7th small role winning flag and the 8th small role winning flag are set, the stop pattern information is set so that the patterns corresponding to the 7th small role winning prize and 8th small role winning prize can be stopped on each reel 32L, 32M, and 32R.
[0133] In this slot machine 10, the first BB is set so that a winning can only be achieved in a 3-bet game, and the second BB is set so that a winning can only be achieved in a 2-bet game. Therefore, even if the first BB winning flag is set, if the game is started in a two-bet game, the stop information setting process in step Sa312 does not set the stop symbol information to achieve the first BB winning (stop symbol information is set to avoid the first BB winning). Furthermore, even if the second BB winning flag is set, if the game is started in a 3-bet game, the stop information setting process in step Sa312 does not set the stop symbol information to ensure that the second BB win is achieved (stop symbol information is set to avoid the second BB winning).
[0134] In the following step Sa313, when a plurality of stopable pattern information is set in step Sa312, a priority setting process is executed to set the priority order of the image. For example, if you have won multiple role types out of the respective role types, such as small roles, replays, or bonuses, the following priority is set. If a small prize and a bonus are won, the small prize winner is given priority, and if a small prize winner cannot be achieved, the bonus prize winner is given priority, and the priority is set. If you have won a re-game and a bonus, the priority is set so that the re-game prize is given priority.
[0135] For example, if a situation where a 1st BB is won (a 1st BB winning flag is set and a 1st BB winning is carried over), and if a watermelon is further won and stop symbol information corresponding to the 1st BB prize and the 7th small role and the 8th small role is set, the priority is set so that the 7th small role and 8th small role are given priority over the 1st BB prize. Furthermore, if a situation where a 2nd BB winning is set (a 2nd BB winning flag is set and a 2nd BB winning is carried over), and if a normal reply A is further selected and stopping pattern information corresponding to the 2nd BB winning and the 1st re-play, 2nd re-play, 3rd re-play, and 4th re-play, the priority is set so that each re-play winning is given priority over the 2nd BB winning.
[0136] Here, when a re-play game is won, a combination of designs that will be won is set so that any of the winning re-play games will always win. In other words, if you win a re-game, you will always win a re-game prize, and there will be no missed. Therefore, when stopping pattern information for replay and bonuses is set, any of the set replay games will always win again, and a bonus prize will not be achieved.
[0137] After the processing in step Sa313 is executed, the first processing for displaying the section is executed in step Sa314, and then the lottery process is completed. The first section display process involves display control of the instruction monitor 68 and the role ratio monitor 77, and such processing will be explained in detail later.
[0138] Next, the reel control process in step Sa211 will be described based on the flow chart of FIG.
[0139] In the reel control process, first external output setting processing is performed in step Sa401. The first external output setting process is for transmitting information such as the transition of the game state or the transition to the hall management device, etc. via the external centralized terminal board 121. The first external output setting process will be explained in detail later.
[0140] In the next step Sa402, rotational performance processing is performed. The rotational effect process is a process for performing a performance using reel control during the invalidation period based on the results of the freeze lottery process performed in step Sa309 and the results of the lottery result correspondence process performed in step Sa310, etc. The rotational performance processing will be explained in detail later. In the next step Sa403, a rotation start process is performed to start rotation of each of the reels 32L, 32M, and 32R.
[0141] In the rotation start process, it is checked whether a predetermined weight time (for example, 4.1 seconds) has passed since the time when the reel started rotating in the last game, and if it has not passed, it is waited until the weight time has elapsed. If the weight time has elapsed, the weight time for the next game is reset, and the motor control initialization process is performed to set rotation start information in the motor control storage area provided in the RAM 106. By carrying out this process, the stepping motor acceleration process is started in stepping motor control processing (step Sa106) of the timer interruption processing, and the reels 32L, 32M, and 32R start rotating. Therefore, even if the player bets a specified number of medals and operates the start lever 41, each reel 32L, 32M, and 32R may not immediately start rotating. Thereafter, the reels 32L, 32M, 32R are left to rotate at a constant speed at a predetermined rotation speed, and the rotation start process is completed. Furthermore, when the rotational speeds of each of the reels 32L, 32M, 32R are constant, the CPU 102 outputs a progress (command) of this effect to the display control device 81, and the CPU 181 on the display control device 81 notifies the player that it is possible to generate a stop command by lighting up and displaying the stop lamps 42b to 44b built into the stop switches 42 to 44.
[0142] Following the rotation start processing, in step Sa404 it is determined whether any of the stop switches 42 to 44 have been operated or not. If none of the stop switches 42-44 is operated, the system waits until any of the stop switches 42-44 is operated. If it is determined that any of the stop switches 42 to 44 has been operated, the process proceeds to step Sa405, where it is determined whether the stop switch corresponding to the rotating reel has been operated, that is, whether a stop command has been issued. If no stop command has been generated, the program returns to step Sa404 and waits until any of the stop switches 42 to 44 are operated. If a stop command is generated, the stop command is set in step Sa406. Here, the stop command command is a command sent to the display control device 81 to make it possible to grasp which stop switch has been operated and the stop command has been generated. If the stop command is set, the stop control processing shown in steps Sa407 to Sa413 is carried out to stop the rotating reel. Upon receiving the stop command, the display control device 81 controls the auxiliary display unit 65 and the speaker 64 to stop the corresponding reel, and also controls the stop lamps 42b to 44b corresponding to the stop switches 42 to 44 that have been operated this time to be turned off.
[0143] In step Sa407, the pattern number of the reached pattern that reaches the base point position (lower in this embodiment) is confirmed at the timing when the stop switch is operated. Specifically, the pattern number of the pattern that has reached the base point is confirmed based on the number of excitation pulses output from the time when the detection signal of the reel index sensor is input. In the next step Sa408, the number of reels to be stopped is calculated based on the stop information stored in the stop information storage area 106b. In this slot machine 10, five stop modes are prepared for stopping the reels 32L, 32M, and 32R, when the stop switches 42 to 44 are operated, a stop mode in which the pattern that reaches the base point reaches the position of the target is stopped as is, a stop mode in which the corresponding reel is slid by one pattern, a stop mode in which the reel is stopped after sliding two patterns, a stop mode in which the reel is stopped after sliding three patterns, and a stop mode in which the reel is stopped after sliding four patterns are stopped after sliding four patterns. Therefore, in step Sa408, one of the values of 0 to 4 is calculated as the number of sliding elements based on the stop information stored in the stop information storage area 106b. After that, in step Sa409, the calculated number of slips is added to the pattern number of the pattern to which the pattern is reached, and the pattern number of the stop pattern to be actually stopped at the base point is determined. In step Sa410, it is determined whether the pattern number of the pattern of the reel that is to be stopped is equal to the pattern number of the stopping pattern, and if it is equal, the reel stopping process is performed in step Sa411 to stop the rotation of the reel. Thereafter, in step Sa412, it is determined whether all the reels 32L, 32M, 32R have stopped. If all the reels 32L, 32M, 32R are not stopped, the second stop information setting process is performed in step Sa413 and the process returns to step Sa404.
[0144] Here, the second stop information setting process is a process in which the stop information stored in the stop information storage area 106b of the RAM 106 is changed after the reel is stopped. In the second stop information setting process, the stop information is changed based on the set winning flag and the stopping point of the stopped reel. In this slot machine 10, for example, when the winning is achieved when IV is 11 to 22, that is, when the bell is won (see Figures 20 and 21), a second stop information setting process is performed to change the winning mode that is achieved depending on the operation sequence of the stop switches 42 to 44 that generates a stop command.
[0145] FIG. 23 is an explanatory diagram showing the correspondence between the winning role and the operation sequence of the stop switches 42 to 44 and the winning modes that are established. For example, when the middle-order press bell 1 is selected, when each stop switch 42-44 is operated in the left->mi->right, left->right->medium, middle->right->left, right->left, right->left, or right->mi->left, the suspension information is set so that the 17th small-order winner, the 18th small-order winner, or the 21st small-order winner, and when the middle->left->right, the suspension information is set so that the 3rd small-order winner is achieved. However, even if the stop information is set in this way, depending on the timing of operation of the stop switches 42 to 44, the corresponding prize may not be achieved.
[0146] The design arrangement of each reel 32L, 32M, and 32R will be briefly explained. In this slot machine 10, the reels 32L, 32M, and 32R can be stopped after being slipped by up to four patterns from the timing of the operation of the stop switches 42-44. Therefore, when the spaces between the same type patterns are arranged in the reels 32L, 32M, and 32R with no more than four patterns, the winning patterns can be stopped on the effective line when the winning patterns are the timing of operation of the stop switch 43. On the other hand, for patterns arranged so that sections of five or more patterns are formed, when the player is stopped on the effective line, it is necessary for the player to operate the stop switches 42 to 44 to aim for the patterns.
[0147] An example will be explained when the middle-order press bell 1 is won and each stop switch 42-44 is operated in the left->mi->right order. In such a case, as mentioned above, the stopping control of each reel 32L, 32M, and 32R is carried out to achieve a 17th small role, a 18th small role, or a 21st small role.
[0148] The 17th small role design on the left reel 32L is the "Red 7" design and the "BAR" design. Furthermore, the 18th small role design on the left reel 32L is the "red shell" design and the "white shell" design. The 21st small role design on the left reel 32L is a "replay" design and a "young man" design. The left reel 32L is arranged so that the spacing between the 17th small role designs, the 18th small role designs and the 21st small role designs are no more than four patterns. Therefore, when the left stop switch 42 is first operated, either the 17th small role pattern, the 18th small role pattern, or the 21st small role pattern will be stopped on the effective line (middle row) regardless of the timing of the operation. In this slot machine 10, when multiple target patterns are operated at a time when it is possible to stop, stopping control is performed so that patterns with a small number of sliding patterns are stopped on the effective line. That is, for example, when the left stop switch 42 is operated at the time when the first "bell" design of the left reel 32L reaches the lower level, the fourth "Akashell" design (2-comb burial) of the 18th small role design and the fifth "Replay" design (3-comb burial) of the 21st small role design can be stopped at the middle level, and the stopping control of the left reel 32L is performed so that the fourth "Akashell" design with the lowest number of smooth pieces is stopped at the middle level. In this case, there remains room for the 18th small role to be won, but the 17th small role to be won and the 21st small role to be won.
[0149] If the 18th small role design of the left reel 32L stops in the middle, the stop information second setting process changes the stop information so that the 18th small role prize winner can be achieved.
[0150] The 18th small role design on the medium reel 32M is a "replay" design. The "replay" design is arranged on the left reel 32L so that the spacing between the "replay" designs is no more than four patterns. Therefore, in this case, regardless of the timing of the operation of the medium stop switch 43, stop control is performed so that the "replay" symbol is stopped on the upper stage of the medium reel 32M.
[0151] The 18th small role design on the right reel 32R is the "white shell" design and the "young man" design. The right reel 32R is arranged so that the spacing between the "white shell" and "young men" patterns is at least five patterns. In other words, depending on the operating timing of the right stop switch 44, there may be cases in which the "white shell" or "young man" design, which is the 18th small role design, can be stopped at the top, and there may be cases in which the upper part cannot be stopped at the top. If the right stop switch 44 is operated at a time when it is possible to stop at the upper stage, the 18th small prize winner will be successful, and if the right stop switch 44 is operated at a time when it is unable to stop at the upper stage, it becomes a so-called missed item.
[0152] Here, if the "Akashell" design stops in the middle row of the left reel 32L and the "Replay" design stops in the upper row of the middle reel 32M, there is a possibility that the 18th small role may be won as mentioned above and the 18th small role may be won as a middle row press bell 1, or there is a possibility that the 20th small role may be won as a middle row press bell 2. In other words, the 20th small role design in the middle-order press bell 2 has the left reel 32L and the middle reel 32M in common with the 18th small role design. Furthermore, on the right reel 32R, the 18th small role design is a "white shell" design and a "young man" design, while the 20th small role design is a "red 7" design and a "white 7" design are different. In particular, on the right reel 32R, the 18th small role design and the 20th small role design are arranged so that when the right stop switch 44 is operated at a time when the 18th small role design can be stopped on the effective line, the 20th small role design cannot be stopped on the effective line, and when the right stop switch 44 is operated at a time when the 20th small role design can be stopped on the effective line, the 18th small role design cannot be stopped on the effective line. Therefore, assuming that it is not clear whether you have won the middle-order press bell 1 or the middle-order press bell 2, even if the left reel 32L and middle reel 32M are stopped and the halted form is likely to result in the 18th small-order winning and the 20th small-order winning, it is not possible to aim for the winning.
[0153] Next, an example will be explained when the middle-order press bell 1 is won and the stop switches 42-44 are operated in the middle-order order from left-right. In such a case, the stopping control of each reel 32L, 32M, and 32R is performed to ensure that the third small-player prize is achieved.
[0154] The medium reel 32M has a "replay" design, the third small role design, arranged so that the spacing between the "replay" designs is no more than four patterns. Therefore, when the middle stop switch 43 is operated first, the "replay" symbol will be stopped at the top regardless of the timing of the operation.
[0155] On the left reel 32L, the "Bell" design, which is the third small role design, is arranged so that the spacing between the "Bell" designs is no more than four patterns. Therefore, when the left stop switch 42 is operated secondly, the "bell" design will stop in the middle of the operation regardless of the timing of the operation.
[0156] The right reel 32R is arranged with the third small role design "watermelon" and "red shell" designs, so that the spacing between these designs is no more than four patterns. Therefore, when the right stop switch 44 is operated thirdly, the "watermelon" or "red shell" design will be stopped on the upper stage regardless of the timing of the operation. As mentioned above, if you win the middle-stop bell 1 and operate in the order of the middle-stop switch 43 → left-stop switch 42 → right-stop switch 44, a third small-stop prize is achieved regardless of the timing of the operation.
[0157] As mentioned above, if the push order bell is won, if the stop switches 42-44 are operated in a predetermined operation order, and if the first small role, second small role, third small role, fourth small role, fifth small role, or sixth small role are achieved regardless of the operation timing, and if the stop switches 42-44 are operated in another operation order, the other small roles are successful depending on the operation timing, or any small roles are missed. Incidentally, if a common bell is won, regardless of the operation order and timing, a first small role will be awarded to a second small role, a third small role, a fourth small role, a fifth small role, or a sixth small role will be awarded to a sixth small role.
[0158] Returning to the explanation of the reel control process, if it is determined in step Sa412 that all the reels 32L, 32M, 32R are stopped, the payout determination process is performed in step Sa414. The payout determination process is a process in which the number of medals is set as one condition that a combination of winning patterns is arranged on the valid line. In the payout determination process, a combination of patterns formed on the effective line is derived from the pattern numbers of the stopping patterns stopped at the lower rows of each reel 32L, 32M, and 32R, and it is determined whether or not a winning is achieved on the effective line. If the winning is successful, it is further determined whether the winning player corresponds to the winning flag set in the winning flag storage area 106a. If the winning candidate corresponds to the winning flag, the winning candidate and the number of payouts corresponding to the winning candidate are set in the payout information storage area provided in the RAM 106. On the other hand, if the winning player does not correspond to the winning flag, the slot machine 10 is put into an error state and an abnormality occurs processing is performed to notify the occurrence of an error. This error condition is maintained until the reset switch 72 is operated.
[0159] After the payout determination process is performed, the bonus state processing is executed in step Sa415. The bonus state processing will be explained in detail later. After the bonus state processing is executed, the external output second setting processing is performed in step Sa416. The second external output setting process is for transmitting information such as the transition of the game state or the transition to the hall management device, etc. via the external centralized terminal board 121. The second external output setting process will be explained in detail later.
[0160] In the next step Sa417, a process for dealing with the winning results is carried out. In the winning result correspondence process, the game state is transferred based on the winning result. The process for dealing with the winning results will be explained in detail later.
[0161] After the winning result correspondence process is performed, the second section display process is executed in step Sa418. The second section display process is related to display control of the instruction monitor 68, and such processing will be explained in detail later. Thereafter, in step Sa419, a winning result command is set to allow the display control device 81 to grasp the winning success of the game, and the reel control process is completed.
[0162] Next, the medal dispensing process in step Sa212 will be explained in a general outline.
[0163] In the medal dispensing process, it is determined whether or not the number of dispensing set in the dispensing information storage area is 0. If the number of payouts is 0, it means that it is determined that the small prize winning has not been achieved in the previous payout determination process. In this case, it is determined whether any of the first re-game winning prizes to the 12th re-game winning prizes have been achieved based on the winning prize winning prizes set in the payout judgment process. If none of the re-game winnings have been achieved, the medal payout process is terminated as is, and if any of the re-game winnings have been achieved, the re-game setting process is performed with the game mode as the re-game mode, and the medal payout process is terminated. In the above-described start waiting process (step Sa204), an automatic input process is performed when it is determined that the current game mode is the re-play mode.
[0164] On the other hand, if the number of payouts set in the payout information storage area is not zero, medals equal to the number of payouts are fed out, and the medal payout process is completed. Specifically, when the count value of the credit counter does not reach the upper limit (the number of medals stored is 50), the number of payments is added to the count value of the credit counter, and the added value is displayed on the credit display unit 60. Furthermore, if the count value of the credit counter reaches the upper limit or the count value reaches the upper limit while the number of payments is added, the medal dispensing rotary plate is driven and the medal is fed from the hopper device 51 to the medal tray 50 via the medal outlet 49. In the medal dispensing process, the number of payments displayed on the number of payments displayed on the number of payments display unit 62 is also changed in conjunction with the medal dispensing. Furthermore, when the current game state is in the BB state, the number of payments is subtracted from the value of the remaining payment count counter, which will be described later, and the number of payments remaining payments displayed on the remaining payment count display unit 61 is subtracted.
[0165] Next, the bonus state processing in step Sa415 will be described based on the flow chart of FIG.
[0166] First, in step Sa501, it is determined whether the current game state is a bonus state, that is, whether the current game state is a first BB state or a second BB state. Whether or not the first BB state or second BB state can be determined by the presence or absence of the first BB state flag or second BB state flag set in the various flag storage area 106d of the RAM 106 when the transition to the first BB state or second BB state. That is, in step Sa501, if neither the first BB state flag nor the second BB state flag is set, the determination is made that the first BB state or the second BB state is not set, and the process proceeds to step Sa502.
[0167] In step Sa502, the first BB winning flag or the second BB winning flag are set, and it is determined whether or not the state is in the state where one of the BBs has been won. If none of the BB winning flags are set, the bonus state processing is terminated as is. If any of the BB winning flags are set, the process proceeds to step Sa503.
[0168] In step Sa503, a process for inputting 3 to the MAX bet counter provided in various counter areas 106e of the RAM 106 is performed. The MAX bet counter is used to set the specific number of cards to which virtual medals are to be input when the first credit input switch 56 is operated. That is, when the first credit input switch 56 is operated while 3 is input to the MAX bet counter, three virtual medals are input. In this case, the MAX bet counter does not set the specified number of cards for the game, so in a situation where two or three cards are set as the specified number of cards for the game, it is permitted to play a two-bet game by operating the second credit input switch 57. If 3 has already been input to the MAX bet counter in step Sa503, the state is maintained.
[0169] The initial value of the MAX bet counter is 2, and when the reset switch 72 is operated to clear the RAM, 2 is input to the MAX bet counter and the slot machine 10 is started.
[0170] In the next step Sa504, it is determined whether the first BB or second BB prize has been achieved. If any of the BB prizes have not been successful, the bonus state processing will be terminated as is. If any of the BB prizes have been successful, the process proceeds to step Sa505 to determine whether the first BB prize is successful.
[0171] If the first BB prize is achieved, in step Sa506, a process for inputting "15" to the BB counters provided in various counter areas 106e is executed. The BB counter is a counter for specifying the maximum number of payments in each BB state. That is, when "15" is inputted to the BB counter in step Sa506, 15 or more medals are paid out, and the first BB state is terminated. In step Sa507, the 1st BB winning flag is cleared. Then, in step Sa508, the first BB status flag is set in the various flag storage area 106d. This will result in a positive judgment in step Sa501 from the next game. In the next step Sa509, a process is executed to set the first BB start command as an output target to the display control device 81. The first BB start command is a command for making the display control device 81 know that the first BB state is being started, and the display control device 81 receives the first BB start command controls the speaker 64, the auxiliary display unit 65, etc. so as to perform a first BB start effect corresponding to the first BB state being started. Furthermore, by receiving the first BB start command, the display control device 81 can recognize that the next game is in the first BB state, and controls the speaker 64, the auxiliary display unit 65, etc. so as to perform the first BB state from the next game.
[0172] After setting the output of the first BB start command in step Sa509, the processing for setting the specified number of bets to 3 is executed in step Sa510, and then the bonus state processing is completed. The specified number of bets corresponds to the specified number of cards in the game above. That is, when the game transitions to the 1st BB state, the specified number of cards is set to three, and the 1st BB state is performed in the 3-bet game.
[0173] The initial values of the specified bet count are 2 and 3, and when the reset switch 72 is operated to clear the RAM, the specified bet count is set to 2 and 3, and the slot machine 10 starts up.
[0174] When it is determined in step Sa505 that the first BB prize has not been achieved, that is the case when the second BB prize has been achieved. In this case, the process proceeds to step Sa511, and the process of inputting "15" into the BB counter is executed. That is, the second BB state is set so that 15 or more medals are paid out. Then, in step Sa512, the second BB winning flag is cleared, and in step Sa513, the second BB status flag is set. After that, in step Sa514, the second BB start command is set as an output target to the display control device 81. The second BB start command corresponds to the first BB start command and is a command for making the display control device 81 know that the second BB state is being started. The display control device 81 that has received the second BB start command controls the speaker 64, the auxiliary display unit 65, etc. so that a second BB start effect corresponding to the start of the second BB state is performed, and controls the speaker 64, the auxiliary display unit 65, etc. so that a second BB state is performed from the next game. The appearance and content of the first BB start performance differs to the extent that the player can identify them. Furthermore, the appearance and content of the performance for the first BB state and the performance for the second BB state differ to the extent that the player can identify them.
[0175] After setting the output of the second BB start command in step Sa514, the processing for setting the specified number of bets to 3 is executed in step Sa510, and then the bonus state processing is completed. That is, not only in the first BB state, but also in the second BB state, the specified number of cards is set to three, and the second BB state is performed in the three bet game.
[0176] If the determination is made in step Sa501 and the state is in the first BB state or the second BB state, the process proceeds to step Sa515 where the processing is performed in the first BB state or the second BB state. FIG. 25 shows an example of a lottery table for the BB state. In this embodiment, although a common lottery table is used for the first BB and the second BB states, separate lottery tables may be provided to each other to have different types of winning roles and the probability of winning each role. In this embodiment, as shown in FIG. 25, in the first BB state or the second BB state, the normal reply A, the common bell, and the overlapping one-card role can be won. The probability of winning a reply A (probability to win when IV=1) is about 1 in 61.2, the probability of winning a common bell (probability to win when IV=10) is about 1 in 5.96, and the probability of winning a single duplicate role (probability to win when IV=24) is about 1 in 1.31. Furthermore, in the 1st BB or 2nd BB state, the probability of not winning any role is about 1 in 10.14. In this case, you can expect an increase in medals of approximately 0.00 per game (net increase of approximately 0.00) and there is no increase or decrease in medals in the 1st or 2nd BB state. In other words, although there is no chance of an increase in medals in the 1st or 2nd BB state, it is possible to progress the game without reducing the number of medals.
[0177] Here, in the normal game state in a 3-bet game and the first BB state that can be transitioned in a 3-bet game, the main medal increase occurs when the 13 cards are paid out, and the role is a push order bell in the normal game state, and a common bell in the 1st BB state. Comparing the winning rates of these main small roles, in the normal game state, assuming that stop switches 42-44 are operated in a certain operation order, the probability of winning is about 1 in 9.19, while in the first BB state, the probability of winning is about 1 in 5.96, and in the three-bet game, the first BB state is more likely to win than in the normal game state. Furthermore, in the normal game state in a two-bet game and the second BB state that can be transitioned in a two-bet game, both the main medal increase are common bells, and while the regular game state has a chance of winning a prize of about 1 in 9.64, while the second BB state has a chance of winning a prize of about 1 in 5.96, and even in a two-bet game, the second BB state is set to be more likely to win than the normal game state.
[0178] However, as mentioned above, even if you complete the 1st BB or 2nd BB status, you cannot expect an increase in medals with your medals.
[0179] In the bonus state processing, in step Sa515, it is determined whether any of the small roles have been won in this game as a result of the lottery processing using the above-mentioned BB state lottery table and the reel controls. If the winnings are not successful, the bonus state processing is terminated as is. If the winning is successful, in step Sa516, the number of payouts corresponding to the winning is subtracted from the BB counter of the various counter areas 106e. Then, in step Sa517, it is determined whether or not the BB counter becomes 0 or less as a result of the subtraction process in step Sa516. For example, if a common bell wins and the first small-role prize to sixth small-role prize is achieved, 13 coins will be paid out, so in Step Sa516 13 is subtracted from the BB counter.
[0180] If it is determined in step Sa517 that it is not less than 0, the bonus state processing is terminated as is. On the other hand, if it is determined that the value is 0 or less, in step Sa518, the process is performed to clear the BB status flag corresponding to the current BB status. That is, if the first BB state is in the first BB state, the first BB state flag is cleared, and if the second BB state is in the second BB state, the second BB state flag is cleared. Then, in step Sa519, a process of inputting 2 into the MAX bet counter is executed, and in step Sa520, a BB end command corresponding to the BB state that is to be completed this time is set as an output target to the display control device 81. More specifically, when the first BB state is finished, the output of the first BB end command is set, and when the second BB state is finished, the output of the second BB end command is set. Upon receiving the first BB end command or the second BB end command, the display control device 81 controls the speaker 64 and the auxiliary display unit 65 so that the first BB end performance and the second BB end performance are performed.
[0181] After that, in step Sa521, the specified number of bets is set to 2 and 3, and then the bonus state processing is completed. In this case, in the normal game state after the 1st BB state or the 2nd BB state is completed, a 2-bet game and a 3-bet game are possible. In contrast, as mentioned above, 2 is input to the MAX bet counter in step Sa519, and when the first credit input switch 56 is operated, two virtual medals are input, and the game is played in a two-bet game. In other words, in a situation where neither the 1st BB winning flag or the 2nd BB winning flag is set, the game is set to be easier to play in a two-bet game. Incidentally, after the 1st BB or 2nd BB state is finished, 2 is input to the MAX bet counter, so three bets cannot be performed by operating the 1st credit input switch 56 or 2nd credit input switch 57, and in order to play a 3-bet game, you will need to insert three medals from the medal input port 45.
[0182] Here, the gameplay using two-bet games and three-bet games in this slot machine 10 will be briefly explained with reference to FIG. 26.
[0183] A normal game state where the first BB winning flag or second BB winning flag is not set and none of the BBs are won is a state called a so-called non-internal state. In this case, as mentioned above, the specified number of bets (the specified number of cards in the game) is set to 2 and 3, and it is possible to play a 2-bet game and a 3-bet game. However, as mentioned above, 2 is input to the MAX bet counter, and when the first credit input switch 56 is operated to start the game, it becomes a two-bet game.
[0184] In a non-internal state, while in a 3-bet game, you can win the 1st BB, you can win the 2nd BB, and in a 2nd BB game, you can win the 2nd BB, but you can not win the 1st BB. As mentioned above, in a game in which the first credit input switch 56 is operated, basically, a second BB can be won in a two-bet game.
[0185] If you win the 1st BB or 2nd BB and the winning game is not successful, you will be in an internal state (carrying over state) that carry over the 1st BB or 2nd BB win. Even in the internal state, as mentioned above, the specified number of bets (the specified number of cards in the game) is set to 2 and 3, making it possible to play a 2-bet game and a 3-bet game. However, as mentioned above, 3 is input to the MAX bet counter, and when the first credit input switch 56 is operated to start the game, it becomes a 3 bet game.
[0186] As already explained, in this slot machine 10, in the internal state where the first BB is won, the first BB can be won in the 3-bet game, while the first BB can be stopped control is performed so that the first BB won in the 2-bet game is not won in the 2-bet game. Furthermore, in the internal state where the second BB is won, while the second BB is not successful in the 3-bet game, the 2-BB prize is stopped control in the 2-BB game so that the second BB prize can be successful in the 2-BB game. In other words, if you win the 1st BB in a 3-bet game, if you continue the 3-bet game as is, you can win the 1st BB prize, but if you switch to the 2-bet game after winning the 1st BB, you will not be able to win the 1st BB prize. Furthermore, if you win the 2 BB in a 2-bet game, you can continue the 2-bet game and win the 2-bet game, but if you switch to the 3-bet game after winning the 2-bet game, you will not be able to win the 2-BB prize. Furthermore, 1st BB and 2nd BB will not be selected in duplicate, and if you have carried over your 1st BB win, you will not be able to win again for 1st BB, and you will not be able to win in duplicate in 2nd BB. Furthermore, if you have a 2nd BB winning, you will not win again for 2nd BB, and you will not be able to win in duplicate for 1st BB. In other words, if you win the 1st BB and play in a 2-bet game, the game will continue to be endlessly in the internal state that carry over the 1st BB win, and if you win the 2nd BB and play in a 3-bet game, the game will continue to be endlessly in the internal state that carry over the 2nd BB win.
[0187] Here, as mentioned above, the first BB prize is made to be achieved only in the 3 bet game, and the second BB prize is made to be made to be made to be made to be made to be made to the 2 bet game, so even if the result is not selected for any role in the 3 bet game in which the second BB win is carried over, the second BB prize will not be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made to be made By doing this, it is possible to dramatically simplify the role configuration and control of each reel 32L, 32M, and 32R in the internal state that carry over the first and second BB wins. If the second BB prize can be achieved in a three-bet game or the first BB prize can be achieved in a two-bet game, then if the internal state that holds the first BB prize or second BB prize is to continue, it is necessary to create a lottery table that does not result in a missed result, and for example, in a role that can cause a missed loss, it is necessary to have another role at the time of the missed loss.
[0188] Furthermore, in the 1st and 2nd BB states, all of the main roles that increase medals are common bells. Furthermore, in non-internal or internal states, the main role of increasing medals in a two-bet game is the common bell, while the main role of increasing medals in a three-bet game is the push order bell. With regard to the common bell, one of the first small to sixth small roles can win regardless of the operation order and timing of the stop switches 42-44, while the press order bells differ depending on the operation order and timing of the stop switches 42-44. In other words, the range of medals increases or decreases depending on the operation order and operation timing (mainly the operation order) when winning the push order bell is larger than the first or second BB states in the non-internal state or internal state in the 3-bet game. For example, by notifying the operation sequence (FIG. 23) where a first small role is awarded to a sixth small role when a bell is selected, by switching between an AT mode (assist time mode, navigation mode) that assists the winnings and a non-AT mode (non-navigable mode) that is not performed, it is also possible to create a state in which medals increase and a state in which medals decrease depending on whether or not the notification (assist) is present.
[0189] The basic flow of a game in which the first credit input switch 56 is to first play a two-bet game in a non-internal state, and win a second BB in that 2-bet game. Once you win the 2nd BB, you will be in the internal state, switch to a 3-bet game, and the game will proceed while not being able to achieve the winning 2nd BB prize. In this case, as mentioned above, in a 3-bet game in which the second BB win is carried over, the game will not be won by the first BB or won by the second BB prize, and the game will continue in the internal state where the second BB win is carried over.
[0190] Below, the game is based on the assumption that the second BB win is carried over, and the game performance using notifications (press order notifications) and the like when a game is won by a press order bell (press order notifications) in that game (also referred to as normal games in the following explanation).
[0191] <Lottery Result Response Process> First, the lottery result correspondence process carried out in step Sa310 will be described with reference to the flow chart of FIG. The lottery result correspondence process is performed after the lottery process for each game is performed, and is a process for performing a lottery to enter an AT mode in which a press order notification is generated based on the lottery result of the game.
[0192] First, in steps Sa601 to Sa603, a process to grasp the number of bets for the game to be started this time is executed. That is, in step Sa601, it is determined whether or not the flags of either the first BB state flag or the second BB state flag are set, and it is determined whether or not the game to be started this time is in one of the BB states. If the BB state is not in the state of BB, it is determined in step Sa602 whether or not the bet count is 3. Furthermore, if the BB state is in the state of BB, it is determined in step Sa603 whether or not the bet count is 2. As already explained, in the non-internal state before the 1st BB or 2nd BB win, or in the internal state after the 1st BB or 2nd BB win, the specified number of bets is set to 2 and 3, and in the 1st BB or 2nd BB state, the specified number of bets is set to 3. The processes in Steps Sa602 and Sa603 are processes for determining whether or not the number of bets in this game is a specified number (specified number set) that is defined (set) in association with the game state, and if there is no specified number, the lottery result correspondence processing is completed without performing any processing for display modes (processing for the instruction function) from Step Sa604 onwards.
[0193] That is, in the non-internal or internal state, the display mode processing is performed in the 3-bet game, while the display mode processing is not performed in the 2-bet game. Furthermore, in the first BB or second BB state, the specified number of bets is set to 3, so the 2-bet game is not executed, and the display mode processing is not executed in the first BB or second BB state.
[0194] That is, in this embodiment, if the internal state is played in a two-bet game, the player is configured to be in a disadvantageous manner, as the player will not be allowed to enter the AT mode after step Sa604. By doing this, the internal state can be played in a 3-bet game, making it easier to play a normal game that carries over the second BB.
[0195] If the determination is made in step Sa602 or step Sa603, it is determined in step Sa604 whether or not an advantageous section flag is set in the various flag storage area 106d. In this slot machine 10, advantageous sections where the pressing order notification etc. can be generated and normal sections that cannot be generated are set as to whether or not the pressing order notification etc. are generated. The advantageous section flag is a flag for the CPU 102 to know that the current game is an advantageous section, and is set based on the transition to the advantageous section, and is cleared based on the transition to the normal section.
[0196] If the advantageous section flag is not set, it means that the current game is a normal section, and in this case, the advantageous section transition lottery process is executed in step Sa605, and then the lottery result correspondence processing is completed.
[0197] In the lottery process for transitioning advantageous sections, as shown in the flow chart of FIG. 28, the lottery results for this game are grasped in step Sa701. Then, in step Sa702, a lottery table for transitioning advantageous sections is acquired from the various table storage areas 105a of the ROM 105. As shown in FIG. 29, the advantageous section transition lottery table has a transition rate to the advantageous section (the probability of winning the advantageous section transition lottery) set in accordance with the lottery results for each game. As shown in Figure 29, the triggers for the lottery to make the transition to the advantageous section include regular reply A, regular reply B, regular reply C, chance eye A, chance eye B, chance eye C, cherry A, cherry B, cherry C, common bell, push order bell, and watermelon. That is, in a normal game as a 3-bet game carrying over the second BB, all the results that can be won are set as triggers for the lottery to make a transition to an advantageous section.
[0198] After the lottery table is acquired in step Sa702, the process for acquiring the random number for the lottery for the advantageous section transition is executed in step Sa703. The random number for the advantageous section transition lottery is a dedicated counter for various counter areas 106e, and the dedicated counter is updated at a specified period, and in step Sa703 the latest updated value of the counter is obtained. Then, in step Sa704, a lottery for transitioning the advantageous section is executed, and in step Sa705, it is determined whether or not the lottery has been won. Incidentally, in this embodiment, a lottery table is set so that no matter which triggers the game, there is a 100% chance that the lottery will be won in the advantageous section transition lottery. In this case, if it is determined that the result of the game grasped in step Sa701 is the trigger for the transition lottery (not a miss result), the processes from steps Sa702 to Sa705 can also be omitted.
[0199] If it is determined in step Sa705 that the transition lottery has been won, then in step Sa706, the process of setting the advantageous section winning game flag in the various flag storage area 106d is executed. The winning section win game flag is a flag for the CPU 102 to know that this game has been won in the lottery to transition to the winning section in this game. If the negative judgment is made in step Sa705, or after the processing in step Sa706 is executed, the advantageous section transition lottery process is completed.
[0200] Returning to the explanation of the lottery result correspondence process, if it is determined in step Sa604 that the advantageous section flag is set, the process proceeds to step Sa606. In step Sa606, it is determined whether or not any of the AT mode winning flag, the first AT mode flag, and the second AT mode flag are set in the various flag storage area 106d. Here, in this embodiment, the first AT mode and the second AT mode, which have different probability of winning additionally, are set as the AT mode, and the first AT mode flag and the second AT mode flag are flags for CPU 102 to know that the CPU 102 is in the AT mode and the type of the flags are set when transition to the AT mode is possible. The AT mode winning flag is a flag for the CPU 102 to know that the CPU 102 is in a situation where the player wins in the AT mode transition lottery, and that the transition to the AT mode has been confirmed, and that the situation is before the AT mode transition. If none of the flags are set in step Sa606, the AT lottery process is executed in step Sa607. On the other hand, if any of the flags is set in step Sa606, the AT addition processing is executed in step Sa608.
[0201] <AT lottery processing> First, the AT lottery process in step Sa607 will be described with reference to the flow chart in FIG. 30.
[0202] In step Sa801, a process for subtracting the ceiling counters provided in various counter areas 106e is performed by one. The ceiling counter is a counter for causing the transition to AT mode (without winning) when the number of games after the advantageous section has been transferred to the ceiling game, regardless of whether or not the AT mode transition lottery is won (without winning), and is a counter for the CPU 102 to grasp the remaining number of games up to the ceiling game. The number of ceiling games is set when the advantageous section is transitioned. Incidentally, as mentioned above, the AT lottery process is executed when the number of bets is a specific number depending on the game state, so the ceiling counter is subtracted in a game where the number of bets is a specific number according to the game state, and is not subtracted in, for example, a two-bet game.
[0203] After performing the subtraction process for the ceiling counter in step Sa801, it is determined in step Sa802 whether the ceiling counter has reached 0. If the result is not zero, steps Sa803 to Sa808 execute the processing for the AT mode transition lottery.
[0204] That is, in step Sa803, a process for grasping the lottery results for this game is executed. Then, in step Sa804, it is determined whether or not the CZ mode flag is set in the various flag storage area 106d. In this embodiment, the normal mode and the CZ mode which are easier to win the AT mode transition lottery are set as display modes with different probability of winning the AT mode transition lottery than the normal mode, and the CZ mode flag is a flag for the CPU to know that the CZ mode is in CZ mode.
[0205] If the CZ mode flag is not set in step Sa804, the process of acquiring the normal AT mode transition lottery table from the various table storage areas 105a is executed in step Sa805. On the other hand, if the CZ mode flag is set in step Sa804, the process for acquiring the CZ AT mode transition lottery table is executed in step Sa806.
[0206] As shown in FIG. 29, the probability of winning the AT mode transition lottery table for the normal use and the AT mode transition lottery table for CZ is set according to the lottery results of the game. For example, if the AT mode transition lottery is triggered by chance A, the AT mode transition lottery will be 1% for normal use, and if the AT mode transition lottery will be 3% for CZ, the AT mode transition lottery table is set so that it is easier to win the AT mode transition lottery than the normal use AT mode transition lottery table. Furthermore, normal reply A, normal reply B, and normal reply C are set so that while normal use does not win the AT mode transition, they can win the AT mode transition for CZ.
[0207] After the AT mode transition lottery table is acquired in step Sa805 or step Sa806, the AT mode transition lottery process is executed in step Sa807 using the acquired transition lottery table and the lottery results of the game grasped in step Sa803. Then, in step Sa808, it is determined whether or not the AT mode transition has been won.
[0208] If it is determined in step Sa808 that the AT mode transition has been won, and if it is determined in step Sa802 that the ceiling counter is 0, the AT mode winning process in steps Sa809 to Sa812 is executed. Furthermore, if it is determined in step Sa808 that the AT mode transition is not selected, the AT mode non-winning process is executed in steps Sa813 to Sa816.
[0209] In the process for winning the AT mode, in step Sa809, it is determined whether or not the CZ mode flag is set, and it is confirmed whether or not the AT mode transition is won in the CZ mode. If the winning is in the CZ mode, the process for ending the CZ mode is performed in steps Sa810 and in steps Sa811. That is, in step Sa810, the process for clearing the CZ mode flag is executed. Then, in step Sa811, a process for clearing the CZ game counters provided in the various counter areas 106e to 0 is executed. The CZ game counter is a counter for the CPU 102 to grasp the remaining games in CZ mode, and when transitioning to CZ mode, a value (10) equivalent to the number of games in CZ mode (10 games) is input, and is subtracted by 1 each time the game is spent.
[0210] If the CZ mode flag is not set in step Sa809, or after the process in step Sa811 is executed, the process of setting the AT mode winning flag in the various flag storage area 106d is executed in step Sa812. By this process, the next game will determine a positive result in a step Sa606.
[0211] In the process for not winning the AT mode, it is determined in step Sa813 whether or not the CZ mode flag is set. If the CZ mode flag is set, the AT lottery process is terminated as is. If the CZ mode flag is not set, the CZ mode transition lottery process is executed in step Sa814. In the CZ mode transition lottery process, the CZ mode transition lottery table is acquired from the various table storage areas 105a, and the lottery is determined by a lottery to decide whether to switch to CZ mode or not using the lottery results of the game grasped in step Sa803. As shown in FIG. 29, the CZ mode transition lottery table is set so that the probability of winning the CZ mode transition lottery differs depending on the game's lottery results, and more specifically, the more likely the lottery results of a game that is easier to win the AT mode transition lottery, the easier it is to win the CZ mode transition lottery. In other words, despite the result of a game that is easy to win the AT mode transition lottery, if the game is not selected in the AT mode transition lottery, the game is set to make it easier to transition to CZ mode.
[0212] After the CZ mode transition lottery process is executed in step Sa814, it is determined in step Sa815 whether or not the CZ mode transition has been won, and if the AT lottery process is not completed as is. If the CZ mode transition is won, the process of setting the CZ mode winning flag in the various flag storage area 106d is executed in step Sa816.
[0213] After either the winning flag is set in step Sa812 or step Sa816, the precursor mode setting processing is performed in steps Sa817 to Sa820. The precursor mode is a mode in which a precursor performance is performed to indicate that the player has been won in the AT mode transition lottery or the CZ mode transition lottery. In this embodiment, if he wins these transition lottery, a transition lottery that has been won after going through the precursor mode of 0 to 32 games is notified.
[0214] In step Sa817, the lottery process for the premonition game is executed. In the lottery process for the number of premonition games, the number of premonition games will be drawn based on the type of transition lottery you have won, the lottery results for the game that triggered your winnings, etc. For example, if you win the AT mode transition lottery, it is easier to select a longer number of omens games than if you win the CZ mode transition lottery, and if you win the CZ mode transition lottery, it is easier to select a longer number of omens games than if you win the Czech Republic.
[0215] In this embodiment, if the AT mode transition lottery is won during CZ mode, the number of premonition games is set to zero in step Sa817. As mentioned above, if you win the AT mode transition lottery while in CZ mode, the CZ mode ends regardless of the number of games remaining in CZ mode, so players can know that they have won the AT mode transition lottery through the end of the CZ mode. Therefore, if you win the AT mode transition lottery while in CZ mode, the FACE mode is set to 0 games, reducing the discomfort caused by the fact that you have been selected as a FACE mode transition lottery, even though you know that you have won the AT mode transition lottery, the feeling of discomfort caused by the FACE mode being made as a FACE mode.
[0216] In the next step Sa818, the process of inputting the lottery results of step Sa817 into the precursor counters provided in various counter areas 106e is performed. The precursor counter is a counter for the CPU 102 to grasp the remaining number of games in the precursor game, and is subtracted by 1 each time a game is read in the precursor mode.
[0217] Then, in step Sa819, a process for setting the precursor flag in the various flag storage area 106d is executed, and in step Sa820, a process for setting the precursor command as an output target to the display control device 81 is executed, and the AT lottery process is ended. The precursor flag is a flag for the CPU 102 to know that the precursor mode is in, and the precursor command is a command for causing the display control device 81 to know that the precursor mode has been set, and the number of games in the precursor mode and which transition lottery has been won. Upon receiving the precursor command, the display control device 81 grasps the number of games in the precursor mode and the type of transition lottery that has been won, and performs processing to execute the presentation in the precursor mode using the auxiliary display unit 65 and the speaker 64.
[0218] <AT-additional processing> Next, the AT addition process executed in step Sa608 will be described with reference to the flow chart of FIG. 31. As already explained, the AT addition process is executed when an AT mode winning flag or any of the AT mode flags are set, and is a process for adding the number of continuous games in the AT mode.
[0219] In the AT addition process, first, the lottery results for this game are grasped in step Sa901. Then, in step Sa902, it is determined whether or not the specialized zone flag is set. If the specialized zone flag is not set, it is determined in step Sa903 whether or not the second AT mode flag is set. If the second AT mode flag is not set, and the transition to the first AT mode has been confirmed, or if the first AT mode is in the first AT mode, or if the AT mode type has not yet been determined (AT type determination process) after winning the AT mode transition lottery, the processing for acquiring the additional lottery table for the first AT is executed in step Sa904. On the other hand, if the second AT mode flag is set in step Sa903 and the transition to the second AT mode has been confirmed or if the second AT mode is in the second AT mode, the process of acquiring the second AT additional lottery table is executed in step Sa905. Furthermore, if the specialized zone flag is set in step Sa901, the processing for acquiring the specialized zone additional lottery table is executed in step Sa906.
[0220] As shown in FIG. 32, each additional lottery table has a higher winning rate set according to the game's lottery results. For example, chance eye C is easier to win with the upper winning goal than chance eye A, and cherry C is easier to win with the higher winning goal than cherry A. The more difficult to win in the lottery process for each game, the easier it is to win the additional lottery. Furthermore, when comparing the same lottery results, it is set so that it is easier to win the lottery when using the second AT additional lottery table than when using the first AT additional lottery table, and that it is easier to win the lottery when using the specialised zone additional lottery table than when using the second AT additional lottery table.
[0221] After the addition lottery table is acquired in step Sa904, step Sa905 or step Sa906, the addition lottery is executed in step Sa907, and it is determined whether or not the addition lottery has been won in step Sa908. If the additional lottery is not selected, the automatic additional lottery will be terminated as is. If the additional game lottery is won, the additional game lottery process is executed in step Sa909. In the lottery processing, the number of additional games tables are acquired from the various table storage areas 105a, and the number of additional games this time is determined by the lottery. As shown in FIG. 32, the number of additional games table is set so that the number of additional games is different depending on the lottery results of the game that triggers the addition. For example, when an additional game is performed with a normal reply A as the trigger, an average of 150 games is generated, while when an additional game is performed with a cherry A as the trigger, an average of 15 games is generated, so that the number of additional games is increased when an additional game is performed with a trigger that is difficult to win the additional lottery.
[0222] After the lottery processing for the number of additional games is executed in step Sa909, the processing for adding the number of additional games to the AT game counters provided in various counter areas 106e is executed in step Sa910. The AT game counter is a counter for the CPU 102 to grasp the number of remaining games in the AT mode. After the processing in step Sa910 is executed, the processing for setting the additional command as an output target to the display control device 81 is executed in step Sa911, and then the AT additional processing is completed. Upon receiving the addition command, the display control device 81 executes a process for performing an additional notification effect corresponding to the addition of the additional command on the auxiliary display unit 65 and the speaker 64.
[0223] In the lottery result correspondence process (FIG. 27), after the processing in step Sa607 or step Sa608 is executed, the processing for notifying the stop switches 42 to 44 is executed in steps Sa609 to Sa613.
[0224] <Summary of press order announcement> Prior to the explanation of the press-order notification process executed in steps Sa609 to Sa613, an overview of the press-order notification performance executed in the instruction monitor 68 and the press-order notification performance executed in the auxiliary display unit 65 will be explained. The press-order notification and press-order notification effects can be also called, for example, press-order navigation, order notification, or form notification. The instruction monitor 68 is connected to the main control device 101, and the main control device 101 notifies the user of the pressing sequence. In contrast, the auxiliary display unit 65 is connected to the display control device 81, and the display control device 81 performs a press-order notification effect.
[0225] First, the configuration of this instruction monitor 68 will be described with reference to FIG. FIG. 33(a) is a front view of the instruction monitor 68, and FIG. 33(b) is a diagram for explaining the relationship between the display mode and the display contents of the instruction monitor 68.
[0226] As shown in FIG. 33(a), the instruction monitor 68 has eight display segments N1 to N8. Each of the display segments N1 to N8 has individual light sources made up of LEDs, and by controlling the individual light sources on and off, only one display segment can be turned on, and any combination of display segments can be turned on. As a result, the instruction monitor 68 displays a specified symbol (including alphabets and numbers) individually. Note that since all of the individual light sources emit light of the same color, the same color is displayed in each of the display segments N1 to N8.
[0227] In detail, the first display segments N1 to N8 are all linear display segments, and the first display segments N1 to N7 are arranged so that at least the numbers "1" to "6" can be displayed. Furthermore, the eighth display segment N8 is a circular display segment and is arranged horizontally in the lower right part of the area in which the first display segments N1 to seventh display segments N7 are provided. Therefore, the instruction monitor 68 can at least display "1" to "6", "1." to "6." and "."
[0228] Furthermore, if it is possible to display multiple patterns of symbols individually on the instruction monitor 68, the shape and arrangement of each display segment N1 to N8 is arbitrary, and it may be possible to use seven segments or nine segments instead of eight segments. Furthermore, it is not necessary that the colors displayed in each of the display segments N1 to N8 are the same, and the colors displayed in each of the display segments N1 to N8 may be changed as appropriate. Furthermore, it is not necessary to control the lighting or turning off of each display segment N1 to N8 by controlling the light source on and off, and as long as display control can be performed individually for each display segment N1 to N8, a segment display may be constructed by a single backlight and a liquid crystal display. Furthermore, instead of applying segment display to each display area, symbols may be displayed using other types of display devices such as liquid crystal display devices, organic EL display devices, CRTs, dot matrixes, etc.
[0229] The first display segments N1 to seventh display segments N7 are display segments used to notify the operation order of the pressing order. For example, as shown in FIG. 33(b), when the stop operations of each of the stop switches 42 to 44 are performed in the order of "left" → "middle" → "right", which results in an advantageous winning mode for the player, the sixth display segment N6 and the seventh display segment N7 are displayed on and "1" is displayed. Furthermore, when the stopping operations of each stop switch 42-44 are performed in the order of "right" → "left" → "middle", which leads to an advantageous prize winning mode for the player, the first display segment N1, the second display segment N2, the third display segment N3, the fifth display segment N5, and the sixth display segment N6 are lit up and displayed as "5". That is, the numbers (symbols) displayed in each display segment N1 to N7 are associated one-to-one with the operation sequence of the stop switches 42 to 44, and by stopping the stop switches 42 to 44 based on the numbers (symbols) displayed in the display segments N1 to N7, it is possible to win in an advantageous manner for the player.
[0230] When a predetermined start condition including a notification condition in which a notification condition is transitioned to an advantageous section and a press-order notification can be generated, is lit in the game where the start condition is satisfied. Furthermore, the light is turned off when the AT mode ends and the transition from the advantageous section to the normal section.
[0231] In other words, the sections in which the order of operation of the push order bells and the like are easily reported are sections that are easy for players to win in an advantageous manner, and the eighth display segment N8 forms a section display (specific notification means) that lights up during the specific section where the benefit of press order notification is actually obtained in the advantageous section, and turns off during normal sections that are not advantageous sections, or non-specific sections that are not specific sections even if they are advantageous sections.
[0232] As already explained, the instruction monitor 68 having first display segments N1 to seventh display segments N7 as push order display devices and eighth display segments N8 as section display devices are arranged in the game panel 25 near the side of the number of sheets being paid out display section 62. In other words, the instruction monitor 68 is disposed above the stop switches 42 to 44 etc. operated by the player, and in other words, it is not disposed below the position where the stop switches 42 to 44 etc. are provided on the decorative panel, which is the front of the gaming machine. Therefore, the eighth display segment N8 is prevented from being hidden by the hands and the like that operate the stop switches 42 to 44, and can be said to be positioned in a position that is easy for the player to see. Furthermore, it can be said that the player is placed near the number of payout display section 62, which is easy for players to keep an eye on in order to acquire a medal, so that players can easily watch.
[0233] Furthermore, in the instruction monitor 68, the eighth display segment N8 in particular is determined to have a brightness higher than the brightness of the surrounding display section (for example, the number of sheets displayed display section 62 or the backlight of the game panel 25) (more specifically, to have a brightness twice the brightness of the surrounding display section). Therefore, even when both the eighth display segment N8 and the surrounding display portion are controlled to light (when the light is in the lit state), the eighth display segment N8 is made to stand out more. As for the illumination pointed forward of the gaming machine, the corresponding LED illumination is determined so that the 8th display segment N8 is more directed towards the front of the gaming machine than the surrounding display section (more specifically, so that the illumination point is twice as high as the illumination point of the surrounding display section). This configuration also improves the visibility of the eighth display segment N8, and prevents overlooking when the eighth display segment N8 is turned on.
[0234] Next, the pressing order notification effect performed by the auxiliary display unit 65 will be described with reference to FIG. 34. Here, the press order notification effect on the auxiliary display unit 65 will be explained, taking the case where the operation sequence to be notified in this case is middle → right → left as an example where the press order is won.
[0235] As shown in FIG. 34(a), in the auxiliary display unit 65, among the three parallel button displays corresponding to the stop switches 42 to 44, the number 1 is assigned to the button display corresponding to the stop switch to be operated first (in the figure, the middle button display corresponding to the middle stop switch 43), and is displayed larger than the other button displays. In addition, each button display is displayed in a color corresponding to the winning role (yellow for bells, blue for replays, etc.). This allows the player to recognize that the role won in this game and that the first stop switch to be operated is the medium stop switch 43. Furthermore, in the auxiliary display unit 65, the right button display is displayed with the number 2 and the left button display is displayed with the number 3, to indicate that the next stop switch to be operated next is the right stop switch 44, and the last stop switch to be operated last is the left stop switch 42, and the left button display is displayed with the number 3.
[0236] When the player operates the middle stop switch 43, as shown in FIG. 34(b), the middle button display corresponding to the middle stop switch 43 disappears on the auxiliary display unit 65, and the right button display corresponding to the right stop switch 44 is displayed large. This allows the player to confirm that the operation of the middle stop switch 43 has been completed and that the next stop switch to be operated is the right stop switch 44.
[0237] When the player operates the right stop switch 44, as shown in FIG. 34(c), the auxiliary display 65 will disable the right button display corresponding to the right stop switch 44, and the left button display corresponding to the left stop switch 42 will be displayed in large numbers. This allows the player to confirm that the operation of the right stop switch 44 has been completed and that the next stop switch to be operated is the left stop switch 42.
[0238] To explain the timing of execution of press-order notification, the press-order notification is set to be performed during the period in which the stop switches 42 to 44 are disabled from the start of rotation of the reels 32L, 32M, and 32R until the acceleration period reaches a constant speed rotation. By implementing the configuration in which the pressing sequence notification is executed at a timing before the operation of the stop switches 42-44 is enabled, it is possible to recognize the operation order of the stop switches 42-44 and then to make the operation of the stop switches 42-44 desired, allowing the game to proceed at a high tempo.
[0239] The processing for notifying the press order in steps Sa609 to Sa613 is explained.
[0240] That is, in step Sa609, it is determined whether the lottery result for this game is a bell winning the push order. If the bell is selected by press order, it is determined in step Sa610 whether the first AT mode flag or the second AT mode flag is set or not. If any of the AT mode flags are set, the instruction monitor 68 is controlled so that in step Sa611, a press order notification corresponding to the first small-play winnings to sixth small-play winnings is made in accordance with the type of press order bell this time. Then, in step Sa612, a process for setting a press order notification command containing information on the operation order corresponding to the first small-player prize to sixth small-player prize is as an output target to the display control device 81, and then the main press order notification process is completed. The display control device 81 that receives this press order notification command controls the auxiliary display unit 65 and the speaker 64 so that the press order notification performance corresponding to the first small role prize to sixth small role prize prize are performed. If none of the AT mode flags are set in step Sa610, the lottery result correspondence processing is completed as is.
[0241] If the bell is not selected in step Sa609, the process proceeds to step Sa613. In step Sa613, the AT start notification process is executed, and then the lottery result correspondence process is completed.
[0242] <Attachment for notification of start of AT> In this embodiment, when a lottery is won in the transition to the AT mode, as described above, it is notified that the lottery has been won after going through the precursor mode. After the announcement of the winning of the transition lottery, the game's lottery results are decided as a result of starting the AT mode, and the AT mode is started. The AT start notification process is a process in which, after winning the AT mode transition lottery, a report is made to ensure that a result is achieved corresponding to the AT mode start result is achieved based on winning the AT mode start result.
[0243] Specifically, as shown in the flow chart in FIG. 35, in step Sa1001, it is determined whether the lottery result for this game is a winner of any of the normal replies A to C. That is, in this embodiment, normal replies A to C are set as a result of starting the AT mode, and if it is determined in step Sa1001 that normal replies A to C are not won, the AT start notification process is terminated as is, assuming that the AT mode start notification is not performed.
[0244] If any of the normal reply A to C is selected, it is determined in step Sa1002 whether the AT preparation counter provided in the various counter areas 106e is greater than 0. The AT preparation counter is a counter for the CPU 102 to know that the CPU 102 has already confirmed that the notification of winning the transition lottery to the AT mode has been executed, and a predetermined number (40) is input in a game in which the notification of winning the transition lottery is made, and is subtracted by one when the game is played. In other words, a situation where the AT preparation counter is greater than 0 indicates that the number of games spent from the game where the notification of winning the AT mode transition lottery is less than 40. In this embodiment, after the number of games spent since the notification that the winning of the AT mode transition lottery has been made reaches a predetermined number (40), the AT mode is started without waiting for the winning of the result for starting the AT mode. However, details of this will be explained later.
[0245] If the AT preparation counter is greater than 0 in step Sa1002, the process of setting the start game flag in the various flag storage area 106d is executed in step Sa1003. The start game flag is a flag for the CPU 102 to know that the lottery result for this game was for starting AT mode.
[0246] In the next step Sa1004, it is determined whether the first AT mode flag is set, and it is determined whether the AT mode to be started this time is the first AT mode. In the first AT mode, the instruction monitor 68 is controlled so that, in step Sa1005, a press order notification corresponding to the second re-game winning is made in accordance with the type of the current normal reply. On the other hand, if the first AT mode flag is not set and the AT mode to be started this time is the second AT mode, the instruction monitor 68 is controlled so that a press order notification corresponding to the third re-game winning is made in step Sa1006, depending on the type of the normal reply.
[0247] As shown in FIG. 36, when the normal reply A is won, if the stop switches 42-44 are operated in the middle → left → right, middle → right → left, then the second re-game winning is achieved, and if the stop switches 42-44 are operated in the order of middle → left → middle, and right → middle → left, then the third re-game winning is achieved. If the normal reply B is selected, if each stop switch 42-44 is operated in the left-to-medium-right, left-to-right, and left-to-neutral order, a second re-game winning is achieved, and if the stop switch 42-44 is operated in the left-to-left-right, and middle-to-right-left order, a third re-game winning is achieved. If the normal reply C is selected, if each stop switch 42-44 is operated in the right->left->mi, right->mi, right->mi, then a second re-game winning prize is achieved, and if the stop switches 42-44 is operated in the left->mi->right, and left->right->mi->mi->mi->mi->mi->mi->mi->mi->mi->mi->mi->mi->mi->mi->mi->mi->mi->mi->mi->mi->mi->mi->mi->mi->mi->mi->mi->mi->mi->mi->mi->mi->mi->mi->mi->mi->mi->mi->mi->mi->mi->mi->mi->mi->mi->m...
Claims
[Claim 1] a first control means capable of executing a process for progressing a game; a second control means capable of executing a predetermined notification based on information from the first control means; Equipped with a first means for preventing the first control means from executing a first notification in accordance with the progress of a game in a specific situation in which a predetermined specific event occurs; a second means for causing the first control means to execute a second notification in accordance with the progress of the game in the specific situation; A gaming machine characterized by comprising: