gaming machines

The gaming machine improves entertainment value through rotating bodies with visible patterns, a lottery system, and interactive operations to enhance player engagement and excitement.

JP7729419B2Active Publication Date: 2025-08-26SANYO BUSSAN KK
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Patent Information

Application Number
JP2024017617
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-02-08
Publication Date
2025-08-26
Estimated Expiration
2039-07-09

AI Technical Summary

Technical Problem

Existing gaming machines lack sufficient entertainment value, necessitating improvements to enhance player enjoyment.

Method used

A gaming machine with multiple rotating bodies featuring various patterns, a display unit showing visible patterns, a start and stop operation mechanism, a bet amount setting mechanism, a lottery system for awarding bonuses based on pattern combinations, and mode notification and processing systems to increase game engagement.

Benefits of technology

The solution significantly enhances the enjoyment of the game by introducing diverse gameplay elements and interactive features, increasing player interaction and excitement.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine capable of improving amusement of a game.SOLUTION: In a slot machine 10, an advantageous section in which push order announcement of announcing the operation order of stop switches 42 to 44 can be generated and a normal section in which the push order announcement is never generated are set. In the advantageous section, when winning a lottery for shifting to an AT mode where the push order announcement is generated easily, the number of games in the advantageous section to execute processing for starting the AT mode is set to an AT start determination region. The number of games in the advantageous section is counted by both a two-bet game and a three-bet game. On the other hand, the processing for starting the AT mode is not executed by the two-bet game, but is executed by the three-bet game where the number of games in the advantageous section is equal to or larger than the number of games set to the AT start determination region.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

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

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

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

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

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

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

[0007] The present invention provides A plurality of rotating bodies on which a plurality of types of patterns are attached in the circumferential direction; A display unit that allows some of the patterns on each of the rotating bodies to be visible; a start operation means for starting rotation of each of the rotating bodies when operated; a bet amount setting means for setting the bet amount for a game; a lottery means for holding a lottery to determine whether or not to award a bonus to a player in accordance with the number of bets set by the bet number setting means, based on the operation of the start operation means; a stop operation means for stopping the rotation of each of the rotating bodies when operated; a drive control means for starting rotation of each of the rotating bodies when the start operation means is operated and for stopping rotation of each of the rotating bodies when the stop operation means is operated; a bonus awarding means for awarding a bonus corresponding to a predetermined result by stopping a predetermined pattern combination corresponding to the predetermined result at a predetermined position set at a position where the patterns are visible via the display unit when the lottery result in the lottery means is a predetermined result; A gaming machine comprising: The lottery results by the lottery means include a first result in which a first symbol combination can be stopped at the predetermined position when the stop operation means is operated in a first operation mode, and a second result in which a second symbol combination different from the first symbol combination can be stopped at the predetermined position when the stop operation means is operated in a second operation mode different from the first operation mode, a mode notifying means capable of executing mode notification regarding operation modes including the first operation mode and the second operation mode by a predetermined notifying means; a specific state is set in which the mode notification means can issue the mode notification, a grasping means for grasping information corresponding to the number of games executed in the specific state; a first means for setting, in a predetermined specific area, information corresponding to a planned number of games for executing a specific process related to the status notification by the status notification means in the specific state when a predetermined specific opportunity occurs; When the information grasped by the grasping means corresponds to the information set by the first means, If the specified conditions are met, a second means for enabling the specific processing to be executed; A third means for executing a first notification based on the specific trigger when the scheduled number of games set when the specific trigger occurs is a first number; A fourth means for executing a second notification based on the specific trigger when the scheduled number of games set when the specific trigger occurs is a second number; Equipped with When the information grasped by the grasping means corresponds to the information set by the first means, and the predetermined condition is not satisfied, The specific processing is not performed Structure It is characterized by being composed of: [Effects of the Invention]

[0008] According to the present invention, it is possible to increase the enjoyment of the game. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a front view of a slot machine according to an embodiment. [Figure 2] 1 is a perspective view of the slot machine with the front door closed. FIG. [Figure 3] 1 is a perspective view of the slot machine with the front door open. FIG. [Figure 4] FIG. [Figure 5] FIG. [Figure 6] FIG. 10 is a diagram showing the arrangement of symbols on each reel. [Figure 7] 10 is an explanatory diagram showing the relationship between the symbols visible through the display window and the pay lines. FIG. [Figure 8] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 9] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 10] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 11]FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 12] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 13] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 14] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 15] FIG. 2 is a block diagram showing the electrical configuration of the main control device. [Figure 16] FIG. 2 is a block diagram showing the electrical configuration of the display control device. [Figure 17] 10 is a flowchart showing timer interrupt processing by the main control device. [Figure 18] 10 is a flowchart showing normal processing by the main control device. [Figure 19] 10 is a flowchart showing lottery processing. [Figure 20] FIG. 10 is a diagram showing an example of a lottery table for a normal gaming state when three bets are made. [Figure 21] FIG. 10 is a diagram showing an example of a lottery table for a normal gaming state when two bets are made. [Figure 22] 10 is a flowchart showing a reel control process. [Figure 23] FIG. 10 is an explanatory diagram showing the relationship between the operation sequence of the stop switches and the winning patterns that are achieved. [Figure 24] 10 is a flowchart showing bonus state processing. [Figure 25] FIG. 10 is a diagram showing an example of a lottery table for a bonus state. [Figure 26] FIG. 2 is an explanatory diagram showing the transition relationship between states. [Figure 27] 10 is a flowchart showing lottery result handling processing. [Figure 28] 10 is a flowchart showing the lottery process for transition to a favorable zone. [Figure 29] 10 is a flowchart showing the AT lottery processing. [Figure 30] 10A and 10B are diagrams showing examples of various transition lottery tables. [Figure 31]10 is a flowchart showing an AT type determination process. [Figure 32] 10 is a flowchart showing the AT start game setting process. [Figure 33] FIG. 10 is a diagram showing an example of a premonition game number table. [Figure 34] 10 is a flowchart showing the AT top-up processing. [Figure 35] FIG. 10 is a diagram showing an example of an additional lottery table. [Figure 36] FIG. 2 is a diagram for explaining an overview of an instruction monitor and a section indicator. [Figure 37] An explanatory diagram showing an overview of the push order notification display performed on the auxiliary display unit. [Figure 38] 10 is a flowchart showing a winning result response process. [Figure 39] 10 is a flowchart showing the AT start game determination process. [Figure 40] 10 is a flowchart showing a first section display process. [Figure 41] A flowchart showing processing for advantageous zone transition games. [Figure 42] 10A is a flowchart showing the second section display process, and FIG. 10B is a flowchart showing the initialization process for information for advantageous sections. [Figure 43] 10 is a flowchart showing a process for a specific determination region. [Figure 44] 10 is a flowchart showing a rotation effect process. [Figure 45] 10 is a flowchart showing a performance setting process performed by a sub-side display control device. [Figure 46] 10 is a flowchart showing a start-up effect setting process. [Figure 47] 10 is a flowchart showing a continuous performance setting process. [Figure 48] 10 is a flowchart showing processing for continuous performance. [Figure 49] 10 is a flowchart showing a bet number-based notification process. [Figure 50]10 is a flowchart showing a process for setting effects when all the devices are stopped. [Figure 51] 10A and 10B are diagrams showing examples of display effects and reel effects by the auxiliary display unit. [Figure 52] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 53] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 54] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 55] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 56] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 57] 10 is a timing chart for explaining how the number of games for which a specific process related to an instruction function should be executed is set in the determination information storage area. [Figure 58] 10 is a timing chart for explaining how the number of games for which a specific process related to an instruction function should be executed is set in the determination information storage area. [Figure 59] A flowchart showing processing for advantageous zone transition games in the second embodiment. [Figure 60] 10 is a flowchart showing the AT lottery processing. [Figure 61] 10 is a flowchart showing the AT lottery processing in the third embodiment. [Figure 62] 10 is a flowchart showing the AT start game setting process. [Figure 63] 10 is a flowchart showing the AT start game determination process. [Figure 64] 10 is a flowchart showing a process for a specific determination region. [Figure 65] 10 is a flowchart showing a rotation effect process. [Figure 66] 13 is a flowchart showing lottery result response processing in the fourth embodiment. [Figure 67] 10 is a flowchart showing a second process for a specific determination region. [Figure 68] 10 is a flowchart showing processing for continuous performance. [Figure 69] 10 is a timing chart for explaining how specific processing related to an instruction function is avoided. [Figure 70] 10 is a flowchart showing the AT start game determination process in the fifth embodiment. [Figure 71] 10 is a flowchart showing a specific determination content setting process. [Figure 72] 10 is a flowchart showing a process for a specific determination region. [Figure 73] 10 is a flowchart showing a specific determination process. [Figure 74] 10 is a flowchart showing a specific determination effect setting process. [Figure 75] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 76] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 77] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 78] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. DETAILED DESCRIPTION OF THE INVENTION

[0010] First Embodiment An embodiment of the present invention, which is applied to a reel-type gaming machine, specifically a slot machine, will be described in detail below with reference to the drawings. Figure 1 is a front view of the slot machine 10, Figure 2 is a perspective view of the slot machine 10 with the front door 12 closed, Figure 3 is a perspective view of the slot machine 10 with the front door 12 open, Figure 4 is a rear view of the front door 12, and Figure 5 is a front view of the cabinet 11.

[0011] As shown in Figures 1 to 5, the slot machine 10 has a housing 11 that forms its outer shell. The housing 11 is formed in a box shape with an open front as a whole, and is attached to so-called island equipment by nailing it when installed in an amusement hall.

[0012] A front door 12 is attached to the front side of the housing 11 in an openable and closable manner. A pair of upper and lower support shafts 13a and 13b are provided on the left side of the housing 11 when viewed from the front. The front door 12 is provided with bearings 14a and 14b at positions corresponding to the support shafts 13a and 13b. When the support shafts 13a and 13b are inserted into the bearings 14a and 14b, the front door 12 is rotatably supported relative to the housing 11 about an opening / closing axis extending in the vertical direction connecting the support shafts 13a and 13b. Rotation of the front door 12 allows the front open side of the housing 11 to be opened or closed. The front door 12 is locked and cannot be opened by a locking device 20 provided on its back surface. A key cylinder 21 integrated with the locking device 20 is provided at the upper right end of the front door 12. The locked state is released by operating a predetermined key on the key cylinder 21.

[0013] A game panel 25 that notifies the player of the game status is provided near the upper center of the front door 12. The game panel 25 has three vertically long display windows 26L, 26M, and 26R formed side by side, and the interior of the slot machine 10 can be seen through each of the display windows 26L, 26M, and 26R. The display windows 26L, 26M, and 26R may be combined into one common display window.

[0014] As shown in FIG. 3, the interior of the housing 11 is divided into two sections, upper and lower, by a partition plate 30, and a reel unit 31 constituting 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 center reel 32M, and a right reel 32R, each formed in a cylindrical (annular) shape. Each reel 32L, 32M, and 32R is rotatably supported so that its central axis coincides with the axis of rotation of the reel. The axes of rotation of the reels 32L, 32M, and 32R are arranged on the same axis extending substantially horizontally, and each reel 32L, 32M, and 32R corresponds one-to-one to each display window 26L, 26M, and 26R. Therefore, a portion of the surface of each reel 32L, 32M, and 32R is visible through the corresponding display window 26L, 26M, and 26R. Furthermore, when the reels 32L, 32M, and 32R rotate forward, the surfaces of the reels 32L, 32M, and 32R are projected through the respective display windows 26L, 26M, and 26R as if they were moving from top to bottom.

[0015] Here, the configuration of the reel unit 31 will be briefly described.

[0016] Each of the reels 32L, 32M, and 32R is connected to a stepping motor, and each of the reels 32L, 32M, and 32R can be rotated individually, i.e., independently, by driving each stepping motor. The stepping motor is set to rotate once by applying a drive signal (hereinafter also referred to as an excitation pulse) of, for example, 500 pulses, and this excitation pulse controls the rotational position of the stepping motor, i.e., the rotational position of the reel. Furthermore, the reel unit 31 is provided with a reel index sensor on each of the reels 32L, 32M, and 32R to detect when the reel has rotated once. Each time the reel index sensor detects that the reel has rotated once, it outputs a detection signal to the main control device 101, which will be described later. Therefore, the main control unit 101 can check and correct the angular position of each reel 32L, 32M, 32R for each rotation based on the detection signal of the reel index sensor and the number of excitation pulses output before the detection signal is input.

[0017] On the outer periphery of each reel 32L, 32M, 32R, a plurality of symbols are drawn along the long side (circumference direction) of the reel, serving as identification information. More specifically, 20 symbols are drawn at equal intervals. Therefore, to switch from one symbol to the next symbol at a predetermined position, 25 excitation pulses (= 500 pulses ÷ 20 symbols) must be output. Furthermore, the main control device 101 can determine which symbols are visible through the display windows 26L, 26M, 26R, and can stop a predetermined symbol at a position visible through the display windows 26L, 26M, 26R, based on the number of excitation pulses output after the reel index sensor detection signal is input.

[0018] Next, the symbols depicted on the reels 32L, 32M, and 32R will be described.

[0019] FIG. 6 shows the arrangement of symbols on the left reel 32L, center reel 32M, and right reel 32R. As shown in FIG. 6, 20 symbols are arranged in a row on each of the reels 32L, 32M, and 32R. Numbers ranging from 0 to 19 are assigned to the reels 32L, 32M, and 32R, respectively. However, these numbers are used by the main control device 101 to identify the symbols visible through the display windows 26L, 26M, and 26R, and are not actually assigned to the reels 32L, 32M, and 32R. However, these numbers will be used in the following explanation.

[0020] There are ten types of symbols: a "bell" symbol (e.g., the first symbol on the left reel 32L), a "replay" symbol (e.g., the zeroth symbol on the left reel 32L), a "red 7" symbol (e.g., the fourteenth symbol on the left reel 32L), a "watermelon" symbol (e.g., the second symbol on the left reel 32L), a "cherry" symbol (e.g., the eighth symbol on the left reel 32L), a "bar" symbol (e.g., the ninth symbol on the left reel 32L), a "white 7" symbol (e.g., the third symbol on the left reel 32L), a "youth" symbol (e.g., the eighteenth symbol on the left reel 32L), a "red shell" symbol (e.g., the fourth symbol on the left reel 32L), and a "white shell" symbol (e.g., the nineteenth symbol on the left reel 32L). As shown in Figure 6, the number and arrangement order of the various symbols are completely different on each of the reels 32L, 32M, and 32R.

[0021] Each of the display windows 26L, 26M, and 26R is formed so that only three of the 20 symbols on the corresponding reel are visible in their entirety. Therefore, when each of the reels 32L, 32M, and 32R is stopped, 3 x 3 = 9 symbols are visible through the display windows 26L, 26M, and 26R.

[0022] In the slot machine 10, the game result of each game is announced using a combination of three symbols, one for each of the reels 32L, 32M, and 32R, among the visible symbols. As described above, 3 × 3 = 9 symbols are visible, and as combinations of these three symbols, for example, as shown in Fig. 7, there are combinations of symbols that stop on an upper line L1 connecting the upper symbols of the reels 32L, 32M, and 32R, combinations of symbols that stop on a middle line L2 connecting the middle symbols of the reels 32L, 32M, and 32R, and combinations of symbols that stop on a lower line L3 connecting the lower symbols of the reels 32L, 32M, and 32R. There are also combinations of symbols that stop on a downward-sloping line L4 connecting the top symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the bottom symbol on the right reel 32R, and combinations of symbols that stop on an upward-sloping line L5 connecting the bottom symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the top symbol on the right reel 32R. There are also combinations of symbols that stop on a curved line L6 connecting the middle symbol on the left reel 32L, the top symbol on the middle reel 32M, and the top symbol on the right reel 32R. The above lines L1 to L5 are straight lines when the symbols are lined up, while the curved line L6 is a line that bends when the symbols are lined up. There are other combinations of symbols that stop on curved lines besides the curved line L6, but we will not explain them here.

[0023] Of these lines L1 to L6, some are activated by betting medals, and some are not, and when symbols stop in a predetermined combination on an activated line, i.e., an activated line, a win is achieved and a bonus is awarded in which a predetermined number of medals, which are game media, are paid out, or a bonus is awarded in which the game state is changed.On the other hand, when symbols stop in a predetermined combination on an inactivated line, a win is not achieved and the bonus is not awarded.

[0024] In the slot machine 10, of the above lines L1 to L6, the bent line L6 is set as the pay line. More specifically, in the slot machine 10, there are cases where a game is started by betting three medals or two medals. When a game is started by betting three or two medals, only the bent line L6 is set as the pay line, and the other lines L1 to L5 are not set as pay lines. In the following description, the bent line L6 may be referred to as the pay line ML. Also, hereinafter, a game that starts by betting three medals is also referred to as a 3-bet game, a game that starts by betting two medals is also referred to as a 2-bet game, and a game that starts by betting one medal is also referred to as a 1-bet game. In this embodiment, a 1-bet game is not set.

[0025] 8 to 10 are diagrams showing the correspondence between winning symbol combinations and the benefits awarded when a winning symbol combination is obtained.

[0026] The small winning combinations that result in medal payouts include the 1st small winning combination to the 32nd small winning combination.

[0027] When the "Replay" symbol on the left reel 32L, the "Replay" symbol on the middle reel 32M, and the "Replay" symbol on the right reel 32R stop on the active line ML, the first small win is achieved. When the first small win is achieved, 13 medals are paid out in a 3-bet game, and 5 medals are paid out in a 2-bet game.

[0028] As shown in Figure 11(a), when the symbol corresponding to the first small win stops on the activated line ML, the "bell" symbol stops in a line sloping downward to the right L4. Therefore, the player can easily understand that the small win corresponding to the bell has been achieved.

[0029] If the "Replay" symbol on the left reel 32L, the "Bell" symbol on the middle reel 32M, and the "Bell" symbol on the right reel 32R stop on the active line ML, the second small win will be awarded. If the second small win is awarded, 13 medals will be paid out in a 3-bet game, and 5 medals will be paid out in a 2-bet game.

[0030] As shown in Figure 11(b), when the symbol corresponding to the second small win stops on the activated line ML, the "bell" symbol stops in line on the upper line L1. Therefore, the player can easily understand that the small win corresponding to the bell has been achieved, and also understand that a small win different from the first small win has been achieved because of the difference in the line on which the "bell" symbol is aligned.

[0031] When the "bell" symbol on the left reel 32L, the "replay" symbol on the middle reel 32M, and the "watermelon" or "ark shell" symbol on the right reel 32R stop on the active line ML, the third small win is achieved. When the third small win is achieved, 13 medals are paid out in a 3-bet game, and 5 medals are paid out in a 2-bet game.

[0032] As shown in Figure 11(c), when the symbol corresponding to the third small win stops on the activated line ML, the "bell" symbol stops in alignment on the middle line L2. Therefore, the player can easily understand that the small win corresponding to the bell has been achieved, and also understand that a small win different from the first and second small wins has been achieved because of the difference in the line on which the "bell" symbol is aligned.

[0033] When the "watermelon" symbol on the left reel 32L, the "replay" symbol on the middle reel 32M, and the "bell" symbol on the right reel 32R stop on the active line ML, the fourth small win is achieved. When the fourth small win is achieved, 13 medals are paid out in a 3-bet game, and 5 medals are paid out in a 2-bet game.

[0034] As shown in Figure 11(d), when the symbol corresponding to the fourth small win stops on the activated line ML, the "bell" symbols stop in alignment on the right-sloping line L5. Therefore, the player can easily understand that the small win corresponding to the bell has been achieved, and also understand that a small win different from the first to third small wins has been achieved because of the difference in the line on which the "bell" symbols are aligned.

[0035] When the "watermelon" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "replay" symbol on the right reel 32R stop on the active line ML, the 5th small win is achieved. When the 5th small win is achieved, 13 medals are paid out in a 3-bet game, and 5 medals are paid out in a 2-bet game.

[0036] As shown in Figure 11(e), when the symbol corresponding to the fifth small win stops on the activated line ML, the "bell" symbol stops in alignment on the lower line L3. Therefore, the player can easily understand that the small win corresponding to the bell has been achieved, and also understand that a small win different from the first to fourth small wins has been achieved because of the difference in the line on which the "bell" symbol is aligned.

[0037] When the "watermelon" symbol on the left reel 32L, the "replay" symbol on the middle reel 32M, and the "replay" symbol on the right reel 32R stop on the active line ML, the 6th small win is achieved. When the 6th small win is achieved, 13 medals are paid out in a 3-bet game, and 5 medals are paid out in a 2-bet game.

[0038] As shown in Figure 11 (f), when the symbol corresponding to the sixth small win stops on the activated line ML, "bell" symbols stop (in a small mountain shape) on the bottom of the left reel 32L, the middle of the middle reel 32M, and the bottom of the right reel 32R. Therefore, the player can easily understand that a small win corresponding to a bell has been achieved, and can also understand that a small win different from the first to fifth small wins has been achieved, based on the difference in the stopping position of the "bell" symbols.

[0039] When the "bell" symbol on the left reel 32L, the "white 7" symbol, the "cherry" symbol, the "red shell" symbol or the "young man" symbol on the middle reel 32M, and the "white 7" symbol, the "white shell" symbol or the "young man" symbol on the right reel 32R stop on the active line ML, it is the 7th small win. When the 7th small win is achieved, 3 medals are paid out in a 3-bet game, and 3 medals are paid out in a 2-bet game.

[0040] As shown in Figure 12(a), when the symbol corresponding to the seventh small win stops on the activated line ML, the "watermelon" symbol stops on the downward-sloping line L4, so the player can easily understand that the small win corresponding to the watermelon has been achieved.

[0041] When the "bell" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "watermelon" symbol on the right reel 32R stop on the active line ML, the 8th small win is achieved. When the 8th small win is achieved, 3 medals are paid out in a 3-bet game, and 3 medals are paid out in a 2-bet game.

[0042] As shown in Figure 12(b), when the symbol corresponding to the 8th small win stops on the activated line ML, the "watermelon" symbol stops in alignment on the upper line L1. Therefore, the player can easily understand that the small win corresponding to the watermelon has been achieved, and also understand that a small win different from the 7th small win has been achieved because of the difference in the line on which the "watermelon" symbol is aligned.

[0043] The 9th to 32nd small wins are mainly awarded when the 1st to 6th small wins are missed, so-called missed wins. When the 9th to 32nd small wins are awarded, one medal is paid out in a 3-bet game, and one medal is paid out in a 2-bet game. For the 9th to 32nd minor winning combinations, a winning combination is achieved when the following symbols stop on the active line ML: "Replay", "Red 7", "BAR", "Red Shell", "White Shell", "Youth" or "Bell" on the left reel 32L, "White 7", "Cherry", "Red Shell", "Youth", "Red 7", "Watermelon", "Replay", "BAR", "Bell" or "White Shell" on the middle reel 32M, and "Red 7", "White 7", "White Shell", "Youth", "Watermelon", "Red Shell", "BAR" or "Replay" on the right reel 32R. As shown in Figures 8 and 9, the combinations of symbols corresponding to the 9th to 32nd small wins are all set so that the "bell" symbols do not line up and stop on a straight line (L1 to L5), making it easy to understand that the small win corresponding to the bell has not been achieved.

[0044] Incidentally, in the configuration in which medals are paid out based on the above-mentioned 1st small prize winning to 32nd small prize winning, the paid out small prize is a kind of benefit given according to the result of the game. In this specification, the paid out medals may also be referred to as "out balls", and the ratio of the number of paid out medals (out balls) to the number of inserted (betted) medals may also be referred to as "out ball rate".

[0045] The winning combinations that can be awarded with a replay privilege, which allows you to play the next game without inserting a medal, are the 1st replay winning combination to the 12th replay winning combination. As shown in Figure 10, winning symbol combinations are set for the 1st replay winning combination to the 12th replay winning combination.

[0046] The first replay wins when the "replay" symbol on the left reel 32L, the "watermelon" symbol on the center reel 32M, and the "red 7," "white 7," "white shell" or "young man" symbol on the right reel 32R stop on the active line ML. As shown in FIG. 12(c), when the symbols corresponding to the first replay win stop on the active line ML, the "replay" symbols stop in line on the center line L2. This allows the player to easily understand that a replay win corresponding to the replay has been achieved.

[0047] The second replay wins when the "replay" symbol on the left reel 32L, the "bell" symbol on the center reel 32M, and the "bar" or "cherry" symbol on the right reel 32R stop on the active line ML. When the symbols corresponding to the second replay win stop on the active line ML, the "bar" symbols may stop aligned on the upward-sloping line L5 as shown in FIG. 14(a), or the "red 7" symbol, "bar" symbol, and the "red 7" symbol may stop on the upward-sloping line L5 in order from left to right as shown in FIG. 14(b). When the second replay wins, the player may be awarded a special bonus.

[0048] The third replay wins when the "bell" symbol, "red shell" symbol, or "young man" symbol on the left reel 32L, the "bell" symbol on the center reel 32M, and the "bell" symbol on the right reel 32R stop on the active line ML. When the symbols corresponding to the third replay win stop on the active line ML, as shown in Figure 14(c), "white 7" symbols may stop in a line on the bottom line L3, or as shown in Figure 14(d), "red 7" symbols may stop in a line on the downward-sloping line L4 to the right. When the third replay wins, a beneficial bonus may be awarded to the player.

[0049] The fourth and fifth replays are adjustment replays in the event that multiple replays result in overlapping wins.

[0050] In the sixth replay, a win is achieved when the "bell" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "red 7," "white 7," "bar," "cherry," "white shell," or "young man" symbol on the right reel 32R stop on the activated line ML. As shown in FIG. 12(d), when the symbols corresponding to the sixth replay win stop on the activated line ML, the "watermelon" symbols stop on the upper row of the left reel 32L and the upper row of the middle reel 32M, but the "watermelon" symbol does not stop on the upper row of the right reel 32R (the "watermelon" symbol stops on the lower row of the right reel 32R), resulting in a stop pattern where the upper row watermelon is not in the "tenpai" state. Furthermore, when the symbol corresponding to the sixth replay win stops on the valid line ML, the "watermelon" symbol stops on the top row of the left reel 32L and the bottom row of the right reel 32R, but the "watermelon" symbol does not stop on the middle row of the middle reel 32M (the "watermelon" symbol stops on the top row of the middle reel 32M), resulting in a stopping pattern that is known as a right-downward watermelon tenpai miss.

[0051] In the seventh replay, a win is achieved when the "bell" symbol on the left reel 32L, the "white 7" symbol, the "cherry" symbol, the "red shell" symbol or the "young man" symbol on the middle reel 32M, and the "watermelon" symbol or the "red shell" symbol on the right reel 32R stop on the activated line ML. As shown in FIG. 12(e), when the symbols corresponding to the seventh replay win stop on the activated line ML, the "watermelon" symbols stop on the upper row of the left reel 32L and the upper row of the right reel 32R, but the "watermelon" symbol does not stop on the upper row of the middle reel 32M (the "watermelon" symbol stops on the middle row of the middle reel 32M), resulting in a stop pattern where the upper row watermelon is not in a tenpai state. Furthermore, when the symbol corresponding to the seventh replay win stops on the valid line ML, the "watermelon" symbol stops on the top row of the left reel 32L and the middle row of the middle reel 32M, but the "watermelon" symbol does not stop on the bottom row of the right reel 32R (the "watermelon" symbol stops on the top row of the right reel 32R), resulting in a stopping pattern that is known as a right-downward watermelon tenpai miss.

[0052] The eighth replay wins when the "watermelon" symbol on the left reel 32L, the "white 7" symbol, the "cherry" symbol, the "red shell" symbol or the "young man" symbol on the center reel 32M, and the "replay" symbol on the right reel 32R stop on the activated line ML. As shown in Figure 13(a), when the symbol corresponding to the eighth replay win stops on the activated line ML, the "watermelon" symbols stop in alignment on the center line L2.

[0053] The 9th replay wins when the "replay" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "watermelon" symbol or the "ark shell" symbol on the right reel 32R stop on the activated line ML. As shown in Figure 13(b), when the symbols corresponding to the 9th replay win stop on the activated line ML, the "replay" symbols stop in the middle row of the left reel 32L and the middle row of the middle reel 32M, but the "replay" symbol does not stop in the middle row of the right reel 32R (the "bell" symbol stops in the middle row of the right reel 32R), resulting in a stop pattern where the so-called middle row replay is not ready.

[0054] The 10th replay is won when the "BAR" symbol on the left reel 32L, the "white 7", "BAR", "cherry", "red shell" or "young man" symbol on the center reel 32M, and the "red 7", "white 7", "BAR", "cherry", "white shell" or "young man" symbol on the right reel 32R stop on the active line ML. Also, the 12th replay is won when the "BAR" symbol on the left reel 32L, the "BAR" symbol on the center reel 32M, and the "bell", "watermelon" or "red shell" symbol on the right reel 32R stop on the active line ML. As shown in Figures 13(c) and 13(d), when a symbol corresponding to a 10th or 12th replay win stops on the pay line ML, a "cherry" symbol stops on the bottom row of the left reel 32L. If a 10th or 12th replay win has been won, and a "cherry" symbol is stopped on the right reel 32R, the "cherry" symbol will stop on the top row in the case of a 10th replay win, and the "cherry" symbol will stop on the middle or bottom row in the case of a 12th replay win, making it possible to distinguish between a 10th replay win and a 12th replay win. An 11th replay win is achieved when a 10th or 12th replay win is not possible, i.e., when a miss occurs.

[0055] The state transition winning events that only result in a transition of the gaming state include the first BB winning event and the second BB winning event.

[0056] When the "white 7" symbol on the left reel 32L, the "white shell" symbol on the center reel 32M, and the "cherry" symbol on the right reel 32R stop on the activated line ML, the first BB win is achieved. When the first BB win is achieved, the game state transitions to the first BB state. As shown in Figure 13(e), when the symbols corresponding to the first BB win stop on the activated line ML, the "white 7" symbols stop in a line on the center line L2.

[0057] When the "white 7" symbol on the left reel 32L, the "white shell" symbol on the middle reel 32M, and the "BAR" symbol on the right reel 32R stop on the pay line ML, a second BB win is achieved. When the second BB win is achieved, the game state transitions to the second BB state. As shown in FIG. 13(f), when the symbols corresponding to the second BB win stop on the pay line ML, the "white 7" symbol stops in the middle row of the left reel 32L and the middle row of the middle reel 32M, and the "red 7" symbol stops in the middle row of the right reel 32R.

[0058] A start lever 41 that is operated to start the rotation of each of the reels 32L, 32M, and 32R is provided on the lower left side of the game panel 25. The start lever 41 constitutes a start operation means or a starting operation means that is operated to start the rotation of the reels 32L, 32M, and 32R, i.e., to start the variable display of symbols. When the start lever 41 is operated with a predetermined number of medals inserted, each of the reels 32L, 32M, and 32R starts to rotate.

[0059] Button-like stop switches 42-44 that are operated to individually stop the spinning reels 32L, 32M, and 32R are provided on the right side of the start lever 41. Each stop switch 42-44 is located directly below the display window 26L, 26M, and 26R that corresponds to the reel 32L, 32M, and 32R to be stopped.

[0060] Stop switches 42-44 are connected to stop detection sensors 42a-44a (FIG. 15), respectively, and the stop detection sensors 42a-44a are connected to main control device 101, which will be described later. Main control device 101 determines that stop switches 42-44 have been operated based on the detection signals from the stop detection sensors 42a-44a. Specifically, when stop switches 42-44 have not been operated, stop detection signals of LOW signals are output from stop detection sensors 42a-44a, and when stop switches 42-44 are operated, the detection signals switch from LOW to HI. Main control device 101 determines that stop switches 42-44 have been operated by detecting this signal switch. When main control device 101 determines that stop switches 42-44 have been operated, it controls the reel corresponding to the operated switch to stop spinning.

[0061] That is, when the left stop switch 42 is operated, the left reel 32L stops spinning, when the center stop switch 43 is operated, the center reel 32M stops spinning, and when the right stop switch 44 is operated, the right reel 32R stops spinning. The stop switches 42 to 44 constitute stop operation means that is operated to stop the variable display of symbols based on the rotation of the reels 32L, 32M, and 32R.

[0062] A medal insertion slot 45 for inserting medals is provided below and to the right of the display windows 26L, 26M, and 26R. The medal insertion slot 45 constitutes input means for inputting game media. In addition, considering that the medal insertion slot 45 involves the action of the player directly inserting medals, it can also be said to constitute direct input means for directly inputting game media.

[0063] Medals inserted through the medal insertion slot 45 are guided to either a storage passage 47 or a discharge passage 48 by a selector 46 serving as a passage switching means provided on the back surface 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 not energized, the medals are guided to the discharge passage 48 side, and when the medal passage switching solenoid 46a is energized, the medals are guided to the storage passage 47 side. Medals guided to the storage passage 47 are guided to a hopper device 51 stored inside the housing 11. Meanwhile, medals guided to the discharge passage 48 are guided from a medal discharge port 49 provided at the bottom front of the front door 12 to a medal tray 50 and are returned to the player.

[0064] The hopper device 51 is composed of a storage tank 52 that stores medals and a payout device 53 that pays out medals to players. The payout device 53 rotates a medal payout rotating plate (not shown) to discharge medals into an opening 48a provided in the discharge passage 48, and then pays out the medals to a medal tray 50 via the discharge passage 48. In addition, a spare tank 54 is provided to the right of the hopper device 51 to prevent more than a predetermined amount of medals from being stored in the storage tank 52. A guide plate 52a is provided inside the storage tank 52 of the hopper device 51 to discharge medals from the storage tank 52 to the spare tank 54. Therefore, if medals are stored above the height at which the guide plate 52a is provided, those medals will be stored in the spare tank 54.

[0065] A button-shaped return switch 55 is provided below the medal insertion slot 45. If the return switch 55 is operated when a medal inserted into the medal insertion slot 45 is stuck in the selector 46, the selector 46 is mechanically linked and operated, and the medal stuck in the selector 46 is returned from the medal discharge slot 49.

[0066] A first credit insertion switch 56 is provided below and to the left of the display windows 26L, 26M, and 26R for inserting a predetermined number of virtual medals, which are credited as gaming media, at one time out of the specified number of medals for the game. The specified number is set depending on the progress of the game. For example, when the specified number of medals for the game is set to three and the specified number is set to three, operating the first credit insertion switch 56 causes three virtual medals to be inserted, provided that there are credits. When the specified number of medals is set to two and the specified number is set to two, operating the first credit insertion switch 56 causes two virtual medals to be inserted, provided that there are credits. When the specified number is set to three or two and the specified number is set to three, operating the first credit insertion switch 56 causes three virtual medals to be inserted, provided that there are credits. When the specified number is set to three or two and the specified number is set to two, operating the first credit insertion switch 56 causes two virtual medals to be inserted, provided that there are credits. Furthermore, a second credit insertion switch 57 is provided to the left of the first credit insertion switch 56. The second credit insertion switch 57 is used to insert two virtual medals. The credit insertion switches 56, 57, together with the medal insertion slot 45, constitute input means for inputting game media. Furthermore, while the medal insertion slot 45 involves the player directly inserting medals, the credit insertion switches 56, 57 merely involve the insertion of virtual medals based on stored memory. Considering this, they can also be said to constitute indirect input means for indirectly inputting game media. Note that the slot machine 10 does not have a credit insertion switch because it inserts one virtual medal.

[0067] The first credit insertion switch 56 is set to have a larger operation surface operated by the player than the second credit insertion switch 57, and the first credit insertion switch 56 is easier to operate than the second credit insertion switch 57. Therefore, it is expected that a player will normally proceed with a game by operating the first credit insertion switch 56. In other words, it is expected that a player will normally insert a set specific number of coins out of the specified number to play a game.

[0068] To the right of the first credit insertion switch 56 and the second credit insertion switch 57, there is provided an effect switch 66 which is operated when an effect occurs.

[0069] 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, as virtual medals, any surplus medals inserted up to a predetermined maximum value (equivalent to 50 medals) and medals paid out when a prize is won, and when the settlement switch 59 is operated while virtual medals are stored and stored, the virtual medals are paid out as real medals from the medal outlet 49. In this case, when attention is focused on the function of paying out credited virtual medals as real medals, the settlement switch 59 can also be said to constitute a settlement operation means for actually paying out the stored and stored game media.

[0070] Below the display windows 26L, 26M, and 26R of the game panel 25, there are provided a credit display section 60 that displays the number of credited virtual medals, a remaining payout number display section 61 that displays the number of medals remaining to be paid out until the BB state ends, and a payout number display section 62 that displays the number of medals paid out when a win occurs. These display sections 60 to 62 are configured with 7-segment displays, but they can of course be replaced with liquid crystal displays or the like.

[0071] Below the display windows 26L, 26M, and 26R on the gaming panel 25 and to the right of the payout number display unit 62, there is provided an instruction monitor 68 having a push order indicator that notifies the operation order of the stop switches 42 to 44, and an interval indicator that notifies the operation order and indicates an advantageous interval that is an interval in which the winning rate of minor winning combinations can be changed and the game can proceed in an advantageous situation for the player. The instruction monitor 68 will be described in detail later.

[0072] The upper part of the front door 12 is provided with an upper lamp 63 that lights up and flashes as the game progresses, a pair of left and right speakers 64 that play various sound effects as the game progresses and notify the player of the game status, 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 the game using each of the reels 32L, 32M, and 32R can be considered to be performed by the main display unit, it is referred to as the auxiliary display unit 65 in this embodiment. A display control device 81 for driving the upper lamp 63, speaker 64, and auxiliary display unit 65 is provided on the back of the auxiliary display unit 65.

[0073] On the front door 12, below the game panel 25 and below the stop switches 42 to 44, there is provided a lower display section 69 on which the model name of the gaming machine is written and which constitutes 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 effect purposes, or the entire lower display section 69 may be configured to be operable.

[0074] A power supply box 70 is provided inside the housing 11 to the left of the hopper device 51. The power supply box 70 houses a power supply device 91 and is equipped with a power switch 71, a reset switch 72, a setting key insertion hole 73, and the like. The power switch 71 is an activation switch for supplying power to the main control device 101 and other components. The reset switch 72 is a switch for resetting an error state of the slot machine 10. The setting key insertion hole 73 is used by a hall manager or the like to adjust the number of medals dispensed. In other words, a hall manager or the like can set the winning probability (setting value) of the slot machine 10 by inserting a setting key into the setting key insertion hole 73 and turning it ON. The reset switch 72 is operated not only to reset an error state but also to change the winning probability of the slot machine 10.

[0075] Above the reel unit 31, a main control device 101 for controlling the overall game is attached to the cabinet 11.

[0076] The main control device 101 is provided with a hand ratio monitor 77 for indicating the ratio between advantageous and unfavorable game states for the player. The hand ratio monitor 77 is installed on the side of the main control device 101 facing the front of the gaming machine so that it is visible from the front of the gaming machine when the front door 12 is open and invisible from the front of the gaming machine when the front door 12 is closed. More specifically, the hand ratio monitor 77 is housed in a board box that houses the main control device 101 so that the display screen of the hand ratio monitor 77 is visible through the board box. Incidentally, when the front door 12 is closed, the hand ratio monitor 77 is not visible through the gaps between the display windows 26L-26R, etc., and cannot be viewed unless the front door 12 is unlocked by a predetermined key operation on the key cylinder 21 and opened. The hand ratio monitor 77 will be described in detail later.

[0077] Next, the electrical configuration of the slot machine 10 will be described with reference to the block diagrams of FIGS.

[0078] The main control device 101 is equipped with a microcomputer centered around a CPU 102, which is a calculation processing means. In addition to a power supply device 91, the CPU 102 is connected to a clock circuit 103 that outputs a rectangular wave of a predetermined frequency, an input / output port 104, and the like via an internal bus. The main control device 101 functions as a main board built into the slot machine 10.

[0079] Various sensors are connected to the input side of the main control device 101, including the reel unit 31 (more specifically, a reel index sensor that individually detects when each reel 32L, 32M, and 32R has made one rotation), a start detection sensor 41a that detects the operation of the start lever 41, stop detection sensors 42a to 44a that individually detect the operation of each stop switch 42 to 44, an inserted medal detection sensor 45a that detects medals inserted through the medal insertion slot 45, a payout detection sensor 51a that detects medals paid out from the hopper device 51, a first credit insertion detection sensor 56a that individually detects the operation of the first credit insertion switch 56, a second credit insertion detection sensor 57a that individually detects the operation of the second credit insertion switch 57, a settlement detection sensor 59a that detects the operation of the settlement switch 59, a reset detection sensor 72a that detects the operation of the reset switch 72, and a setting key detection sensor 73a that detects when a setting key is inserted into the setting key insertion hole 73 and turned ON, and signals from these various sensors are output to the CPU 102 via the input / output port 104.

[0080] Furthermore, a power supply unit 91 is connected to the input side of the main control unit 101 via an input / output port 104. The power supply unit 91 is equipped with a power supply unit 91a that supplies driving power to the main control unit 101 and other electronic devices of the slot machine 10, a power outage monitoring circuit 91b, and the like.

[0081] The power failure monitoring circuit 91b monitors the power supply interruption state and generates a power failure signal not only during a power failure but also when the power is shut off by the power switch 71. Therefore, the power failure monitoring circuit 91b monitors the stabilized drive voltage, which in this example is 12 volts DC, output from the power supply unit 91a, and is configured to output a power failure signal when this drive voltage drops to, for example, less than 10 volts, determining that the power supply has been interrupted. The power failure signal is supplied to both the CPU 102 and the input / output port 104, and the CPU 102 recognizes this power failure signal and executes the power failure processing described below. The power failure signal is also supplied to the display control device 81.

[0082] Power supply unit 91a is configured so that even if the output voltage drops below 10 volts, it outputs a stabilized voltage of 5 volts that is used as a drive voltage in control systems such as main control device 101. The time for which this stabilized voltage is output is long enough for main control device 101 to execute power outage processing.

[0083] The output side of the main control device 101 is connected via input / output port 104 to the reel unit 31 (more specifically, the stepping motor for rotating each of the reels 32L, 32M, and 32R), the medal passage switching solenoid 46a provided on the selector 46, the hopper device 51, the credit display unit 60, the remaining number of coins to be paid out display unit 61, the number of coins to be paid out display unit 62, the instruction monitor 68, the role ratio monitor 77, the display control device 81, and an external centralized terminal board 121 that can transmit information to a hall management device (not shown), etc.

[0084] The above-mentioned CPU 102 has built-in ROM 105 which stores various control programs and fixed value data executed by the CPU 102, and RAM 106 which secures a working area for temporarily storing various data when executing the control programs stored in ROM 105, as well as various processing circuits required for the slot machine 10, such as an interrupt circuit, a timer circuit, a data transmission / reception circuit, and various counters, such as a credit counter which counts the number of credits, although not shown. The ROM 105 and RAM 106 form a main memory as storage means, and programs for executing various processes are stored in the above-mentioned ROM 105 as part of the control programs.

[0085] The RAM 106 is configured to be able to retain (back up) data by receiving a backup voltage from the power supply device 91 even after the power supply to the slot machine 10 is cut off. The RAM 106 is provided with a backup area in addition to memories for temporarily storing various data, a win flag storage area 106a for storing the lottery results of winning combinations, a stop information storage area 106b for storing stop information used when controlling the stop of each of the reels 32L, 32M, and 32R, and a status information storage area 106c for storing game statuses such as a BB status.

[0086] The backup area is an area for storing the value of the stack pointer at the time of power cutoff (including power cutoff by operating the power switch 71; the same applies below) when the power is cut off due to a power outage or the like, and when the power outage is resolved (including power on by operating the power switch 71; the same applies below), the state of the slot machine 10 can be restored to the state before power cutoff based on the information in the backup area. Writing to the backup area is performed by the power outage processing (see Figure 17) when power is cut off, and the restoration of each value written to the backup area is performed in the main processing when power is turned on.

[0087] Furthermore, when the power supply is cut off due to a power outage or the like, a power outage signal is input from the power outage monitoring circuit 91b to the NMI terminal (non-maskable interrupt terminal) of the CPU 102. When the power supply is cut off, an NMI interrupt process is immediately executed as a power outage flag generation process.

[0088] 16, the display control device 81 is equipped with a microcomputer centered around a CPU 181, which is a calculation means. The CPU 181 has built-in ROM 182 that stores various control programs and fixed value data executed by the CPU 181, and RAM 183 that secures a work area for temporarily storing various data when the control programs stored in the ROM 182 are executed.

[0089] The display control device 81 is provided with an input / output port (not shown), with the main control device 101 connected to the input side and the upper lamp 63, speaker 64, and auxiliary display unit 65 connected to the output side. The display control device 81 drives and controls the upper lamp 63, speaker 64, and auxiliary display unit 65 based on various commands input from the main control device 101. In other words, the display control device 81 is a sub-board that performs auxiliary control in relation to the main control device 101, which is the main board that manages the overall game. In other words, by providing a sub-board for sounds, lamps, and displays indirectly related to the game, the burden on the main board is reduced.

[0090] The input side of the display control device 81 is connected to the effect switch 66 (more specifically, an effect switch detection sensor that detects the operation of the effect switch 66). The various display units 60 to 62, 68 may also be configured to be driven and controlled by the display control device 81.

[0091] Next, we will explain each control process executed by the CPU 102 of the main control device 101. The processes of the CPU 102 can be broadly divided into main processing which is started when the power is turned on, timer interrupt processing which is started periodically (every 1.49 msec in this embodiment), and NMI interrupt processing which is started when a power outage signal is input to the NMI terminal. Below, we will explain the processes related to the progress of the game, i.e., timer interrupt processing, and normal processing performed in the main processing.

[0092] FIG. 17 is a flowchart of the timer interrupt process that is periodically executed by the main control device 101, and the CPU 102 of the main control device 101 generates a timer interrupt every 1.49 msec, for example.

[0093] First, in the register save process shown in step S101, the values ​​of all registers in the CPU 102 used in normal processing, which will be described later, are saved to a backup area in the RAM 106. In step S102, it is checked whether the power outage flag is set, and if the power outage flag is set, the process proceeds to step S103, where power outage processing is executed.

[0094] Here, the power outage process will be outlined.

[0095] When the power supply is cut off due to a power outage or the like, a power outage signal is output from the power outage monitoring circuit 91b of the power supply device 91, and the power outage signal is input to the main control device 101 via the NMI terminal. When the power outage signal is input, the main control device 101 immediately executes NMI interrupt processing and sets a power outage flag in a power outage flag storage area provided in the RAM 106.

[0096] In the power outage processing, the system first determines whether command transmission has finished. If transmission has not finished, the system terminates this processing, returns to the timer interrupt processing, and ends command transmission. If command transmission has finished, the value of the stack pointer of the CPU 102 is saved in the backup area of ​​the RAM 106. Then, the output status of the output port of 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 the data in the RAM 106 is normal and saved in the backup area, thereby prohibiting further RAM access. After the above processing is performed, the system enters an infinite loop in preparation for a complete power outage that would prevent processing from being executed. Note that, in consideration of the possibility that the power outage flag may be erroneously set due to noise, for example, the system checks whether a power outage signal is being output before entering the infinite loop. If the power outage signal is not being output, this indicates that the system has recovered from the power outage, and writing to the RAM 106 is permitted, the power outage flag is reset, and the system returns to the timer interrupt processing. If the power outage signal continues to be output, the system enters the infinite loop. Incidentally, even under an infinite loop, it is checked whether or not a power outage signal is being output, and if the power outage signal is no longer being output, the process proceeds to the main processing.

[0097] Returning to the explanation of the timer interrupt process, if the power outage flag is not set in step S102, various processes from step S104 onwards are carried out.

[0098] That is, in step S104, a watchdog timer clearing process is performed to initialize the value of the watchdog timer for monitoring for malfunctions. In step S105, an interrupt end declaration process is performed to enable the CPU 102 itself to set the next timer interrupt. In step S106, a stepping motor control process is performed to drive the stepping motors that are the reel drive motors for rotating each of the reels 32L, 32M, and 32R. In step S107, a sensor monitoring process is performed to read the status of various sensors (see FIG. 15) connected to the input / output port 104, such as the stop detection sensors 42a to 44a, the inserted medal detection sensor 45a, and the payout detection sensor 51a, and to monitor whether the read results are normal. In step S108, a timer update process is performed to subtract or add values ​​from each counter and timer. In step S109, a counter process is performed to count the number of medals bet and the number of medals paid out, and output the counted results to the external centralized terminal board 121.

[0099] In step S110, a command output process is performed to transmit various commands, such as a lottery result command (described later), to the display control device 81. In step S111, a segment data setting process is performed to set the segment data to be displayed in the credit display unit 60, the remaining payout number display unit 61, the payout number display unit 62, and the instruction monitor 68. In step S112, a segment data display process is performed to supply the segment data set in the segment data setting process to each display unit 60-62, 68 and display the corresponding numbers, symbols, etc. In step S113, a port output process is performed to output data corresponding to the I / O device from the input / output port 104. In step S114, the values ​​of each register saved to the backup area in the previous step S101 are restored to the corresponding register in the CPU 102. Thereafter, in step S115, an interrupt enable process is performed to enable the next timer interrupt, and this series of timer interrupt processes is terminated.

[0100] Next, the normal processing for carrying out main control relating to the game will be described with reference to the flowchart of FIG.

[0101] First, in step S201, an interrupt permission process is performed to permit the next timer interrupt. In step S202, a pre-start process is performed to enable a game. In the pre-start process, the process waits until the display control device 81 and the like have completed initialization. When the initialization of the display control device 81 and the like has completed, a game management process shown in steps S203 to S212 is performed.

[0102] As part of the game management process, in step S203, data such as various game information (for example, random number values ​​used in the previous game) stored in the RAM 106 is cleared. After that, in step S204, a start waiting process is performed.

[0103] In the start waiting process, it is determined whether any replay winnings were achieved in the previous game. If any replay winnings were achieved, an automatic insertion process is performed to automatically insert virtual medals in the same number as the previous bet number, and the start waiting process is terminated. Specifically, for example, if a replay winning is achieved in a 3-bet game, a process to automatically insert three virtual medals is performed, and if a replay winning is achieved in a 2-bet game, a process to automatically insert two virtual medals is performed.

[0104] In the automatic insertion process, virtual medals are inserted without reducing the number of virtual medals displayed on the credit display unit 60. In other words, if any replay wins were achieved in the previous game, the player can play the current game without reducing the number of medals owned or inserting any more medals. If no replay wins were achieved, a sensor abnormality confirmation process is performed to check whether any abnormalities have occurred in the sensor reading results obtained in the sensor monitoring process step S107 of the timer interrupt process. If an abnormality has occurred, an abnormality occurrence process is performed to place the slot machine 10 in an error state and notify the user of the occurrence of the error. This error state is maintained until the reset switch 72 is operated. If the sensor reading results are normal, a determination is made as to whether the settlement switch 59 has been operated. If the settlement switch 59 has been operated, a medal return process is performed to pay out the same number of medals as the credited virtual medals.

[0105] After the medal return process is completed or if the settlement switch 59 has not been operated, it is determined whether medals have been inserted or the credit insertion switches 56, 57 have been operated between the previous start waiting process and the current start waiting process, and if either has been done, a medal insertion process is carried out to change the number of bets, etc., and the start waiting process is terminated. Also, if neither medals have been inserted nor the credit insertion switches 56, 57 have been operated between the previous start waiting process and the current start waiting process, the start waiting process is terminated.

[0106] After the start waiting process is completed, in step S205, it is determined whether the number of medals bet has reached the specified number. In this slot machine 10, the specified number in the bonus state (BB state) is set to "3," and the specified numbers in the gaming states other than the bonus state are set to "2" and "3." That is, in the bonus state, a positive determination is made in step S205 on the condition that the number of medals bet is "3," and in the gaming states other than the bonus state, a positive determination is made in step S205 on the condition that the number of medals bet is "2" or "3." In other words, in the gaming states other than the bonus state, if no medals have been bet, or if even if medals have been bet, the bet number is "1," a negative determination is made in step S205. If the number of medals bet has not reached the specified number, the process returns to the start waiting process in step S204, and the processes from the sensor abnormality confirmation process onward are performed.

[0107] If the number of bets has reached the specified number, a bet command including information on the number of bets that resulted in a positive determination in step S205 is set as an output target to the display control device 81, which serves as a sub-side control device, in step S206. The command set here is output to the display control device 81 in step S110 of the timer interrupt processing. Upon receiving the bet command, the display control device 81 executes processing for notification based on the bet operation (for example, notification that a game start condition has been met or notification of the lottery result of a previous game), and controls the speaker 64 and auxiliary display unit 65.

[0108] After executing the process of step S206, it is determined in step S207 whether or not the start lever 41 has been operated. If the start lever 41 has not been operated, the process returns to the start waiting process of step S204, and the processes from the sensor abnormality confirmation process onwards are performed.

[0109] On the other hand, if the start lever 41 is operated, this means that a start command has been issued to start the game, since the game can be started by operating the start lever 41 when a specified number of medals have been bet. In this case, in step S208, an active line setting process is performed to set the combination of lines corresponding to the number of bets as active lines. In other words, only the bent line L6 is set as an active line. In step S209, the medal path switching solenoid 46a is switched to a non-excited state to prohibit bet acceptance. Thereafter, the lottery process in step S210, the reel control process in step S211, and the medal payout process in step S212 are executed in this order, and then the process returns to step S203.

[0110] Next, the lottery process in step S210 will be described with reference to the flowchart in FIG.

[0111] In step S301, a random number is acquired to be used when determining whether a winning combination has been achieved. In this slot machine 10, when the start lever 41 is operated, the hardware circuitry latches the value of the free-run counter at that time. The free-run counter generates a random number between 0 and 65535, and after the CPU 102 confirms the operation of the start lever 41, it stores the value latched by the hardware circuitry in the RAM 106. This configuration makes it possible to quickly acquire a random number when the start lever 41 is operated, thereby avoiding problems such as synchronization. The hardware circuitry of this slot machine 10 latches the value of the free-run counter each time the start lever 41 is operated.

[0112] After obtaining the random number, in step S302, a lottery table for determining whether the winning combination has been achieved is selected. In the slot machine 10, the gaming states are broadly divided into a normal gaming state and a bonus state, and a lottery table is set for each gaming state. In the normal gaming state, since the specified number of bets is set to "3" and "2" as described above, a lottery table for a 3-bet game and a lottery table for a 2-bet game are set as the lottery table for the normal gaming state.

[0113] That is, in step S302, the current gaming state of the slot machine 10 is determined based on the number of bets and the gaming state flag set in the state information storage area 106c, and a lottery table corresponding to the number of bets and the gaming state is selected. For example, if the number of bets is "3" and no bonus state flag is set in the state information storage area 106c, the current gaming state is determined to be the normal gaming state, and a lottery table for the normal gaming state is selected. If the current game is a 3-bet game, a lottery table for the normal gaming state for a 3-bet game (FIG. 20) is selected, and if the current game is a 2-bet game, a lottery table for the normal gaming state for a 2-bet game (FIG. 21) is selected. In addition, the slot machine 10 has six levels of winning probability prepared in advance, from "Setting 1" to "Setting 6." By inserting a 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 the internal processing will be based on. In step S302, when the setting state is "setting 1", a lottery table with the lowest expected value of medal payout is selected, and when the setting state is "setting 6", a lottery table with the highest expected value of medal payout is selected.

[0114] Here, a supplementary explanation will be given regarding the process for setting the winning probability.

[0115] The winning probability setting process is executed in the main process launched by the main control device 101 when the power is turned on. More specifically, the winning probability setting process is launched after the initialization process of the RAM 106 when the power is turned on while the setting key detection sensor 73a detects that the setting key is inserted into the setting key insertion hole and turned ON. In the winning probability setting process, the setting value is updated by one each time the start lever 41 is operated, as a predetermined operation. For example, each time the start lever 41 is operated, the setting value is updated as follows: "Setting 1" → "Setting 2" → "Setting 3" → "Setting 4" → "Setting 5" → "Setting 6" → "Setting 1." Note that each setting value is displayed, for example, on the credit display unit 60, and the display is updated each time the setting value is updated. Then, operating the start lever 41 while the setting key detection sensor 73a is turned OFF is considered to be the setting value confirmation operation, and the setting value at that time is set as the current setting value, and the winning probability setting process is terminated. Upon completion of the winning probability setting process, the display on the credit display unit 60 also terminates. The setting values ​​set in the process of setting the winning probability are stored and held in RAM 106 until the next process of setting the winning probability is started. In step S302, a process of selecting a lottery table is performed based on the stored setting values.

[0116] The lottery table will be briefly explained. Fig. 20 is a lottery table for a normal game state selected in a normal game state in a 3-bet game. Fig. 21 is a lottery table for a normal game state selected in a normal game state in a 2-bet game. Index values ​​IV are set in the lottery table, and each index value IV is uniquely associated with a winning combination and is also set with a point value PV.

[0117] After selecting a lottery table, in step S303, the index value IV is set to 1, and in the following step S304, a judgment value DV to be used when determining whether a winning combination has been achieved is set. In this judgment value setting process, a point value PV corresponding to the current index value IV is added to the current judgment value DV to set a new judgment value DV. Note that in the first judgment value setting process, the random number value acquired in step S301 is set as the current judgment value DV, and the point value PV corresponding to the current index value IV, which is 1, is added to this random number value to set a new judgment value DV.

[0118] Then, in step S305, a win / loss determination is made for the combination corresponding to the index value IV. In the combination win / loss determination, it is determined whether the judgment value DV exceeds 65535. If it exceeds 65535, in step S306, a process is executed to set a win flag for the game result corresponding to the index value IV determined to be positive in step S305 in the win flag storage area 106a. For example, if the judgment value DV exceeds 65535 when IV=23, the seventh small win flag and the eighth small win flag are set in step S306. Also, if the judgment value DV exceeds 65535 when IV=25, the first BB win flag is set in step S306, and if the judgment value DV exceeds 65535 when IV=26, the second BB win flag is set in step S306.

[0119] Incidentally, if the set winning flag is not a winning flag indicating that the first BB has been won (first BB winning flag) or a winning flag indicating that the second BB has been won (second BB winning flag), the winning flag set in the winning flag storage area 106a is reset after the game in which the corresponding winning flag was set ends (see S203 of the normal processing). On the other hand, if the winning flag is a first BB winning flag or a second BB winning flag, these winning flags are reset on the condition that the corresponding winning is achieved. In other words, the first BB winning flag and the second BB winning flag may be valid over multiple games.

[0120] In step S306, when the 1st BB winning flag or the 2nd BB winning flag is carried over, if a winning combination other than the 1st BB or the 2nd BB is won, the corresponding winning flag is set, and if a winning combination other than the 1st BB or the 2nd BB is not won, the corresponding winning flag is not set.

[0121] That is, for example, in a state where the 1st BB winning flag is carried over, if the judgment value DV exceeds 65535 when the index value IV=25, the 1st BB winning flag is not set. Also, in a state where the 1st BB winning flag is carried over, if the judgment value DV exceeds 65535 when the index value IV=11, for example, the 1st small win flag, the 9th small win flag, the 10th small win flag, and the 13th small win flag are set.

[0122] In addition, a lottery table for when the first BB winning flag or the second BB winning flag is carried over may be separately prepared, and when the first BB winning flag or the second BB winning flag is carried over, the lottery process may be performed using the separately prepared lottery table. In this case, in the separately prepared lottery table, it is preferable to set each index value IV and point value PV so that the first BB and the second BB are not won.

[0123] If the judgment value DV does not exceed 65535 in step S305, this means that the hand corresponding to the index value IV has not been obtained. In this case, the index value IV is incremented by 1 in step S307, and the following step S308 determines whether or not there is a hand corresponding to the index value IV, i.e., whether or not there is a target for judgment of whether or not there is a winning or losing hand. Specifically, it determines whether or not the index value IV incremented by 1 exceeds the maximum value of the index value IV set in the lottery table. If there is a target for judgment of whether or not there is a winning or losing hand, the process returns to step S304, and the judgment of whether or not the hand is a winning or losing hand continues. At this time, in step S304, the point value PV corresponding to the current index value IV is added to the judgment value DV used to judge whether or not the previous hand is a winning or losing hand (i.e., the current judgment value DV) to obtain a new judgment value DV, and in step S305, the winning or losing hand is judged based on the judgment value DV.

[0124] Incidentally, when determining whether a winning combination is achieved using the lottery table shown in Figure 20, that is, when playing a 3-bet game in normal gaming mode, the probability of winning normal lip A (probability of winning when IV = 1) is approximately 1 in 27.3 with setting 1, approximately 1 in 27.5 with setting 3, and approximately 1 in 28.3 with setting 6, and the higher the setting value, the harder it is to win. The probability of winning normal lip B (probability of winning when IV = 2) and the probability of winning normal lip C (probability of winning when IV = 3) are both approximately 1 in 26.2 regardless of the setting value. The probability of winning chance symbol A (probability of winning when IV = 4) is approximately 1 in 164 regardless of the setting value, the probability of winning chance symbol B (probability of winning when IV = 5) is approximately 1 in 262 regardless of the setting value, and the probability of winning chance symbol C (probability of winning when IV = 6) is approximately 1 in 16,400 regardless of the setting value, so that chance symbol B is easier to win than chance symbol C, and chance symbol A is easier to win than chance symbol B. The probability of winning Cherry A (probability of winning when IV = 7) is approximately 1 in 107 with setting 1, approximately 1 in 104 with setting 3, and approximately 1 in 93.6 with setting 6, so that the higher the setting value, the easier it is to win. The probability of winning Cherry B (probability of winning when IV = 8) is approximately 1 in 215 regardless of the setting value, and the probability of winning Cherry C (probability of winning when IV = 9) is approximately 1 in 13,100 regardless of the setting value, so that Cherry B 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 in 504 regardless of the setting value. The probability of winning a normal push bell 1, normal push bell 2, pinch push bell 1, pinch push bell 2, middle normal push bell 1, middle normal push bell 2, middle reverse push bell 1, middle reverse push bell 2, reverse pinch bell 1, reverse pinch bell 2, reverse push bell 1, reverse push bell 2 (hereinafter collectively referred to as push order bells) (probability of winning when IV = 11 to 22) is approximately 1 in 18.4 regardless of the setting value.The probability of winning a watermelon (when IV = 23) is approximately 1 in 107 regardless of the setting. The probability of winning a first BB (when IV = 25) is approximately 1 in 5.03 regardless of the setting, which is higher than the probability of winning other roles (replay, small roles, IV = 1-24). In 3-bet games, duplicate 1-coin roles (IV = 24) and second BB (IV = 26) are set to not win (the corresponding point value PV is set to 0). In 3-bet games, the probability of not winning any role, including the first BB, is 0. Furthermore, when the first BB is won, the probability of not winning any role in a 3-bet game is approximately 1 in 5.03 (for the first BB) regardless of the setting. Incidentally, in 3-bet games, excluding the increase in the first BB state, you can expect a loss of approximately 1.77 medals per game (net increase minus approximately 1.77 medals).

[0125] In contrast, when determining whether a winning combination is achieved using the lottery table shown in FIG. 21, i.e., when playing a two-bet game in normal game mode, the probability of winning Normal Lip A, Normal Lip B, Normal Lip C, Chance Eye A, Chance Eye B, Chance Eye C, Cherry A, Cherry B, or Cherry C (the probability of winning when IV = 1 to 9) is the same as the probability when playing the three-bet game. The probability of winning the Common Bell (the probability of winning when IV = 10) is approximately 1 in 9.64 regardless of the setting value, which is set to be easier to win than when playing a three-bet game. The Push Order Bell (IV = 11 to 22) is set to be impossible to win in a two-bet game. The probability of winning the Watermelon (the probability of winning when IV = 23) is approximately 1 in 257 regardless of the setting value, which is set to be harder to win than when playing a three-bet game. In a two-bet game, the system is set up so that a double 1-coin combination (IV = 24) can be won, with a probability of approximately 1 in 1.81 regardless of the setting value. Also, in a two-bet game, the system is set up so that the first BB (IV = 25) cannot be won, but the second BB (IV = 26) can be won, with a probability of approximately 1 in 4.95 regardless of the setting value. Even in a two-bet game, the probability of not winning any combination, including the second BB, is zero. And when the second BB is won, the probability of not winning any combination in a two-bet game is approximately 1 in 4.95 (for the second BB), regardless of the setting value. Incidentally, in a two-bet game, excluding the increase in the second BB, you can expect a decrease of approximately 0.64 medals per game (net increase minus approximately 0.64 medals).

[0126] After the winning flag is set in step S306, or if it is determined in step S308 that there is no target to be determined as a winning combination, it means that the winning combination determination has been completed. In such a case, the process proceeds to step S309, and a freeze lottery process is performed to determine whether or not to execute a freeze effect that disables the operation of the stop switches 42 to 44 for a predetermined period of time.

[0127] In the following step S310, a lottery result response process is performed. In the lottery result response process, a process of whether to shift the gaming state or not depending on the result of the lottery in steps S301 to S308, a process of notifying the push order combination, etc. are performed. The lottery result response process will be described in detail later.

[0128] After executing the processing of step S310, a lottery result command is set in step S311. Here, the lottery result command is a command sent to the display control device 81 to let the user know the result of the winning / losing role determination. However, in normal processing, various commands such as the lottery result command are simply set in the ring buffer, and no command is sent to the display control device 81. The command is sent to the display control device 81 in the command output processing (step S110) of the timer interrupt processing described above.

[0129] Then, in step S312, a stop information setting process is executed to set symbols that can be stopped on each of the reels 32L, 32M, and 32R based on the lottery results of this game. In the stop information setting process, stop symbol information corresponding to the winning combination is set based on the winning flag set in step S306. For example, if the push order bell 1 is won (won when IV = 11) and the first small role winning flag, the ninth small role winning flag, the tenth small role winning flag, and the thirteenth small role winning flag are set, the stop symbol information is set so that symbols corresponding to the first small role winning, the ninth small role winning, the tenth small role winning, and the thirteenth small role winning are stoppable on each of the reels 32L, 32M, and 32R. Also, if the watermelon is won (won when IV = 23) and the seventh small role winning flag and the eighth small role winning flag are set, the stop symbol information is set so that symbols corresponding to the seventh small role winning and the eighth small role winning are stoppable on each of the reels 32L, 32M, and 32R.

[0130] In this slot machine 10, the first BB is set to be won only in a three-bet game, and the second BB is set to be won only in a two-bet game. Therefore, even if the first BB hit flag is set, if the game is started with a two-bet game, the stop information setting process of step S312 does not set stop symbol information that will win the first BB (stop symbol information that will avoid the first BB hit is set). Also, even if the second BB hit flag is set, if the game is started with a three-bet game, the stop information setting process of step S312 does not set stop symbol information that will win the second BB (stop symbol information that will avoid the second BB hit is set).

[0131] In the following step S313, when multiple pieces of stoppable symbol information are set in step S312, a priority setting process is executed to set their priorities. For example, when multiple types of roles among small role, replay, and bonus are won, the following priorities are set. When small role and bonus are won, the priority is set so that the small role win is given priority, and when the small role win cannot be won, the bonus win is won. When replay and bonus are won, the priority is set so that the replay win is given priority.

[0132] For example, in a situation where the first BB has been won (the first BB win flag is set and the first BB win has been carried over), if a watermelon is also won and stop symbol information corresponding to the first BB win and the seventh and eighth small wins has been set, the priority is set so that the seventh and eighth small wins take priority over the first BB win. Also, in a situation where the second BB has been won (the second BB win flag is set and the second BB win has been carried over), if a normal lip A is also won and stop symbol information corresponding to the second BB win and the first replay, second replay, third replay, and fourth replay wins has been set, the priority is set so that each replay win takes priority over the second BB win.

[0133] Here, when a replay is won, the winning symbol combination is set so that one of the winning replays will always win. In other words, when a replay is won, a replay win is always achieved, and no misses occur. Therefore, when the stop symbol information for the replay and the bonus is set, one of the set replay wins is always achieved, and no bonus win is achieved.

[0134] After executing the process of step S313, the first section display process is executed in step S314, and then the lottery process is terminated. The first section display process is a process related to the display control of the instruction monitor 68 and the role ratio monitor 77, and this process will be described in detail later.

[0135] Next, the reel control process in step S211 will be described with reference to the flowchart in FIG.

[0136] In the reel control process, first, in step S401, a spin effect process is performed. The spin effect process is a process for performing an effect using reel control during an invalid period, based on the result of the freeze lottery process performed in step S309 and the result of the lottery result response process performed in step S310. The spin effect process will be described in detail later. In the following step S402, a spin start process is performed to start the rotation of each of the reels 32L, 32M, and 32R.

[0137] In the spin start process, the system checks whether a predetermined wait time (e.g., 4.1 seconds) has elapsed since the reels started spinning in the previous game. If not, the system waits until the wait time has elapsed. If the wait time has elapsed, the system resets the wait time for the next game and performs a motor control initialization process to set spin start information in a motor control storage area in RAM 106. This process initiates a stepping motor acceleration process in the stepping motor control process (step S106) of the timer interrupt process, causing each of the reels 32L, 32M, and 32R to start spinning. For this reason, even if a player bets a specified number of medals and operates the start lever 41, the reels 32L, 32M, and 32R may not immediately start spinning. The system then waits until each of the reels 32L, 32M, and 32R spins at a predetermined constant speed, and the spin start process ends. In addition, when the rotation speed of each reel 32L, 32M, 32R reaches a constant speed, the CPU 102 notifies the player, etc. that it is now possible to issue a stop command by lighting up the lamps (not shown) of each stop switch 42 to 44.

[0138] Following the spin start process, in step S403, it is determined whether any of the stop switches 42 to 44 has been operated. If none of the stop switches 42 to 44 has been operated, the process waits until one of the stop switches 42 to 44 is operated. If it is determined that one of the stop switches 42 to 44 has been operated, the process proceeds to step S404, where it is determined whether the stop switch corresponding to the spinning reel has been operated, i.e., whether a stop command has been issued. If a stop command has not been issued, the process returns to step S403, where it waits until one of the stop switches 42 to 44 is operated. If a stop command has been issued, a stop command command is set in step S405. Here, the stop command command is a command sent to the display control device 81 to indicate which stop switch was operated to issue the stop command. If a stop command command has been set, the stop control process shown in steps S406 to S412 is performed to stop the spinning reel.

[0139] In step S406, the symbol number of the reaching symbol that has reached the base position (the lower position in this embodiment) at the time the stop switch is operated is confirmed. Specifically, the symbol number of the reaching symbol that has reached the base position is confirmed based on the number of excitation pulses output from the time the detection signal of the reel index sensor is input. In the following step S407, the number of reel slides to be stopped this time is calculated based on the stop information stored in the stop information storage area 106b. In this slot machine 10, five stop modes are available for stopping each of the reels 32L, 32M, and 32R when the stop switches 42 to 44 are operated: a stop mode in which the reaching symbol that has reached the base position is stopped as is, a stop mode in which the corresponding reel slides by one symbol, a stop mode in which the corresponding reel slides by two symbols, a stop mode in which the corresponding reel slides by three symbols, and a stop mode in which the corresponding reel slides by four symbols. Therefore, in step S407, a value between 0 and 4 is calculated as the number of slips based on the stop information stored in the stop information storage area 106b. Then, in step S408, the calculated number of slips is added to the symbol number of the reached symbol to determine the symbol number of the stop symbol that will actually stop at the base position. In step S409, it is determined whether the symbol number of the reached symbol on the reel to be stopped this time and the symbol number of the stop symbol are equal. If they are equal, a reel stop process is performed in step S410 to stop the reel rotation. Then, in step S411, it is determined whether all reels 32L, 32M, and 32R have stopped. If all reels 32L, 32M, and 32R have not stopped, a second stop information setting process is performed in step S412, and the process returns to step S403.

[0140] Here, the second stop information setting process is a process of changing the stop information stored in the stop information storage area 106b of the RAM 106 after the reels have stopped. In the second stop information setting process, the stop information is changed based on the set win flag and the stop outcome of the stopped reels. In the slot machine 10, for example, when a win occurs when IV=11 to 22, that is, when the push order bell is won (see Figures 20 and 21), the second stop information setting process is performed to change the winning mode established by the operation order of the stop switches 42 to 44 that generated the stop command.

[0141] 23 is an explanatory diagram showing the correspondence between winning combinations, the operation order of the stop switches 42 to 44, and the winning patterns that are achieved. For example, when the center push bell 1 is won, if the stop switches 42 to 44 are operated in the order of left → center → right, left → right → center, center → right → left, right → left → center, or right → center → left, the stop information is set so that the 17th small win, the 18th small win, or the 21st small win is achieved, and if they are operated in the order of center → left → right, the stop information is set so that the 3rd small win is achieved. However, even if the stop information is set in this way, the corresponding win may not be achieved depending on the operation timing of the stop switches 42 to 44.

[0142] A brief description will be given of the arrangement of symbols on each reel 32L, 32M, and 32R. In the slot machine 10, the reels 32L, 32M, and 32R can be stopped after sliding a maximum of four symbols from the timing of the operation of the stop switches 42 to 44. Therefore, when symbols of the same kind are arranged on each reel 32L, 32M, and 32R with a spacing of four symbols or less, when a winning symbol is formed, the winning symbol can be stopped on an active line regardless of the timing of the operation of the stop switch 43. On the other hand, when symbols are arranged so that they form a section spaced five symbols or more apart, the player must operate the stop switches 42 to 44 while aiming at the symbol to stop it on an active line.

[0143] An example will be explained below in which the middle push bell 1 is won and the stop switches 42 to 44 are operated in the order of left → middle → right. In such a case, as described above, the reels 32L, 32M, and 32R are stopped to achieve the 17th small win, the 18th small win, or the 21st small win.

[0144] The 17th minor winning symbol on the left reel 32L is a "red 7" symbol and a "BAR" symbol. The 18th minor winning symbol on the left reel 32L is a "red shell" symbol and a "white shell" symbol. The 21st minor winning symbol on the left reel 32L is a "replay" symbol and a "young man" symbol. The 17th, 18th, and 21st minor winning symbols on the left reel 32L are arranged so that the spacing between symbols is four symbols or less. Therefore, when the left stop switch 42 is operated first, one of the 17th, 18th, and 21st minor winning symbols will stop on the pay line (middle row) regardless of the timing of the operation. In this slot machine 10, when multiple target symbols are operated at a timing when they can be stopped, stop control is performed so that the symbol with the fewest slip frames stops on the pay line. That is, for example, if the left stop switch 42 is operated at the timing when the first "bell" symbol on the left reel 32L reaches the bottom row, it is possible to stop the fourth "red shell" symbol (2-frame slip) which is the 18th small win symbol and the fifth "replay" symbol (3-frame slip) which is the 21st small win symbol in the middle row, but the stop control of the left reel 32L is performed so that the fourth "red shell" symbol with the fewest slip frames stops in the middle row. In this case, although there is still room for the 18th small win symbol to be established, the 17th small win symbol and the 21st small win symbol will not be established.

[0145] When the 18th small winning symbol on the left reel 32L stops in the middle row, the stop information second setting process changes the stop information so that the 18th small winning symbol can be achieved.

[0146] The 18th minor winning symbol on the center reel 32M is a "replay" symbol. On the left reel 32L, the "replay" symbols are arranged so that the interval between each "replay" symbol is four symbols or less. Therefore, in this case, regardless of the operation timing of the center stop switch 43, stop control is performed so that the "replay" symbol stops on the upper row of the center reel 32M.

[0147] The 18th minor winning symbol on the right reel 32R is a "white shell" symbol and a "young man" symbol. The "white shell" and "young man" symbols are arranged on the right reel 32R so that the spacing between them is at least five symbols. In other words, depending on the timing of operation of the right stop switch 44, the 18th minor winning symbol, the "white shell" symbol or the "young man" symbol, may or may not be able to stop on the upper row. If the right stop switch 44 is operated at a time when it is possible to stop the symbol on the upper row, the 18th minor winning symbol is established, and if the right stop switch 44 is operated at a time when it is not possible to stop the symbol on the upper row, a so-called miss occurs.

[0148] Here, when the "red shell" symbol stops in the middle row of the left reel 32L and the "replay" symbol stops in the top row of the middle reel 32M, in addition to the case where the middle push bell 1 is won and the 18th small prize is achieved as described above, there is also a case where the middle push bell 2 is won and the 20th small prize is achieved. In other words, the 20th small prize symbol in the middle push bell 2 is the 18th small prize symbol on the left reel 32L and the middle reel 32M. And, on the right reel 32R, the 18th small prize symbol is the "white shell" symbol and the "young man" symbol, while the 20th small prize symbol is the "red 7" symbol and the "white 7" symbol, which are different. In particular, on the right reel 32R, the 18th small win symbol and the 20th small win symbol are arranged so that if the right stop switch 44 is operated at the timing when the 18th small win symbol can be stopped on an active line, the 20th small win symbol cannot be stopped on an active line, and if the right stop switch 44 is operated at the timing when the 20th small win symbol can be stopped on an active line, the 18th small win symbol cannot be stopped on an active line. Therefore, assuming that it is not known whether the middle push bell 1 or the middle push bell 2 has been won, even if the left reel 32L and the middle reel 32M are stopped and a stop pattern is formed in which there is a possibility of winning the 18th small win symbol and the 20th small win symbol, it is not possible to aim for that and win.

[0149] Next, we will explain an example in which the middle push bell 1 is won and the stop switches 42 to 44 are operated in the order of middle → left → right. In this case, the reels 32L, 32M, and 32R are stopped to establish the third small win.

[0150] On the middle reel 32M, the "replay" symbol, which is the third minor winning symbol, is arranged so that the interval between the "replay" symbols is four symbols or less. Therefore, when the middle stop switch 43 is operated first, the "replay" symbol stops on the top row regardless of the operation timing.

[0151] On the left reel 32L, the "bell" symbols, which are the third minor winning symbols, are arranged so that the interval between each "bell" symbol is four symbols or less. Therefore, when the left stop switch 42 is operated second, the "bell" symbols will stop in the middle row regardless of the timing of the operation.

[0152] On the right reel 32R, the third minor winning symbols, the "watermelon" symbol and the "red shell" symbol, are arranged so that the spacing between these symbols is four symbols or less. Therefore, if the right stop switch 44 is operated third, the "watermelon" symbol or the "red shell" symbol will stop on the top row regardless of the timing of the operation. As shown above, if the middle order push bell 1 is won and the middle stop switch 43 → left stop switch 42 → right stop switch 44 are operated in this order, the third minor winning symbol will be established regardless of the timing of the operation.

[0153] As described above, when the push order bell is won, if the stop switches 42 to 44 are operated in a predetermined operation sequence, the first small prize, the second small prize, the third small prize, the fourth small prize, the fifth small prize, or the sixth small prize will be achieved regardless of the operation timing, and if the stop switches 42 to 44 are operated in a different operation sequence, depending on the operation timing, other small prizes will be achieved, or none of the small prizes will be achieved and the win will be missed. Incidentally, when the common bell is won, the first small prize, the second small prize, the third small prize, the fourth small prize, the fifth small prize, or the sixth small prize will be achieved regardless of the operation sequence and operation timing.

[0154] Returning to the explanation of the reel control process, if it is determined in step S411 that all reels 32L, 32M, and 32R have stopped, a payout determination process is performed in step S413. The payout determination process is a process for setting the number of medals to be paid out, with one of the conditions being that a winning combination of symbols is aligned on an active line. In the payout determination process, a combination of symbols formed on an active line is derived from the symbol numbers of the symbols that have stopped on the lower rows of each reel 32L, 32M, and 32R, and it is determined whether a winning combination has been achieved on the active line. If a winning combination has been achieved, it is further determined whether the winning combination corresponds to a winning flag set in the win flag storage area 106a. If the winning combination corresponds to a winning flag, the winning combination and the payout amount corresponding to the winning combination are set in a payout information storage area provided in RAM 106. On the other hand, if the winning combination does not correspond to the winning flag, the slot machine 10 is put into an error state and an error occurrence notification process is performed. This error state is maintained until the reset switch 72 is operated.

[0155] After the payout determination process is performed, bonus state process is performed in step S414. The bonus state process will be described in detail later. After the bonus state process is performed, winning result process is performed in step S415. The winning result process includes processes such as transitioning the game state based on the winning result. The winning result process will be described in detail later.

[0156] After the winning result processing is performed, a second interval display processing is executed in step S416. The second interval display processing is processing related to display control of the instruction monitor 68, and this processing will be explained in detail later. Thereafter, in step S417, a winning result command is set so that the display control device 81 knows the winning combination in the current game, and the reel control processing is terminated.

[0157] Next, the medal payout process in step S212 will be outlined.

[0158] In the medal payout process, it is determined whether the payout number set in the payout information storage area is 0. If the payout number is 0, it means that it was determined in the previous payout determination process that no small winning combination was achieved. In such a case, it is determined whether any of the 1st replay winning combination to the 12th replay winning combination was achieved, based on the winning combination set in the payout determination process. If none of the replay winning combinations has been achieved, the medal payout process is terminated as is, and if any of the replay winning combinations has been achieved, a replay setting process is performed to change the play mode to replay mode, and the medal payout process is terminated. Note that in the start waiting process (step S204) described earlier, if it is determined that the current play mode is replay mode, an automatic insertion process is performed.

[0159] On the other hand, if the payout number set in the payout information storage area is not 0, medals equal to the payout number are paid out, and the medal payout process is terminated. Specifically, regarding the payout of medals, if the count value of the credit counter has not reached its upper limit (50 medals stored), the payout number is added to the count value of the credit counter, and the value after the addition is displayed on the credit display unit 60. If the count value of the credit counter has reached its upper limit, or if the count value reaches its upper limit during the addition of the payout number, the medal payout rotating plate is driven, and medals are paid out from the hopper device 51 to the medal tray 50 via the medal discharge port 49. The medal payout process also involves changing the payout number displayed on the payout number display unit 62 in accordance with the payout of medals. If the current game state is the BB state, the payout number is subtracted from the value of the remaining payout number counter (described later), and the remaining payout number displayed on the remaining payout number display unit 61 is subtracted.

[0160] Next, the bonus state process in step S414 will be described with reference to the flowchart of FIG.

[0161] First, in step S501, it is determined whether the current gaming state is a bonus state, i.e., whether the current gaming state is the first BB state or the second BB state. Whether the current gaming state is the first BB state or the second BB state can be determined by the presence or absence of a first BB state flag or a second BB state flag that are set in the various flag storage area 106d of RAM 106 when transitioning to the first BB state or the second BB state. That is, in step S501, if neither the first BB state flag nor the second BB state flag is set, it is determined that the current state is not the first BB state or the second BB state, and the process proceeds to step S502.

[0162] In step S502, it is determined whether the first BB hit flag or the second BB hit flag is set, and whether either BB has been hit. If neither BB hit flag is set, the bonus state processing ends. If either BB hit flag is set, the process proceeds to step S503.

[0163] In step S503, a process is performed to input 3 into the MAX bet counter provided in the various counter area 106e of the RAM 106. The MAX bet counter is used to set a specific number of virtual medals to be inserted when the first credit insertion switch 56 is operated. That is, when the first credit insertion switch 56 is operated while the MAX bet counter has input 3, three virtual medals are inserted. In this case, since the MAX bet counter does not set the specified number of medals for the game, when the specified number of medals for the game is set to two or three, it is permitted to play a two-bet game by operating the second credit insertion switch 57. Note that if 3 has already been input into the MAX bet counter in step S503, that state is maintained.

[0164] 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 up.

[0165] In the following step S504, it is determined whether the first BB win or the second BB win has been achieved. If neither of the BB wins has been achieved, the bonus state processing ends. If either of the BB wins has been achieved, the process proceeds to step S505, where it is determined whether the first BB win has been achieved.

[0166] If the first BB win has been achieved, in step S506, a process of inputting "15" into the BB counter provided in the various counter area 106e is executed. The BB counter is a counter for determining the upper limit of the payout amount in each BB state. That is, by inputting "15" into the BB counter in step S506, the first BB state is set to end when 15 or more medals are paid out. In step S507, the first BB hit flag is cleared. Then, in step S508, the first BB state flag is set in the various flag storage area 106d. As a result, a positive determination is made in step S501 from the next game onwards. In the following step S509, a process of setting a first BB start command to be output to the display control device 81 is executed. The first BB start command is a command for informing the display control device 81 that the first BB state has started. Upon receiving this first BB start command, the display control device 81 controls the speaker 64, the auxiliary display unit 65, etc. to perform a first BB start effect corresponding to the start of the first BB state. In addition, by receiving the 1st BB start command, the display control device 81 can understand that the 1st BB state will start from the next game, and controls the speaker 64, auxiliary display unit 65, etc. so that the effects for the 1st BB state will be performed from the next game.

[0167] After the output setting of the 1st BB start command is performed in step S509, the process of setting the specified number of bets to 3 is performed in step S510, and then this bonus state process is terminated. The specified number of bets corresponds to the specified number of coins for the game described above. In other words, by transitioning to the 1st BB state, the specified number of coins for the game is set to 3 coins, and the 1st BB state is performed in a 3-bet game.

[0168] The initial values ​​of the specified number of bets are 2 and 3, and when the reset switch 72 is operated to clear the RAM, the specified number of bets is set to 2 and 3 and the slot machine 10 is started up.

[0169] In step S505, it is determined that the first BB win has not been achieved when the second BB win has been achieved. In this case, the process proceeds to step S511, where the BB counter is set to "15." That is, the second BB state is set to end when 15 or more medals are paid out. Then, in step S512, the second BB win flag is cleared, and in step S513, the second BB state flag is set. After that, in step S514, a 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 informing the display control device 81 that the second BB state has started. Upon receiving the second BB start command, the display control device 81 controls the speaker 64, the auxiliary display unit 65, etc. to perform a second BB start effect corresponding to the start of the second BB state, and controls the speaker 64, the auxiliary display unit 65, etc. to perform an effect for the second BB state from the next game onward. The first BB start effect and the second BB start effect are different in appearance and content to the extent that they can be distinguished by the player. The effects for the first BB state and the effects for the second BB state are also different in appearance and content to the extent that they can be distinguished by the player. The processing on the display control device 81 side when the first BB start command or the second BB start command is received will be explained in detail later.

[0170] After the output setting of the second BB start command is performed in step S514, the process of setting the specified number of bets to 3 is performed in step S510, and then this bonus state process is terminated. That is, the specified number of coins for the game is set to 3 not only in the first BB state but also in the second BB state, and the second BB state is performed in a 3-bet game.

[0171] If the determination in step S501 is affirmative and the state is the first BB state or the second BB state, the process proceeds to step S515, where processing for the first BB state or the second BB state is performed. FIG. 25 shows an example of a lottery table for the BB state. In this embodiment, a common lottery table is used for the first BB state and the second BB state. However, separate lottery tables may be provided for each state, with different types of winning combinations and winning probabilities for each combination. In this embodiment, as shown in FIG. 25, in the first BB state and the second BB state, normal lip A, common bell, and overlapping 1-coin combinations are possible. The probability of winning normal lip A (the probability of winning when IV = 1) is approximately 1 in 61.2, the probability of winning common bell (the probability of winning when IV = 10) is approximately 1 in 5.96, and the probability of winning overlapping 1-coin combinations (the probability of winning when IV = 24) is approximately 1 in 1.31. Additionally, in the 1st BB state or the 2nd BB state, the probability of a losing result (not winning any role) is approximately 1 in 10.14. In this case, you can expect an increase of approximately 0.00 medals per game (a net increase of approximately plus or minus 0.00 medals), and no increase or decrease in medals occurs in the 1st BB state or the 2nd BB state. In other words, although you cannot expect an increase in medals in the 1st BB state or the 2nd BB state, you can progress through the game without losing medals.

[0172] Here, in the normal game state in a 3-bet game and the 1st BB state to which a transition can be made in a 3-bet game, the main medal increase is caused by the winning of the 1st to 6th minor combinations, which result in a payout of 13 medals, and these combinations are the push order bell in the normal game state and the common bell in the 1st BB state. Comparing the winning rates of these main minor combinations, in the normal game state, assuming that the stop switches 42 to 44 are operated in a fixed operation order, the winning probability is about 1 in 9.19, while in the 1st BB state the winning probability is about 1 in 5.96, and in a 3-bet game, the 1st BB state is set to be more likely to result in a winning than the normal game state. In addition, in the normal game state in a 2-bet game and the second BB state to which a 2-bet game can be entered, the main medal increase is the common bell, and while in the normal game state the probability of winning is approximately 1 in 9.64, in the second BB state the probability of winning is approximately 1 in 5.96, so even in a 2-bet game, it is set up so that winning is more likely to occur in the second BB state than in the normal game state.

[0173] However, as mentioned above, you cannot expect an increase in the number of medals you have even if you complete the 1st BB state or the 2nd BB state.

[0174] In the bonus state processing, in step S515, it is determined whether or not any small winning combination has been achieved in the current game as a result of the lottery processing using the BB state lottery table and the control of each reel. If no winning combination has been achieved, the bonus state processing is terminated. If a winning combination has been achieved, in step S516, the payout amount corresponding to the winning combination is subtracted from the BB counter in the various counter area 106e. Then, in step S517, it is determined whether or not the BB counter has become 0 or less as a result of the subtraction processing in step S516. For example, if a common bell is won and the first to sixth small winning combinations are achieved, a payout of 13 coins will be generated, so in step S516, 13 is subtracted from the BB counter.

[0175] If it is determined in step S517 that the value is not 0 or less, the bonus state processing is terminated. On the other hand, if it is determined that the value is 0 or less, the BB state flag corresponding to the current BB state is cleared in step S518. That is, if it is the first BB state, the first BB state flag is cleared, and if it is the second BB state, the second BB state flag is cleared. Then, in step S519, a process of inputting 2 to the MAX bet counter is executed, and in step S520, a BB end command corresponding to the BB state to be terminated is set as an output target to the display control device 81. More specifically, if the first BB state is to be terminated, the first BB end command is set as an output target, and if the second BB state is to be terminated, the second BB end command is set as an output target. 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 a first BB end effect or a second BB end effect is performed. The processing on the display control device 81 side when the first BB end command or the second BB end command is received will be described in detail later.

[0176] Then, in step S521, the specified number of bets is set to 2 and 3, and the bonus state processing is terminated. In this case, in the normal gaming state after the end of the first BB state or the second BB state, a 2-bet game and a 3-bet game are possible. In contrast, since 2 is input into the MAX BET counter in step S519 as described above, when the first credit insertion switch 56 is operated, two virtual medals are inserted and a 2-bet game is played. In other words, when neither the first BB hit flag nor the second BB hit flag is set, the system is set to make it easier to play a 2-bet game. Incidentally, after the end of the first BB state or the second BB state, 2 is input into the MAX BET counter, so a 3-bet cannot be made by operating the first credit insertion switch 56 or the second credit insertion switch 57. To play a 3-bet game, three medals must be inserted into the medal insertion slot 45.

[0177] Here, the gameplay of the slot machine 10 using the 2-bet game and the 3-bet game will be briefly explained with reference to FIG.

[0178] The normal gaming state in which the first BB hit flag and the second BB hit flag are not set and no BB has been hit is a state called a non-internal state. In this case, as described above, the specified bet number (specified number of coins per game) is set to 2 or 3, and a 2-bet game and a 3-bet game are possible. However, if 2 is input to the MAX bet counter as described above and the first credit insertion switch 56 is operated to start a game, it will be a 2-bet game.

[0179] In the non-internal state, the first BB can be won in a 3-bet game but the second BB cannot be won, and in a 2-bet game, the second BB can be won but the first BB cannot be won. In a game in which the first credit insertion switch 56 is operated as described above, the second BB can basically be won in a 2-bet game.

[0180] If the first BB or second BB is won but no prize is awarded in that winning game, the internal state will be one in which the first BB win or second BB win is carried over (carryover state). Even in the internal state, as described above, the specified bet number (specified number of coins per game) is set to 2 or 3, and a 2-bet game or a 3-bet game is possible. However, if 3 is input into the MAX bet counter as described above and the first credit insertion switch 56 is operated to start a game, it will be a 3-bet game.

[0181] As already explained, in the slot machine 10, in the internal state where the first BB is won, the reels 32L, 32M, and 32R are stopped so that the first BB win is possible in a 3-bet game, but the first BB win is not possible in a 2-bet game. Also, in the internal state where the second BB is won, the reels 32L, 32M, and 32R are stopped so that the second BB win is not possible in a 3-bet game, but the second BB win is possible in a 2-bet game. That is, if the first BB is won in a 3-bet game, the first BB win can be achieved by continuing the 3-bet game, but the first BB win cannot be achieved by switching to a 2-bet game after the first BB is won. Also, if the second BB is won in a 2-bet game, the second BB win can be achieved by continuing the 2-bet game, but the second BB win cannot be achieved by switching to a 3-bet game after the second BB is won. Furthermore, the first BB and the second BB cannot be won twice, and if a first BB win is carried over, the first BB cannot be won again, and the second BB cannot be won twice. Also, if a second BB win is carried over, the second BB cannot be won again, and the first BB cannot be won twice. In other words, if you win the first BB and play a 2-bet game, the game will continue in an internal state where the first BB win is carried over, and if you win the second BB and play a 3-bet game, the game will continue in an internal state where the second BB win is carried over.

[0182] Here, since the first BB win is only possible in a three-bet game and the second BB win is only possible in a two-bet game as described above, even if a three-bet game results in a loss (no winning combination) while the second BB win is carried over, the second BB win will not be achieved, and even if a two-bet game results in a loss (no winning combination) while the first BB win is carried over, the first BB win will not be achieved. This dramatically simplifies the role configuration and control of reels 32L, 32M, and 32R in an internal state where a first BB win or a second BB win is carried over. If a configuration were such that a second BB win could be achieved in a three-bet game or a first BB win could be achieved in a two-bet game, maintaining the internal state where the first BB win or the second BB win is carried over would require a lottery table that would prevent a loss, and, for example, in a role where a miss may occur, it would be necessary to have a different role win when the miss occurs.

[0183] Also, in the 1st BB state and the 2nd BB state, the main role for increasing medals is the common bell. Also, in the non-internal state and the internal state, the main role for increasing medals in a 2-bet game is the common bell, whereas the main role for increasing medals in a 3-bet game is the push order bell. For the common bell, any of the 1st to 6th small roles will be achieved regardless of the operation sequence and operation timing of each of the stop switches 42 to 44, whereas for the push order bell, the small role that is achieved will differ depending on the operation sequence and operation timing of each of the stop switches 42 to 44. In other words, the fluctuation in medal increase or decrease depending on the operation sequence and operation timing (mainly the operation sequence) when the push order bell is won is greater in the non-internal state and the internal state in a 3-bet game than in the 1st BB state and the 2nd BB state. For example, by announcing the operation sequence (Figure 25) that will result in the first to sixth small prize winnings when the push order bell is won, it is possible to switch between an AT mode (assist time mode, navigation mode) that assists in winning and a non-AT mode (non-navigation mode) that does not, and to create a state in which medals increase or decrease depending on whether or not the notification (assist) is given.

[0184] The basic flow of a game in which the first credit insertion switch 56 is operated is as follows: first, in the non-internal state, a 2-bet game is played, and the second BB is won in the 2-bet game. When the second BB is won, the state switches to the internal state, the game switches to the 3-bet game, and the game proceeds in a state in which the above-mentioned second BB winning cannot be realized. In this case, as described above, in the 3-bet game in which the second BB winning is carried over, neither the first BB nor the second BB is won, and the game continues in the internal state in which the second BB winning is carried over.

[0185] Below, we will assume that the game is played with the second BB win carried over, and explain the gameplay using notifications (push order notifications) when the push order bell is won during that game (also referred to as normal game in the following explanation).

[0186] <Lottery result processing> First, the lottery result response process performed in step S310 will be described with reference to the flowchart in Figure 27. The lottery result response process is a process performed after the lottery process for each game has been performed, and is a process that performs a lottery for transition to an AT mode in which a push order notification is generated based on the lottery result of the game.

[0187] First, in steps S601 to S603, a process is executed to determine the number of bets for the game that will start this time. That is, in step S601, it is determined whether either the first BB state flag or the second BB state flag is set, and it is determined whether the game that will start this time is in either of the BB states. If it is not in the BB state, it is determined in step S602 whether the number of bets is 3. Also, if it is in the BB state, it is determined in step S603 whether the number of bets is 2. As already explained, in the non-internal state before the first BB or second BB win and in the internal state after the first BB or second BB win, the specified number of bets is set to 2 or 3, and in the first BB state or the second BB state, the specified number of bets is set to 3. The processing of steps S602 and S603 is to determine whether the number of bets for the current game is a specific specified number (specific set number) that is specified (set) in association with the game status, and if the specific specified number does not exist, the lottery result response processing is terminated without performing processing for the display mode (processing for the instruction function) from step S604 onwards.

[0188] That is, in the non-internal state and internal state, processing for the display mode is executed in a 3-bet game, but processing for the display mode is not executed in a 2-bet game. Also, in the first BB state and the second BB state, since the specified bet number is set to 3, a 2-bet game is not executed, and processing for the display mode is not executed in the first BB state and the second BB state.

[0189] That is, in this embodiment, if the internal state is a 2-bet game, the lottery for transition to the AT mode after step S604 is not performed, which is disadvantageous to the player. By doing this, the internal state is made to be a 3-bet game, making it easier to play a normal game with the second BB carried over.

[0190] If a positive determination is made in step S602 or step S603, it is determined in step S604 whether or not an advantageous zone flag is set in the various flag storage area 106d. In this slot machine 10, regarding whether or not a push order notification or the like occurs, advantageous zones in which the push order notification or the like may occur and normal zones in which the notification may not occur are set. The advantageous zone flag is a flag that allows the CPU 102 to determine whether the current game is in an advantageous zone, and is set upon transition to an advantageous zone and cleared upon transition to a normal zone.

[0191] If the advantageous zone flag is not set, it means that the current game is in the normal zone, and in this case, the advantageous zone transition lottery process is executed in step S605, and then the lottery result response process is terminated.

[0192] In the advantageous zone transition lottery process, as shown in the flowchart of FIG. 28, the lottery result of the current game is grasped in step S701. Then, in step S702, an advantageous zone transition lottery table is obtained from the various table storage area 105a of the ROM 105. As shown in FIG. 30, the advantageous zone transition lottery table has a transition rate to the advantageous zone (probability of winning the advantageous zone transition lottery) set according to the lottery result of each game. As shown in FIG. 30, the trigger roles for the lottery for transition to the advantageous zone are set as follows: normal lip A, normal lip B, normal lip C, chance eye A, chance eye B, chance eye C, cherry A, cherry B, cherry C, common bell, push order bell, and watermelon. In other words, in normal play as a 3-bet game carrying over the second BB, all possible winning results are set as trigger roles for the lottery for transition to the advantageous zone.

[0193] After obtaining the lottery table in step S702, a process of obtaining a random number for the advantageous zone transition lottery is executed in step S703. The random number for the advantageous zone transition lottery is generated using a dedicated counter in the various counter area 106e, which is updated at a predetermined interval, and the most recent updated value of the counter is obtained in step S703. Then, in step S704, an advantageous zone transition lottery is executed, and in step S705, it is determined whether or not the transition lottery has been won. Incidentally, in this embodiment, the lottery table is set so that any trigger role has a 100% probability of winning the advantageous zone transition lottery. In this case, if it is determined that the game result grasped in step S701 is a trigger role for the transition lottery (not a losing result), it is possible to omit the processes of steps S702 to S705.

[0194] If it is determined in step S705 that the transition lottery has been won, then in step S706, a process is executed to set an advantageous zone winning game flag in the various flag storage area 106d. The advantageous zone winning game flag is a flag that allows the CPU 102 to determine that the current game is a game that has won the transition lottery to the advantageous zone. If a negative determination is made in step S705, or after the process of step S706 has been executed, the advantageous zone transition lottery process is terminated.

[0195] Returning to the description of the lottery result corresponding process, if it is determined in step S604 that the advantageous section flag is set, the process proceeds to step S606. In step S606, it is determined whether any one of the precursor flag, the first AT mode flag, and the second AT mode flag is set in the various flag storage areas 106d. Here, in the present embodiment, the first AT mode and the second AT mode with different additional winning probabilities are set as the AT modes, and the first AT mode flag and the second AT mode flag are flags for the CPU 102 to recognize that it is the AT mode and its type, and are flags set at the time of AT mode transition. Further, the precursor flag is a flag for the CPU 102 to recognize that it has won in the AT mode transition lottery, the transition to the AT mode is determined, and it is the situation before the AT mode transition. If none of the flags are set in step S606, the AT lottery process is executed in step S607. On the other hand, if any one of the flags is set in step S606, the AT additional process is executed in step S608.

[0196] <AT lottery process> First, the AT lottery process in step S607 will be described while referring to the flowchart of FIG. 29.

[0197] In step S801, a process of decrementing the ceiling counter provided in the various counter areas 106e by 1 is executed. The ceiling counter is a counter for causing a transition to the AT mode regardless of the success or failure of the AT mode transition lottery (without winning) when the number of games after the advantageous section transition reaches the ceiling number of games, and is a counter for the CPU 102 to recognize the remaining number of games up to the ceiling number of games. The ceiling number of games is set at the time of advantageous section transition. Incidentally, as described above, since the AT lottery process is executed when the bet number is a specific prescribed number corresponding to the game state, the ceiling counter is decremented in a game where the bet number is a specific prescribed number corresponding to the game state. For example, it is not decremented in a 2-bet game.

[0198] After the ceiling counter is decremented in step S801, it is determined in step S802 whether the ceiling counter has reached 0. If the ceiling counter has not reached 0, the process for the AT mode transition lottery is executed in steps S803 to S810.

[0199] That is, in step S803, a process is executed to grasp the lottery result of this game. Then, in step S804, it is determined whether or not the CZ mode flag is set in the various flag storage area 106d. In this embodiment, the display modes with different winning probabilities in the AT mode transition lottery are set to normal mode and CZ mode, which is easier to win the AT mode transition lottery than the normal mode, and the CZ mode flag is a flag that allows the CPU to grasp that it is CZ mode.

[0200] If the CZ mode flag is not set in step S804, processing is executed to acquire a normal AT mode transition lottery table from the various table storage area 105a in step S805. On the other hand, if the CZ mode flag is set in step S804, it is determined in step S806 whether or not a CZ end flag is set in the various flag storage area 106d. The CZ end flag is a flag that the CPU 102 uses to determine that the CZ mode end conditions have already been met, but that CZ mode has not yet ended. If the CZ end flag is set, processing is executed to clear the CZ mode flag and the CZ end flag in step S807, and then processing is executed to acquire a normal AT mode transition lottery table in step S805. If the CZ end flag is not set, processing is executed to acquire a CZ AT mode transition lottery table in step S808.

[0201] These normal-use AT mode transition lottery tables and the AT mode transition lottery tables for CZ are set with winning probabilities for AT mode transition lottery according to the lottery results of the game as shown in FIG. 30. For example, in the case of the AT mode transition lottery triggered by chance A, the winning probability for AT mode transition is 1% for normal use and 3% for CZ use. That is, the AT mode transition lottery table for CZ is set to make it easier to win the AT mode transition lottery than the normal-use AT mode transition lottery table. Also, for normal replays A, B, and C, they are set not to win the AT mode transition for normal use, while they can win the AT mode transition for CZ use.

[0202] After obtaining the AT mode transition lottery table in step S805 or step S808, the obtained transition lottery table and the lottery result of the game grasped in step S803 are used to execute the AT mode transition lottery process in step S809. Then, it is determined in step S810 whether or not the AT mode transition is a winning result.

[0203] When it is determined in step S810 that the AT mode transition is a winning result and when it is determined in step S802 that the ceiling counter is 0, the processes for winning the AT mode in steps S811 to S817 are executed. Also, when it is determined in step S810 that the AT mode transition is not a winning result, the processes for not winning the AT mode in steps S818 to S824 are executed.

[0204] In the process for winning the AT mode, in step S811, the AT type determination process is executed. As described above, in this embodiment, the first AT mode and the second AT mode with different additional winning probabilities are provided as the AT mode, and the AT type determination process in step S811 is a process for determining whether the current AT mode is the first AT mode or the second AT mode.

[0205] <AT type determination process> Specifically, as shown in the flowchart of Fig. 31, in step S901, an AT type lottery process is executed. In the AT type lottery process, the current AT mode type is determined by lottery, for example, according to the setting value set in the winning probability setting process, the type of the previous AT mode, the number of medals increased in the advantageous zone, the number of games in the advantageous zone, etc., or randomly. Specifically, for example, the higher the setting value set is, the more likely the second AT mode, which is easier to add, may be selected. Also, if the previous AT mode was the first AT mode, the second AT mode may be more likely to be selected this time. Although the second AT mode is usually difficult to select, once the second AT mode is selected, the second AT mode may also be more likely to be selected for the next AT mode. Alternatively, the second AT mode may be more likely to be selected in situations where the number of medals increased or the number of games played is small in the early stages of the advantageous zone.

[0206] After executing the processing of step S901, in step S902 it is determined whether the processing result of step S901 was the first AT mode. If it is the first AT mode, in step S903 a process is executed to set a first AT flag in the various flags storage area 106d, and in step S904 a process is executed to set the first AT command as an output target to the display control device 81, and then this AT type determination process is terminated. The first AT flag is a flag that allows the CPU 102 to understand that the situation is before transition to the first AT mode. The processing on the display control device 81 side when the first AT command is received will be explained in detail later.

[0207] If the mode is the second AT mode in step S902, a process of setting a second AT flag in the various flag storage area 106d is executed in step S905, and a process of setting the second AT command as an output target to the display control device 81 is executed in step S906, and then this AT type determination process is terminated. The second AT flag is a flag that allows the CPU 102 to understand that the situation is before transition to the second AT mode. The process on the display control device 81 side when the second AT command is received will be explained in detail later.

[0208] In the AT lottery process, after executing the AT type determination process in step S811, the AT start game setting process is executed in step S812. In this embodiment, after the transition to the AT mode is confirmed, it is configured to transition to the AT mode after going through a precursor game. The AT start game setting process is a process of setting the number of precursor games until the transition to the AT mode. In addition, in the precursor game before the transition to the AT mode, as a suggestive effect indicating winning the AT mode transition lottery, a continuous effect is performed on the auxiliary display unit 65 or the like.

[0209] <AT start game setting process> As shown in the flowchart of FIG. 32, in the AT start game setting process, in step S1001, it is determined whether the current winning of the AT mode transition is triggered by reaching the ceiling game. More specifically, when the ceiling counter is 0, an affirmative determination is made in step S1001. When the winning of the AT mode transition is triggered by reaching the ceiling game, in step S1002, a process of acquiring the ceiling precursor game number table from the various table storage areas 105a is executed. When it is determined in step S1001 that it is not triggered by reaching the ceiling game, in step S1003, it is determined whether it is a winning of the AT mode transition during the CZ mode. More specifically, when the CZ mode flag is set, an affirmative determination is made in step S1003. When it is a winning of the AT mode transition during the normal mode rather than the CZ mode, in step S1004, the normal precursor game number table is acquired from the various table storage areas 105a.

[0210] When comparing the ceiling precursor game number table and the normal precursor game number table, as shown in FIG. 33, the number of precursor games selected in the ceiling precursor game number table is set to be more likely to be a shorter number of precursor games than the number of precursor games selected in the normal precursor game number table. Specifically, if it is for the ceiling, the number of precursor games from 1 game to 5 games is selected, and if it is for the normal use, the number of precursor games from 5 games to 10 games is selected.

[0211] After acquiring the premonition game number table in step S1002 or step S1004, a premonition game number lottery process is executed in step S1005, and the current premonition game number is determined by lottery. In the following step S1006, a process is executed to determine the number of games played since transition to the advantageous zone. The number of games played since transition to the advantageous zone can be determined from the advantageous zone game number AG provided in the various counter area 106e. The advantageous zone game number AG starts counting upon transition to the advantageous zone, and is incremented by one each time one game is played in the advantageous zone. Then, in step S1007, the premonition game number determined by lottery in step S1005 is added to the current advantageous zone game number AG, and the resulting value is input to the AT start determination area provided in the determination information storage area 106f of RAM 106. In this embodiment, when the number of games in the advantageous zone AG reaches the value input in the AT start determination area, transition to AT mode is permitted, and the processing in step S1007 can be said to be processing for setting the game in the advantageous zone that performs the AT mode start processing. For example, if the number of games since transitioning to the advantageous zone is 50 and the number of premonition games determined by the premonition game number lottery processing is 8, 58 is input in the AT start determination area, and when the number of games in the advantageous zone AG reaches 58, transition to AT mode is permitted.

[0212] By the way, the initial setting value set in the AT start determination area after the initialization process of RAM106 or the initialization process at the end of the advantageous zone is 1501, and a number of games greater than the upper limit number of games in the advantageous zone is set.

[0213] If it is determined in step S1003 that a transition to AT mode has been won during CZ mode, a process is executed in step S1008 to determine the number of games remaining in CZ mode using a CZ counter. The CZ counter is a counter into which a value (10) corresponding to the number of games to continue in CZ mode is input upon transition to CZ mode, and which is decremented by one each time one game is played in CZ mode. In step S1009, similar to step S1006, a process is executed to determine the number of games in the advantageous zone AG. Then, in step S1010, the number of games remaining in CZ mode determined in step S1008 is set as the number of premonition games, and the premonition game number is added to the current number of games in the advantageous zone AG, and this value is input into the AT start determination area. Similar to step S1007, the process in step S1010 also corresponds to the process of setting the games in the advantageous zone that performs the AT mode start process. For example, if the number of games since transitioning to the advantageous zone is 50 and the number of games remaining in CZ mode is 8, 58 will be entered into the AT start judgment area, and when the number of games in the advantageous zone AG reaches 58, transition to AT mode will be allowed.

[0214] After setting the game for AT mode start processing in step S1007 or step S1010, a process for setting the premonition flag is executed in step S1011. Then, a process for setting the premonition command as an output target to the display control device 81 is executed in step S1012, and then this AT start game setting process is terminated. The premonition command includes information on the number of premonition games. The processing on the display control device 81 side when the premonition command is received will be explained in detail later.

[0215] In the AT lottery process, after executing the AT start game setting process in step S812, it is determined in step S813 whether the CZ mode flag is set. If it is set, a process to clear the CZ mode flag is executed in step S814. If a negative determination is made in step S813, or after executing the process of step S814, a process for a specialized zone is executed in steps S815 to S817. The specialized zone is a mode in which the number of games in the AT mode is likely to be increased.

[0216] That is, in step S815, a process is executed to determine the number of games played in the advantageous zone AG, and in step S816, a process is executed to input a value obtained by adding 10 to the current number of games played in the advantageous zone AG into the specialized end determination area provided in the determination information storage area 106f of RAM 106. Then, in step S817, a process is executed to set a specialized zone flag in the various flag storage area 106d, and then the AT lottery process is terminated. In this embodiment, the specialized zone is configured to end when the number of games played in the advantageous zone AG reaches the value input into the specialized end determination area, and the process of step S816 can be said to be a process to set the games in the advantageous zone that perform the specialized zone end process. For example, if the number of games played since transitioning to the advantageous zone is 50, 60 is input into the specialized end determination area, and when the number of games played in the advantageous zone AG reaches 60, the specialized zone ends.

[0217] Incidentally, the initial setting value set in the specialization end determination area after the initialization process of RAM106 or the initialization process at the end of the advantageous zone is 1501, and a number of games greater than the upper limit number of games in the advantageous zone is set.

[0218] If it is determined in step S810 that the AT mode transition lottery has not been won, it is determined in step S818 whether the CZ mode flag is set. If the CZ mode flag is set, the AT lottery processing is terminated. If the CZ mode flag is not set, processing for transitioning to CZ mode is executed in steps S819 to S824.

[0219] That is, in step S819, a CZ mode transition lottery process is executed. In the CZ mode transition lottery process, a CZ mode transition lottery table is obtained from the various table storage area 105a, and whether or not to transition to CZ mode is determined by lottery using the lottery result of the game grasped in step S803. As shown in FIG. 30, the CZ mode transition lottery table is set so that the probability of winning the CZ mode transition lottery varies depending on the lottery result of the game. More specifically, the lottery result of a game that is easier to win the AT mode transition lottery is set so that the more likely it is to win the CZ mode transition lottery. In other words, even if the lottery result of a game that is easier to win the AT mode transition lottery is, if the AT mode transition lottery is not won, it is set so that transition to CZ mode becomes easier.

[0220] After executing the CZ mode transition lottery process in step S819, it is determined in step S820 whether or not the CZ mode transition was selected. If the transition was not selected, the AT lottery process is terminated. If the CZ mode transition was selected, a process for determining the number of games in the advantageous zone AG is executed in step S821, and a process for inputting a value obtained by adding 10 to the current number of games in the advantageous zone AG into the CZ termination determination area provided in the determination information storage area 106f of RAM 106 is executed in step S822. Then, a process for setting a CZ mode flag in the various flag storage area 106d is executed in step S823, and a process for setting a CZ command as an output target to the display control device 81 is executed in step S824, and the AT lottery process is terminated. In this embodiment, when the number of games in the advantageous zone AG becomes the value input into the CZ termination determination area, CZ mode is terminated. The process of step S822 can be said to be a process for setting the games in the advantageous zone that performs the CZ mode termination process. For example, if the number of games since entering the advantageous zone is 50, 60 is entered in the CZ end determination area, and when the number of games in the advantageous zone AG reaches 60, the CZ mode will end.

[0221] Incidentally, the initial setting value set in the CZ end determination area after the initialization process of RAM 106 and the initialization process at the end of the advantageous section is 1501, and a game number larger than the upper limit game number of the advantageous section is set.

[0222] <AT boosting process> Next, the AT boosting process executed in step S608 will be described while referring to the flowchart of FIG. 34. As already described, the AT boosting process is a process executed in a situation where a precursor flag or any of the AT mode flags is set, and is a process for boosting the number of consecutive games in the AT mode.

[0223] In the AT addition process, first, in step S1101, the lottery result of the current game is determined. Then, in step S1102, it is determined whether the specialized zone flag is set. If the specialized zone flag is not set, it is determined in step S1103 whether the first AT flag or the first AT mode flag is set. If the first AT flag or the first AT mode flag is set and a transition to the first AT mode has been confirmed or the game is currently in the first AT mode, in step S1104, a process is executed to acquire a first AT addition lottery table from the various table storage area 105a. On the other hand, if the first AT flag or the first AT mode flag is not set in step S1103 and a transition to the second AT mode has been confirmed or the game is currently in the second AT mode, in step S1105, a process is executed to acquire a second AT addition lottery table. Also, if the specialized zone flag is set in step S1101, it is determined in step S1106 whether or not a specialized end flag is set in the various flag storage area 106d. The specialized end flag is a flag that allows the CPU 102 to understand that the specialized zone end conditions have already been met but the specialized zone has not yet ended. If the specialized end flag is set, processing is executed in step S1107 to clear the specialized zone flag and the specialized end flag, and then processing is executed in steps S1103 to S1105 to acquire an additional lottery table for each AT. If the specialized end flag is not set in step S1106, processing is executed in step S1108 to acquire an additional lottery table for the specialized zone.

[0224] As shown in Fig. 35, each add-on lottery table has an add-on winning rate set according to the lottery result of the game, and is set so that the more unlikely a lottery result is to win in the lottery process of each game, the more likely it is to win the add-on lottery, such as chance symbol C being easier to win than chance symbol A, and cherry C being easier to win than cherry A. Also, when comparing the same lottery results, it is set so that it is easier to win the add-on lottery when using the add-on lottery table for the second AT than when using the add-on lottery table for the first AT, and further it is set so that it is easier to win the add-on lottery when using the add-on lottery table for the specialized zone than when using the add-on lottery table for the second AT.

[0225] After obtaining the add-on lottery table in step S1104, step S1105, or step S1108, an add-on lottery is executed in step S1109, and it is determined in step S1110 whether or not the add-on lottery has been won. If the add-on lottery has not been won, the AT add-on processing is terminated. If the add-on lottery has been won, add-on game number lottery processing is executed in step S1111. In the add-on game number lottery processing, an add-on game number table is obtained from the various table storage area 105a, and the number of add-on games this time is determined by lottery. As shown in Figure 35, the number of added games table is set so that the number of added games varies depending on the lottery result of the game that triggers the addition.For example, when the addition is triggered by a normal lip A, an average of 150 games are added, while when the addition is triggered by a cherry A, an average of 15 games are added.In other words, the number of added games is set to be greater when the addition is triggered by an opportunity that is less likely to result in a win in the add-on lottery.

[0226] After executing the process for drawing lots for the number of added games in step S1111, the CPU 102 executes a process for adding the current number of added games to the AT counter provided in the various counter area 106e in step S1112. The AT counter is a counter that allows the CPU 102 to grasp the number of games remaining in the AT mode. After executing the process of step S1112, the CPU 102 executes a process for setting the added command as an output target to the display control device 81 in step S1113, and then terminates the AT added-on process. The display control device 81, which has received the added-on command, executes a process for displaying an added-on notification effect corresponding to the addition on the auxiliary display unit 65 or speaker 64.

[0227] In the lottery result response process (FIG. 27), after the process of step S607 or step S608 is executed, the process for notifying the pressing order of the stop switches 42 to 44 is executed in steps S609 to S612.

[0228] <Outline of push order notification> Prior to explaining the processing for pressing order notification executed in steps S609 to S612, an overview of the pressing order notification executed by the instruction monitor 68 and the pressing order notification effect executed by the auxiliary display unit 65 will be explained. Note that the pressing order notification and pressing order notification effect can also be referred to as, for example, pressing order navigation, sequence notification, or mode notification. The instruction monitor 68 is connected to the main control unit 101, and the pressing order notification is performed by the main control unit 101. In contrast, the auxiliary display unit 65 is connected to the display control unit 81, and the pressing order notification effect is performed by the display control unit 81.

[0229] First, the configuration of this instruction monitor 68 will be described with reference to Fig. 36. Fig. 36(a) is a front view of the instruction monitor 68, and Fig. 36(b) is a diagram for explaining the relationship between the display mode and display content of the instruction monitor 68.

[0230] As shown in FIG. 36(a), the indication monitor 68 is provided with eight display segments N1 to N8. Each display segment N1 to N8 has an individual light source made up of an LED, and by controlling the on / off of each individual light source, it is possible to light up any one display segment or any combination of display segments. This allows the indication monitor 68 to individually display predetermined symbols (including letters and numbers). Note that each of the individual light sources emits light of the same color, so the same color is displayed on each of the display segments N1 to N8.

[0231] More specifically, the first display segment N1 to the seventh display segment N7 are all linear display segments, and are arranged so that they can display at least the numbers "1" to "6." The eighth display segment N8 is a circular display segment, and is arranged laterally in the lower right portion of the area where the first display segment N1 to the seventh display segment N7 are arranged. Therefore, the indication monitor 68 can display at least the numbers "1" to "6," "1." to "6.", and "."

[0232] As long as the indicator monitor 68 can individually display multiple patterns of symbols, the shape and arrangement of the display segments N1-N8 are arbitrary, and a configuration using seven or nine segments instead of eight segments is also possible. Furthermore, it is not essential that the colors displayed by the display segments N1-N8 be the same; the colors displayed by the display segments N1-N8 may be appropriately changed. Furthermore, it is not essential to control the on / off of the light source to turn on or off each of the display segments N1-N8; as long as the display can be individually controlled for each of the display segments N1-N8, a segment display device may be formed using a single backlight and liquid crystal display. Furthermore, instead of applying a segment display to each display area, symbols may be displayed using other types of display devices, such as a liquid crystal display device, an organic electroluminescence display device, a cathode ray tube (CRT), or a dot matrix display.

[0233] The first display segment N1 to the seventh display segment N7 are display segments used to notify the operation sequence of the push order combination. For example, as shown in Fig. 36(b), if the stop switches 42 to 44 are operated in the order of "left" → "center" → "right" to perform the stop operations in this order, which results in a winning mode advantageous to the player, the sixth display segment N6 and the seventh display segment N7 are lit to display "1." Also, if the stop switches 42 to 44 are operated in the order of "right" → "left" → "center" to perform the stop operations in this order, which results in a winning mode advantageous to the player, the first display segment N1, the second display segment N2, the third display segment N3, the fifth display segment N5, and the sixth display segment N6 are lit to display "5." In other words, the numbers (symbols) displayed on each display segment N1 to N7 correspond one-to-one to the operation order of the stop switches 42 to 44, and by operating the stop switches 42 to 44 to stop based on the numbers (symbols) displayed on the display segments N1 to N7, the player can win in an advantageous manner.

[0234] The eighth display segment N8 is lit in the game in which the start condition is met, including the notification condition that causes a transition to the advantageous zone and a situation where a push order notification can occur. It is also turned off when the AT mode ends and the game transitions from the advantageous zone to the normal zone.

[0235] In other words, an advantageous zone (specific game state, specific mode) is a zone in which it becomes easier for the player to win in an advantageous manner by making it easier to notify the operation order of the push order bell, etc., and the eighth display segment N8 is a zone indicator (specific notification means) that lights up during the specific zone in which the player can actually benefit from the push order notification in the advantageous zone, and turns off during normal zones that are not advantageous zones, or during non-specific zones that are not advantageous zones even if they are advantageous zones.

[0236] As already explained, the instruction monitor 68, which includes the first display segment N1 through the seventh display segment N7 as a push order indicator and the eighth display segment N8 as a section indicator, is located near the side of the payout number display unit 62 on the gaming panel 25. In other words, the instruction monitor 68 is located above the stop switches 42 through 44, etc., which are operated by the player. In other words, the instruction monitor 68 is not located on the decorative panel, which is the front part of the gaming machine, below the positions of the stop switches 42 through 44, etc. Therefore, the eighth display segment N8 is prevented from being obscured by the hand operating the stop switches 42 through 44, etc., and is located in a position that is easily visible to the player. Furthermore, since the instruction monitor 68 is located near the payout number display unit 62, which is easily visible to players playing a game aiming to win medals, it can be said that the player is less likely to miss it.

[0237] Furthermore, the brightness of the corresponding LED of the eighth display segment N8 in the instruction monitor 68 is set so that it is brighter than the brightness of the surrounding display units (e.g., the payout number display unit 62 and the backlight of the gaming panel 25) (more specifically, so that it is twice as bright as the brightness of the surrounding display units). Therefore, even when the eighth display segment N8 and the surrounding display units are both controlled to emit light (i.e., are lit), the eighth display segment N8 stands out. The illuminance of the corresponding LED is also set so that the illuminance of the eighth display segment N8 toward the front of the gaming machine is higher than that of the surrounding display units (more specifically, so that it is twice as bright as the illuminance of the surrounding display units). This configuration also improves the visibility of the eighth display segment N8, reducing the likelihood of missing the eighth display segment N8 when it is lit.

[0238] Next, the push order notification effect performed on the auxiliary display unit 65 will be described with reference to Fig. 37. Here, the push order notification effect on the auxiliary display unit 65 will be described using the example of a case where the push order combination is won when the operation order to be notified this time is center → right → left.

[0239] As shown in FIG. 37(a), in the auxiliary display unit 65, of the three button displays arranged in parallel corresponding to the stop switches 42 to 44, the button display corresponding to the stop switch that should be operated first (in the figure, the middle button display corresponding to the middle stop switch 43) is marked with the number 1 and displayed larger than the other button displays. In addition, each button display is displayed in a color corresponding to the winning combination (yellow for a bell, blue for a replay, etc.). This allows the player to recognize the winning combination in the current game and that the stop switch that should be operated first is the middle stop switch 43. In addition, 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, indicating that the stop switch that should be operated next is the right stop switch 44 and the stop switch that should be operated last is the left stop switch 42.

[0240] When the player operates the middle stop switch 43, as shown in Figure 37(b), the center 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.

[0241] When the player operates the right stop switch 44, as shown in Figure 37(c), the right button display corresponding to the right stop switch 44 disappears on the auxiliary display unit 65, and the left button display corresponding to the left stop switch 42 is displayed larger. 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.

[0242] To explain the timing of the push order notification, the push order notification is set to be executed during the inactive period of the stop switches 42 to 44 from the start of rotation of each reel 32L, 32M, 32R through the acceleration period until the reels reach constant speed rotation. By configuring the push order notification to be executed at a timing before the operation of the stop switches 42 to 44 becomes active in this way, it becomes possible to recognize the operation order of the stop switches 42 to 44 and then operate the stop switches 42 to 44 as desired, allowing the game to proceed at a good tempo.

[0243] The process for notifying the push order in steps S609 to S612 will be explained.

[0244] That is, in step S609, it is determined whether the lottery result of this game was a push order bell win. If the push order bell win is determined, in step S610, it is determined whether the first AT mode flag or the second AT mode flag is set. If either AT mode flag is set, in step S611, the instruction monitor 68 is controlled so that push order notifications corresponding to the first small win to the sixth small win are performed according to the type of push order bell this time. Then, in step S612, a push order notification command including information on the operation sequence corresponding to the first small win to the sixth small win is set as an output target to the display control device 81, and then this push order notification process is terminated. Upon receiving this push order notification command, the display control device 81 controls the auxiliary display unit 65 and speaker 64 so that push order notification effects corresponding to the first small win to the sixth small win are performed.

[0245] If the push order bell is not won in step S609, or if none of the AT mode flags are set in step S610, the lottery result response processing ends.

[0246] <Winning result processing> Next, the winning result response process performed in step S415 in the reel control process will be described with reference to the flowchart in Figure 38. In the winning result response process, processing is performed to start or end the AT mode depending on the game result.

[0247] First, in step S1201, it is determined whether either the first BB state flag or the second BB state flag is set, and it is determined whether the game to be started this time is in any BB state. If it is not in the BB state, in step S1202, it is determined whether the bet number is 3. Also, if it is in the BB state, in step S1203, it is determined whether the bet number is 2. That is, the processes of steps S1201 to S1203 are processes corresponding to the processes of steps S601 to S603 above, and are processes for determining whether it is a specific prescribed number defined in association with the game state. If it is not the specific prescribed number, the prize result corresponding process is ended without performing the display mode related process (indicator function related process) after step S1204.

[0248] If an affirmative determination is made in step S1202 or step S1203 and the bet number is the specific prescribed number, the process proceeds to step S1204. In step S1204, it is determined whether the precursor flag is set. The case where the precursor flag is set means a situation where, after winning the AT mode transition lottery, the transition to the AT mode has not yet occurred. In this case, in step S1205, the AT start game determination process is executed. The AT start game determination process is a process for executing a specific process related to the indicator function using the information stored in the AT start determination area in the determination information storage area 106f of the RAM 106.

[0249] <AT start game determination process> In the AT start game determination process, as shown in the flowchart of Figure 39, in step S1301, the number of advantageous zone games AG and the AT start determination area in the determination information storage area 106f are checked, and it is determined whether the current number of advantageous zone games AG is equal to or greater than the value (number of games) set in the AT start determination area. If the number of advantageous zone games AG is equal to or greater than the value in the AT start determination area, it is determined that this is a game for which AT mode start processing is to be performed, and processing of steps S1302 to S1309 is performed. On the other hand, if the number of advantageous zone games AG is less than the value in the AT start determination area, this AT start game determination process is terminated as is.

[0250] In step S1302, a process for clearing the premonition flag is executed. Then, in step S1303, a process for adding "50" to the AT counter provided in the various counter area 106e is executed. As already explained, the AT counter is a counter corresponding to the number of games remaining in the AT mode, and in this embodiment, whether the AT mode to be shifted to is the first AT mode or the second AT mode, the initial number of games is set to 50.

[0251] After executing the processing of step S1303, it is determined in step S1304 whether the first AT flag is set, and if it is set, the first AT flag is cleared in step S1305. Then, in step S1306, the first AT mode flag is set. If the first AT flag is not set in step S1304, this means that the second AT flag is set, in which case the second AT flag is cleared in step S1307. Then, in step S1308, the second AT mode flag is set.

[0252] After executing the processing of step S1306 or step S1308, in step S1309, the AT start command is set as an output target to the display control device 81, and then this AT start game determination processing is terminated. The processing on the display control device 81 side that receives the AT start command will be explained in detail later.

[0253] In the winning result processing, if a negative decision is made in step S1204, or after the processing of step S1205 is executed, it is determined in step S1206 whether or not any of the AT mode flags is set. If any of the AT mode flags is set, processing for terminating the AT mode is executed in steps S1207 to S1211.

[0254] That is, in step S1207, a process is executed to subtract 1 from the AT counter. Then, in step S1208, it is determined whether the AT counter has reached 0, and if so, a process is executed to clear the corresponding AT mode flag in step S1209. Then, in step S1210, a process is executed to set an AT mode end flag in the various flag storage area 106d. The AT mode end flag is a flag that allows the CPU 102 to know that the AT mode has ended. After that, in step S1211, a process is executed to set the AT end command as an output target to the display control device 81, and then the winning result corresponding process is terminated. The process on the display control device 81 side that has received the AT end command will be explained in detail later. If no AT mode flag is set in step S1206, or if the AT counter is not 0 in step S1208, the winning result corresponding process is terminated.

[0255] <Management of advantageous zones> Next, we will explain the first section display process and the second section display process, which are used to control the eighth display segment N8 as a section indicator, transition to a favorable section, and end the favorable section.

[0256] <First section display process> First, the first section display process will be described with reference to Fig. 40. The first section display process is a process carried out in step S314 of the lottery process (Fig. 19), and is carried out after the lottery result of the game is determined based on the operation of the start lever 41, and a lottery for switching the display mode, etc. (lottery result corresponding process) is carried out based on the lottery result.

[0257] In step S1401, it is determined whether the eighth display segment N8 as a section indicator is being displayed, more specifically, whether the eighth display segment N8 is being lit. As already explained, when the eighth display segment N8 is being lit, it indicates that it is a specific section among the advantageous sections where at least the notification conditions for the push order notification to occur are met. If a negative determination is made in step S1401 and it is determined that the eighth display segment N8 is being turned off, the process proceeds to step S1402.

[0258] In step S1402, it is determined whether or not an advantageous zone flag has been set in the various flag storage area 106d. If the advantageous zone flag has not been set, it is determined in step S1403 whether or not an advantageous zone winning game flag has been set. The advantageous zone winning game flag is a flag that is set when the advantageous zone transition lottery is won in the advantageous zone transition lottery process, and is a flag that allows the CPU 102 to identify that it is the winning game. If the advantageous zone winning game flag has been set, processing is executed in step S1404 to clear the advantageous zone winning game flag. Then, processing is executed in step S1405 to set the advantageous zone flag.

[0259] In step S1406, the number of games in the advantageous zone is counted, more specifically, processing is performed to start measuring the advantageous zone game number AG in the various counter areas 106e. As described above, the advantageous zone game number AG corresponds to a grasping means for grasping the number of games executed in the advantageous zone. Then, in step S1407, processing for advantageous zone transition games is executed.

[0260] <Processing for advantageous zone transition games> In the processing for advantageous zone transition games, as shown in the flowchart of Figure 41, in step S1501, a process is executed to acquire a ceiling table from the various table storage area 105a. The ceiling table, for example, has a ceiling game number with a lower limit of 100 and an upper limit of 999, and the selection rate of each game is set. More specifically, it is set so that there are high selection game numbers that are likely to be selected in units of approximately 100 games, such as 100, 200, 300, 400, 500, 600, 700, 800, and 999, and low selection game numbers that are unlikely to be selected, such as 101 to 199, 201 to 299, 301 to 399, 401 to 499, 501 to 599, 601 to 699, 701 to 799, 801 to 899, and 901 to 998. Note that the number of games that are not selected may be included between the lower limit and the upper limit. The lower limit and upper limit are merely examples, and the lower limit may be smaller or the upper limit may be larger. The selection rate for each game may differ depending on the setting value set in the process of setting the winning probability.

[0261] In step S1502, based on the ceiling table acquired in step S1501, the ceiling game number for transitioning to AT mode without winning the AT mode transition lottery in the advantageous zone to be transitioned this time is determined by lottery. Then, in step S1503, the processing result of step S1502 is input to the ceiling counter provided in the various counter area 106e, and in step S1504, the processing for setting the ceiling command as an output target to the display control device 81 is executed, and then this advantageous zone transition game processing is terminated. As described above, the ceiling counter is decremented by one each time one game is played in the AT lottery processing. The processing on the display control device 81 side that receives the ceiling command will be explained in detail later.

[0262] In the first section display process, after the advantageous section transition game process is executed in step S1407, the eighth display segment N8 is turned on in step S1408 to start displaying the section indicator.

[0263] If it is determined in step S1401 that the eighth display segment N8 is being displayed as a section indicator, then in step S1409, processing is executed to continue the display during the advantageous section. Specifically, in step S1409, processing is executed to continue the situation in which the eighth display segment N8 is lit. In other words, processing to end the display of the section indicator is not executed in this section display first processing.

[0264] If it is determined in step S1402 that the advantageous zone flag is set, then after executing the display start process in step S1408 or the display continuation process in step S1409, it is determined in step S1410 whether any of the AT mode flags are set. If it is determined in step S1410 that none of the AT mode flags are set, or if it is determined in step S1403 that neither the advantageous zone flag nor the advantageous zone winning game flag is set, then in step S1411, a process is executed to add 1 to the first role ratio counter provided in the various counter area 106e. The first role ratio counter is a counter for counting the number of games in which no push order notification occurs, that is, the number of games in the normal zone and the non-specific zone.

[0265] On the other hand, if it is determined in step S1410 that any of the AT mode flags is set, in step S1412, a process is executed to add 1 to the role ratio second counter provided in the various counter area 106e. The role ratio second counter is a counter for counting the number of games in which a push order notification can be generated, that is, the number of games in a specific section.

[0266] After the processing of step S1411 or step S1412 is executed, a role ratio calculation process is executed in step S1413. In this process, the value of the role ratio second counter is divided by the sum of the role ratio first counter and the role ratio second counter (total number of games). In other words, the role ratio calculation process is a process of calculating the proportion of the number of games in which a push order notification may occur out of the total number of games. Then, in step S1414, a process is executed to display the calculation processing result of step S1413 on the role ratio monitor 77.

[0267] As shown in FIG. 5, the win ratio monitor 77 has multiple 7-segment displays each consisting of seven display segments. Specifically, the win ratio monitor 77 has a first display section 77a, a second display section 77b, a third display section 77c, a fourth display section 77d, and a fifth display section 77e as 7-segment displays. The display segments in the first display section 77a to the fifth display section 77e have individual light sources made of LEDs, similar to the display segments N1 to N7 of the instruction monitor 68. By controlling the on / off of these individual light sources, it is possible to light up any one display segment or any combination of display segments. As a result, each win ratio monitor 77 individually displays a predetermined symbol (including alphabets and numbers), and in particular, the win ratio monitor 77 is capable of displaying five-digit numbers.

[0268] In step S1414, the result of the calculation process in step S1413 is output to the role ratio monitor 77, and display control is performed on each display section 77a to 77e on the role ratio monitor 77 so that a four-digit number is displayed on the role ratio monitor 77. Specifically, a number smaller than 1 and having four decimal places, such as "0.5012," is displayed on the role ratio monitor 77 as the ratio of the number of games in which a push order notification may occur to the total number of games. After the process of step S1414 is executed, the first section display process is terminated.

[0269] Note that the configuration may be such that the display of the role ratio monitor 77 is controlled after the process of rounding off the number to the fifth decimal place in the calculation process of step S1413. Furthermore, since the first display unit 77a of the role ratio monitor 77 basically displays "0", the first display unit 77a may not be provided, or the first display unit 77a may be configured to always display "0" by printing or the like. Furthermore, it is preferable to configure the first display unit 77a and the second display unit 77b to display a decimal point by printing or the like between them.

[0270] <Second section display process> Next, the second section display process will be described with reference to the flowchart in Figure 42(a). As already explained, the second section display process is a process that is performed in step S416 of the reel control process, and is performed after medal payout (payout determination process) and transition of the game state based on the winning result (winning result response process) at the end of one game.

[0271] In step S1601, it is determined whether or not the advantageous zone flag is set. If it is not set, the second zone display process is terminated. If the advantageous zone flag is set, in step S1602, a process is executed to count the number of games in the advantageous zone. Specifically, a process is executed to add 1 to the number of games in the advantageous zone AG.

[0272] As already explained, in this embodiment, when the AT mode transition lottery is won, the number of premonition games until the AT mode starts is determined, and the value obtained by adding the premonition game number and the number of advantageous zone games AG is set as the AT start determination area. Then, when the number of advantageous zone games AG reaches the AT start determination area, processing for starting the AT mode is performed. In this case, the number of advantageous zone games AG is incremented by one in the second zone display processing as described above, and the increment processing for the number of advantageous zone games AG is performed regardless of whether the number of bets is a specific specified number corresponding to the gaming state. Therefore, for example, even if the premonition game is played with two bets or in the BB state after winning the AT mode transition lottery, the number of advantageous zone games AG is incremented, and processing for starting the AT mode is performed by playing a game in which the number of advantageous zone games AG is equal to or greater than the value in the AT start determination area, with a bet equal to the specific specified number. By doing this, for example, when the display control device 81 is performing the presentation for the game that will start the AT mode according to the number of premonition games that is set based on winning the AT mode transition lottery, if a game in the premonition game is played with a bet number that is not a specific specified number, a discrepancy can be preferably avoided between the AT mode start game on the main control device 101 side and the AT mode start game in the presentation on the display control device 81 side, without having to perform processing on the display control device 81 side to correspond to the fact that a bet number that is not a specific specified number has been played (for example, processing to delay the AT mode start game in the presentation by that number of games).

[0273] After executing the processing of step S1602, in step S1603, an update process is executed for the advantageous zone increase / decrease number MY (MY counter) set in the various counter area 106e.

[0274] In the MY update process in step S1603, provided that the result of the current game is not a replay win, the number of coins inserted (number of coins bet) is subtracted from the number of coins paid out, and the subtraction result is added to the number of coins increased or decreased in the advantageous zone MY, thereby updating the number of coins increased or decreased in the advantageous zone MY.

[0275] After executing the MY update process in step S1603, a remaining game number management process is executed in step S1604, followed by a remaining coin management process in the following step S1605. The remaining game number management process is a process for managing whether or not the advantageous zone will reach its upper limit number of games (1500 games) with the current remaining number of games based on the number of games remaining in the AT mode, etc. The remaining game number management process, for example, determines whether or not the sum of the number of games in the advantageous zone AG (the number of games played in the advantageous zone) and the AT counter (the number of games remaining in the AT mode) is greater than the upper limit number of games in the advantageous zone. If such a situation exists, a first excess flag is set in the various flag storage area 106d as a flag for identifying that situation. The remaining coin management process is a process for managing whether or not the advantageous zone will reach its upper limit increase number (2400 coins) with the current remaining number of games based on the number of games remaining in the AT mode, etc. In the remaining payout number management process, for example, it is determined whether the sum of the expected increase calculated from the AT counter and the average increase per game in AT mode and the current increase / decrease in the advantageous zone MY is greater than the increase / decrease in the advantageous zone. If this is the case, a second excess flag is set in the various flag storage area 106d as a flag to identify the situation.

[0276] In the next step S1606, a specific determination area process is executed. The specific determination area process is a process for executing a specific process related to the instruction function using various information stored in each area of ​​the determination information storage area 106f of the RAM 106.

[0277] <Processing for specific judgment areas> In the specific judgment area processing, as shown in the flowchart of Figure 43, in step S1701, it is determined whether or not the premonition flag is set. If the premonition flag is set, in step S1702, the number of games in the advantageous zone AG and the AT start judgment area in the judgment information storage area 106f are checked, and it is determined whether or not the current number of games in the advantageous zone AG is the number of games set in the AT start judgment area.

[0278] Here, in the second interval display process, the addition process of the advantageous interval game number AG (step S1602) is executed before the specific judgment area process, and the execution of the AT mode start process is executed at a timing prior to the addition process of the advantageous interval game number AG during one game. Therefore, if the advantageous interval game number AG is the number of games set in the AT start judgment area in step S1702, this means that if the game following the current game is played with a specific prescribed number of bets according to the gaming status, the AT mode start process will be executed in the next game. In other words, if the advantageous interval game number AG is the number of games in the AT start judgment area in step S1702, this means that the game is the game before the game in which the AT mode is to be started. In this case, the process of setting the game flag before the AT win is executed in step S1703. In this embodiment, the display control device 81 performs effects for the game in which the AT mode will be started in accordance with the number of precursor games set based on winning the AT mode transition lottery. Furthermore, the main control device 101 also performs effects for the game in which the AT mode will be started in accordance with the effects on the display control device 81. More specifically, in a game in which the number of games in the advantageous zone AG is the value of the AT start determination area, the winning of the transition to the AT mode is notified by the rotation effect of each of the reels 32L, 32M, and 32R. The game flag before the AT win set in step S1703 is a flag for notifying the winning of the transition to the AT mode by the rotation effect.

[0279] Here, as described above, the second interval display process is set to execute each process regardless of whether or not the game is being played with the specific prescribed number of bets, and the process of step S1702 is also executed regardless of whether or not the game is being played with the specific prescribed number of bets. In other words, the information on the number of games to execute the process for starting the AT mode as the specific process related to the instruction function stored in the AT start determination area in the determination information storage area 106f is accessible by the CPU 102 in games with the specific prescribed number of bets, and is also accessible by the CPU 102 in games with a bet number different from the specific prescribed number.

[0280] If a negative judgment is made in step S1701 or step S1702, or after the processing of step S1703 is executed, it is determined in step S1704 whether the CZ mode flag is set. If the CZ mode flag is set, in step S1705, the number of games in the advantageous zone AG and the CZ end judgment area in the judgment information storage area 106f are checked to determine whether the current number of games in the advantageous zone AG is the number of games set in the CZ end judgment area. If the number of games in the advantageous zone AG is the number of games in the CZ end judgment area, it is determined that the CZ mode end condition will be met in the next game, and in step S1706, a game before CZ end flag is set, and in step S1707, a process of setting the CZ end flag is executed. The game before CZ end flag is used to notify that the CZ mode has ended without winning the AT mode transition lottery by spinning the reels 32L, 32M, and 32R. As already explained, the CZ end flag is referenced when obtaining the AT mode transition lottery table in the AT lottery processing, and provided that the CZ end flag is set, the CZ mode flag and CZ end flag are cleared and the normal AT mode transition lottery table is obtained.

[0281] That is, the CZ end flag set in step S1707 is a flag that enables CPU 102 to determine the game in which the number of games in the advantageous zone AG is the number of games in the CZ end determination area and in which the CZ mode end processing should be performed as one of the specific processing related to the instruction function. As with the processing for starting the AT mode, the processing for ending the CZ mode may also be configured to perform the CZ mode end processing after determining in the AT lottery processing that the number of games in the advantageous zone AG is equal to or greater than the number of games in the CZ end determination area. In any case, it is sufficient that CPU 102 can determine that the number of games in the advantageous zone AG corresponds to the information stored in the determination information storage area 106f and that the CZ end processing should be performed as a specific processing related to the instruction function in a game in which the number of bets is a specific specified number.

[0282] If a negative judgment is made in step S1704 or step S1705, or after the processing of step S1707 is executed, the process proceeds to step S1708. In step S1708, it is determined whether or not the specialized zone flag is set. If the specialized zone flag is set, in step S1709, the number of games in the advantageous zone AG and the specialized end judgment area in the judgment information storage area 106f are checked to determine whether the current number of games in the advantageous zone AG is the number of games set in the specialized end judgment area. If the number of games in the advantageous zone AG is the number of games in the specialized end judgment area, it is determined that the end condition of the specialized zone will be met in the next game, and in step S1710, the specialized end game flag is set. As already explained, the specialized end flag is referenced when acquiring the add-on lottery table in the AT add-on processing. On the condition that the specialized end flag is set, the specialized zone flag and the specialized end flag are cleared, and the add-on lottery table corresponding to each AT mode is acquired. That is, the specialization end flag set in step S1710 is a flag that enables the CPU 102 to determine the game in which the advantageous zone game count AG is the number of games in the specialized end determination area and in which specialized zone end processing should be performed as one of the specific processing related to the instruction function. As with the processing for starting the AT mode, the specialized zone end processing may also be configured to be performed after determining that the advantageous zone game count AG is equal to or greater than the number of games in the specialized end determination area in the AT addition processing. In either case, it is sufficient that the CPU 102 can determine that the advantageous zone game count AG corresponds to the information stored in the determination information storage area 106f and that the specialized zone end processing should be performed as a specific processing related to the instruction function in a game in which the number of bets is a specific specified number. If a negative determination is made in step S1708 or step S1709, or after the processing of step S1710 is executed, the specific determination area processing is terminated.

[0283] In the second interval display process, after executing the specific judgment area process in step S1606, it is determined in step S1607 whether the number of games in the advantageous interval AG has reached the upper limit of 1500, or whether the number of coins in the advantageous interval increase / decrease MY has reached the upper limit of 2400. If either of these forced termination conditions is met, in step S1608, the number of games in the advantageous interval AG and the number of coins in the advantageous interval increase / decrease MY are cleared to 0. In the following step S1610, a process is performed to terminate the display of the eighth display segment N8 as an interval indicator. Then, in step S1611, a process is performed to initialize parameters and information such as various flags and counters in the advantageous interval, and then the second interval display process is terminated.

[0284] More specifically, as shown in the flowchart of FIG. 42(b), the initialization process for the advantageous zone information in step S1610 is first performed in step S1651 to initialize the AT start determination area. In this case, the initial number of games in the AT start determination area is set to 1501, which is more than the upper limit of the advantageous zone. In the following step S1652, the initialization process for the CZ end determination area is performed. In this case, the initial number of games in the CZ end determination area is set to 1501, which is more than the upper limit of the advantageous zone, as in the AT start determination area. In the following step S1653, the initialization process for the specialized end determination area is performed. In this case, the initial number of games in the specialized end determination area is also set to 1501, which is more than the upper limit of the advantageous zone. Thereafter, in step S1654, other initialization processes are performed, and then the initialization process for the advantageous zone information is terminated. Specifically, in step S1654, the process is performed to reset flags and counters set at the transition to the current advantageous zone and flags and counters set during the current advantageous zone to their initial values. For example, if the advantageous zone flag or various AT mode flags are not cleared but are set, these flags are cleared. Furthermore, if the counters for the advantageous zone game count AG, the advantageous zone increase / decrease number MY, and the number of continuing games in AT mode are greater than 0, these counters are all reset to 0. In other words, this initialization process for advantageous zone information initializes all variables or parameters that affect the performance of push order notifications for advantageous zones that are advantageous states using push order notifications, and is a process that clears RAM for such variables or parameters.

[0285] If it is determined in step S1607 that the number of games in the advantageous zone AG has not reached the upper limit and the number of coins increased or decreased in the advantageous zone MY has not reached the upper limit increase number, the process proceeds to step S1611, where it is determined whether the AT mode end flag is set. If the AT mode end flag is set, the process proceeds to step S1608, where processing for ending the advantageous zone is executed. If the AT mode end flag is not set, processing for ending the advantageous zone is executed as is.

[0286] That is, in this embodiment, after a transition to the advantageous zone occurs, a transition lottery to the AT mode is held, and if the transition lottery is won, the number of games in the advantageous zone that will start the AT mode is set in the AT start determination area. Then, when the advantageous zone game count AG reaches the number of games set in the AT start determination area, processing for starting the AT mode is executed, and the transition to the AT mode occurs. As described above, the advantageous zone game count AG is incremented by one each time one game is played in the advantageous zone, regardless of whether the number of bets is a specific specified number. Therefore, for example, even if, after winning the AT mode transition lottery, the games until the processing for starting the AT mode are executed are played in two-bet games or in the first BB state or the second BB state, this does not affect the number of games until the processing for starting the AT mode is executed.

[0287] However, the processing for starting the AT mode is executed on the condition that the number of bets is a specific specified number. For example, if a game in which the number of games in the advantageous zone AG reaches the number of games set in the AT start judgment area is played with a number of bets that is not the specific specified number, the execution of the processing for starting the AT will be postponed and the start of the AT mode will be delayed.

[0288] Furthermore, if you win the AT mode transition lottery, you will be set to a specialized zone for 10 games, increasing your chances of winning the bonus lottery, and if you do not win the AT mode transition lottery, you will be set to CZ mode for 10 games, increasing your chances of winning the AT mode transition lottery.The bonus lottery and AT mode transition lottery are executed on the condition that the number of bets is a specific prescribed number, so if you play with a number of bets that is not the specific prescribed number, you may not be able to enjoy the benefits of these specialized zones or CZ mode.

[0289] In other words, basically, after winning the AT mode transition lottery, it is set up so that it is disadvantageous for the player to play the AT mode start game with a number of bets other than the specified number.

[0290] However, after winning the AT mode transition lottery, the effects for starting the AT mode are updated regardless of whether the number of bets is a specific specified number. By doing so, for example, complex effect processing such as correcting the deviation of the effects for starting the AT mode according to the number of bets is not required. Below, we will particularly explain the processing for performing the effects for starting the AT mode.

[0291] <Rotation effect processing> First, we will explain the process for notifying that the number of games in the advantageous zone AG has reached the number of games set in the AT start determination area on the main control device 101 side. Figure 44 is a flowchart showing the spin effect process executed by the CPU 102 of the main control device 101. The spin effect process is a process executed in step S401 in the reel control process (Figure 22).

[0292] In the spin effect processing, first, in step S1801, it is determined whether the pre-AT winning game flag or the pre-CZ ending game flag is set. As already explained, the pre-AT winning game flag is a flag that is set regardless of the number of bets in the game before the advantageous zone game number AG reaches the number of games set in the AT start judgment area, and the pre-CZ ending game flag is a flag that is set regardless of the number of bets in the game before the advantageous zone game number AG reaches the number of games set in the CZ ending judgment area. If neither flag is set, the spin effect processing ends as is.

[0293] If any flag is set, the process proceeds to step S1802, where it is determined whether or not the AT winning game flag is set. If the pre-AT winning game flag is set, this means that the number of games in the advantageous zone AG in the game reaches the number of games set in the AT start determination area, and in this case, processing is executed to clear the pre-AT winning game flag in step S1803. Then, in step S1804, it is determined whether or not the first AT flag is set, and if it is set, in step S1805, it is set so that the first AT notification rotation effect is executed as the current rotation effect, and then the rotation effect processing is terminated.

[0294] As the spin effect for informing the first AT, for example, as shown in Fig. 52(a), after the rotation of each of the reels 32L, 32M, and 32R starts, as shown in Fig. 52(b1), the "BAR" symbol is temporarily stopped (stopped) on a predetermined line (middle line L2) as a symbol combination for the first AT corresponding to the first AT, and then, as shown in Fig. 52(b3), the spin effect for informing the first AT is set to resume. Note that the spin effect for informing the first AT is an effect that is implemented during an ineffective period after the game starts and before the operation of the stop switches 42 to 44 becomes effective.

[0295] If the first AT flag is not set in step S1804, it means that the second AT flag is set. In this case, in step S1806, the rotation effect for the second AT notification is set to be executed as the rotation effect this time, and then the rotation effect processing is terminated.

[0296] As the spin effect for informing the second AT, for example, as shown in Fig. 52(a), after the rotation of each of the reels 32L, 32M, and 32R starts, as shown in Fig. 52(b1), the "white 7" symbol is temporarily stopped (stopped) on a predetermined line (middle line L2) as a symbol combination for the second AT corresponding to the second AT, and then, as shown in Fig. 52(b3), the spin effect for informing the second AT is set to resume. Note that the spin effect for informing the second AT is an effect that is performed during an ineffective period after the game starts and before the operation of the stop switches 42 to 44 becomes effective.

[0297] If the AT winning game flag is not set in step S1802 and the pre-CZ end game flag is set, this means that the CZ mode will end in this game, and in this case, proceed to step S1807. In step S1807, a process is executed to clear the pre-CZ end game flag. Then, in step S1808, a setting is made to execute a spin effect for notifying a loss as the spin effect for this game, and then the spin effect process is terminated.

[0298] As the spin effect for loss notification, for example, as shown in Fig. 52(a), after the rotation of each of the reels 32L, 32M, 32R starts, without pausing either the symbol combination for the first AT of Fig. 52(b1) or the symbol combination for the second AT of Fig. 52(b2), for example, the scattered numbers are temporarily stopped on a predetermined line (middle line L2), and then, as shown in Fig. 52(b4), the spin effect for loss notification is set to resume. Note that the spin effect for loss notification is an effect that is performed during the invalid period after the game starts and before the operation of the stop switches 42 to 44 becomes valid.

[0299] <Performance setting processing> The effect setting process executed by the CPU 181 of the display control device 81 will be described with reference to the flowchart of Fig. 45. The effect setting process is initiated by the CPU 181 at predetermined intervals (for example, every 2 msec).

[0300] In the performance setting process, first, in step S1901, it is determined whether or not a new command has been received from main control device 101. If a new command has been received, in step S1902, a process is executed to store the received command in RAM 183. RAM 183 is provided with a command storage area, which is configured as a ring buffer capable of individually storing multiple commands and from which previously stored commands can be read.

[0301] If a negative determination is made in step S1901, or after the processing of step S1902 has been executed, it is determined in step S1903 whether or not the newly received command is a betting command. A betting command is a command output from the main control device 101 in response to a betting operation, such as a betting command set in step S206 of the normal processing. If it is a betting command, a betting effect setting process is executed in step S1904 to set effects based on the current betting operation.

[0302] If a negative decision is made in step S1903, or after the processing of step S1904 has been executed, it is determined in step S1905 whether the newly received command was a start command. A start command is a command output from the main control device 101 based on the operation of the start lever 41, and includes the lottery result command set in step S311 of the lottery processing, as well as the first AT command, second AT command, premonition command, CZ command, added command, push order notification command, and ceiling command set in the lottery result response processing (FIG. 27) or the first section display processing (FIG. 40). If the command is one of these start commands, start performance setting processing is executed in step S1906.

[0303] If a negative decision is made in step S1905, or after the processing of step S1906 has been executed, in step S1907 it is determined whether the newly received command is a command at the time of each stop operation. A command at the time of each stop operation is a command output from main control device 101 based on the stop operation of each of reels 32L, 32M, and 32R, and is a stop command set in step S405 of the reel control processing (FIG. 22). If the stop command is a stop command at the time of each stop operation, in step S1908 a process for setting effects at the time of each stop operation is executed to set effects based on the current stop operation.

[0304] If a negative decision is made in step S1907, or after the processing of step S1908 has been executed, in step S1909 it is determined whether the newly received command is an all stop command. An all stop command is a command output from the main control device 101 when all reels 32L, 32M, and 32R have stopped, and includes the winning result command set in step S417 of the reel control processing (FIG. 22), as well as the first BB start command, second BB start command, first BB end command, second BB end command, AT start command, AT end command, etc., which are set in the bonus state processing (FIG. 24), winning result corresponding processing (FIG. 36), and second section display processing (FIG. 38). If it is one of these all stop commands, in step S1910 an all stop effect setting process is executed.

[0305] If a negative decision is made in step S1909, or after the processing of step S1910 has been executed, other processing is executed in step S1911, and then the effect setting processing is terminated. In step S1911, the auxiliary display unit 65, speaker 64, etc. are controlled so that the various effects set in the above-mentioned effect setting processing are executed at the corresponding timing. Also, in step S1911, settings are made for effects based on commands from the main control device 101 other than when betting, starting, or stopping (for example, effects based on operation of the settlement switch 59), effects based on signals from sensors connected without going through the main control device 101 (such as an effect switch detection sensor), settings for error notification, etc.

[0306] The following describes the start-time performance setting process and the full-stop performance setting process.

[0307] <Start-up performance setting process> The start-time effect setting process in step S1906 will be described with reference to the flowchart in FIG.

[0308] In step S2001, it is determined whether the lottery result of the game to be started this time is a push order role win (push order bell win) based on the received lottery result command. If the push order role win is a push order role win, it is determined in step S2002 whether a push order notification command has been received. If a push order notification command has been received, in step S2003, settings are executed so that push order notification effects corresponding to the first small role win to the sixth small role win are performed on the auxiliary display unit 65 and speaker 64.

[0309] If it is determined in step S2001 that the result of the current game is not a push order role win, it is determined in step S2004 whether the result of the current game is a specific role win. As already explained, a specific role is a so-called rare role that is unlikely to appear (to win) as a result of the lottery for each game. In this embodiment, chance eye A to chance eye C, cherry A to cherry C, and watermelon are set as specific roles. As shown in FIG. 30, the AT mode transition lottery triggered by these lottery results is set to have a higher probability of winning the AT mode transition than other lottery results. Also, as shown in FIG. 33, the AT mode additional lottery triggered by these lottery results is set to have a higher probability of winning the additional role than other lottery results. If the result of the current game is a specific role win, in step S2005, a process for setting a specific role notification effect is executed. In the setting process of the specific role notification effect, a setting is executed so that the specific role notification that the lottery result of this game is one of the above specific roles is performed on the auxiliary display unit 65 and the speaker 64. For example, as the specific role notification, as shown in Fig. 55(b), an effect is set in which three exclamation mark characters are displayed on the auxiliary display unit 65 in correspondence with the three stop switches 42 to 44 provided.

[0310] After the setting process for the specific role announcing effect is executed in step S2005, the continuous effect setting process is executed in step S2006. The continuous effect setting process is a process for setting the continuous effect triggered by the specific role. The continuous effect is a series of effects that are executed across multiple games, and one of multiple result effects, including an advantageous result effect that is advantageous to the player and an unfavorable result effect that is more disadvantageous to the player than if the advantageous result effect had been executed, is ultimately executed. Note that the continuous effect may also include a configuration in which the continuous effect ends without ultimately being executed.

[0311] <Continuous performance setting process> In the continuous performance setting process, as shown in the flowchart of FIG. 47, in step S2101, it is determined whether or not a premonition command has been received as the current start command. If a premonition command has been received, this means that the AT mode transition has been selected in the AT lottery process on the main control device 101 side. If the AT mode transition has been selected, in step S2102, it is further determined whether or not a first AT command has been received as the current start command. The first AT command is a command that is output when the AT mode to be transitioned to this time is determined to be the first AT mode in the AT type determination process executed based on the AT mode transition selection. If the first AT command has been received, in step S2103, a process is executed to set a first AT flag in the various flag storage area 183a. Furthermore, if the first AT command has not been received in step S2102, a second AT command has been received, and in this case, in step S2104, a process is executed to set a second AT flag in the various flag storage area 183a.

[0312] After the processing of step S2103 or step S2104 is executed, processing is executed in step S2105 to grasp the information on the number of premonition games included in the premonition command. As already explained, in this embodiment, if the AT mode transition is won triggered by reaching the ceiling game, the number of premonition games is set to 1 to 5 games, if the AT mode transition is won in the AT mode transition lottery during normal mode, the number of premonition games is set to 5 to 10 games, and if the AT mode transition is won in the AT mode transition lottery during CZ mode, the number of remaining games in CZ mode is set as the number of premonition games.

[0313] After the number of premonition games is determined in step S2105, a process of setting a premonition flag in the various flag storage area 183a is executed in step S2106, and the number of premonition games determined in step S2105 is input into a continuous effect counter provided in the various counter area 183b in step S2107, and then the continuous effect setting process is terminated. The continuous effect counter is a counter that allows the CPU 181 to determine the number of continuation games of the continuous effect (number of premonition games), and is decremented by 1 each time one game is played.

[0314] If a specific role has been won in step S2101 but a premonition command has not been received, then in step S2108 it is determined whether a CZ command has been received. If a CZ command has not been received, the continuous performance setting process is terminated. If a CZ command has been received, then in step S2109 a pseudo premonition lottery process is executed. The pseudo premonition lottery process is a process for determining by lottery whether a continuous performance will be executed, which will ultimately result in an unfavorable result performance. In the pseudo premonition lottery process, for example, the winning probability of the pseudo premonition lottery is set to differ depending on the type of specific role that triggered the lottery, a setting value, etc., and the lower the occurrence rate of a specific role, the easier it may be to win the pseudo premonition lottery, or the lower the setting value set in the winning probability setting process, the easier it may be to win the pseudo premonition lottery. These relationships of ease of winning may be reversed, or various parameters may be applied in combination.

[0315] After executing the pseudo premonition lottery process in step S2109, it is determined in step S2110 whether or not the pseudo premonition lottery has been won. If the pseudo premonition lottery has been won, in step S2111, the number of games in the CZ mode included in the CZ command is set as the number of games in the continuous effects in the pseudo premonition, and the process of inputting this number of games into the continuous effects counter is executed, and then the continuous effects setting process is terminated.

[0316] In the start effect setting process, if a negative judgment is made in step S2002 or step S2004, or after the process of step S2003 or step S2006 is executed, the process proceeds to step S2007. In step S2007, it is determined whether an add-on command has been received. If an add-on command has been received, the process of setting the add-on effect is executed in step S2008. In the process of setting the add-on effect, an add-on effect is executed in which the number of games added is displayed on the auxiliary display unit 65 as a notification corresponding to the addition of the number of games remaining in the AT mode. Note that the mode of the add-on effect is not limited to a mode executed in the game in which the add-on effect is executed, and may include, for example, a mode in which the number of games added is notified after a predetermined number of games have been played, triggered by the game in which the add-on effect is executed, or, for example, a so-called post-add-on effect may be configured to be executed when the number of games remaining in the AT mode reaches a predetermined number (e.g., one game remaining).

[0317] If a negative determination is made in step S2007, or after the processing of step S2008 is executed, in step S2009, it is determined whether a ceiling command has been received as the current start command. If a ceiling command has been received and the game is a favorable zone transition game, in step S2010, an effect setting process is executed to execute an advantageous zone start effect corresponding to the number of games played to the ceiling on the auxiliary display unit 65 or the speaker 64. As the advantageous zone start effect, as shown in Figures 53(a) to 53(c), a cut-in effect showing a close-up of the main character's face is set. Figure 54(b) shows a cut-in effect showing the normal face of the main character, Figure 53(a) shows a cut-in effect showing the face of a depressed main character, and Figure 54(b) shows a cut-in effect showing the face of a motivated main character. In relation to the number of games played to the ceiling, the cut-in effect of Figure 53(a) is set to be selected more easily when the number of games played to the ceiling is relatively high, and the cut-in effect of Figure 53(c) is set to be selected more easily when the number of games played to the ceiling is relatively low. In other words, the effects that appear at the start of each advantageous zone can be said to be suggestive effects that indicate the ceiling number of games for this time.

[0318] If a negative determination is made in step S2009, or after the processing of step S2010 has been executed, processing is executed in step S2011 to determine whether the continuous performance counter has a value greater than 0. If the value is greater than 0, continuous performance processing is executed in step S2012. In the continuous performance processing, the continuous performance counter is updated, and settings are made to execute continuous performances corresponding to the value of the continuous performance counter on auxiliary display unit 65 and speaker 64.

[0319] <Processing for continuous performance> In the continuous performance in this embodiment, as shown in FIG. 51 , a battle is conducted between a main character and an enemy character. If the main character wins the battle, an advantageous result effect is produced to indicate that the AT mode transition lottery has been won. If the main character loses the battle, an unfavorable result effect is produced to indicate that the AT mode transition lottery has not been won. More specifically, at the start of the continuous performance, as shown in FIG. 51 (a), a battle start effect is first indicated by displaying text such as "BATTLE START!!" on the auxiliary display unit 65, along with an animation of the enemy character. Then, in each game of the continuous performance, an attack effect showing the main character attacking, as shown in FIG. 51 (b1), or an attacked effect showing the enemy character attacking, as shown in FIG. 51 (b2), is executed. Then, in the final game of the continuous performance, either a victory effect (FIG. 51 (c1)) in which the main character wins as an advantageous result effect, or a defeat effect (FIG. 51 (c2)) in which the main character is defeated as an unfavorable result effect, is executed, thereby concluding the continuous performance.

[0320] In the continuous performance processing, as shown in the flowchart of Figure 48, in step S2201, it is determined whether or not a premonition command has been received. If a premonition command has been received, in step S2202, the presence or absence of a premonition flag is confirmed, and if it is not set, processing is executed to set the premonition flag, and if it is set, that state is maintained. The processing of steps S2201 and S2202 is processing for rewriting the continuous performance as a pseudo premonition to one corresponding to winning the AT mode transition lottery if the AT mode transition lottery is won while a continuous performance as a pseudo premonition that has already been set is being executed.

[0321] If a negative determination is made in step S2201, or after the processing of step S2202 is performed, the continuous effect counter is decremented by 1 in step S2203. Then, in step S2204, it is determined whether the premonition flag is set. If the premonition flag is set, in step S2205, an premonition effect table is obtained from the various table storage area 182a, and effect data for the current game in the continuous effect is obtained from the premonition effect table and the current value of the continuous effect counter. Note that the premonition effect table is set so that the attack effect of Figure 51(b1) occurs more easily as the value of the continuous effect counter decreases, and so that the attack effect of Figure 51(b1) occurs more easily than the attacked effect of Figure 51(b2).

[0322] If the premonition flag is not set in step S2204, then in step S2206, a pseudo premonition effect table is obtained from the various table storage area 182a, and processing is executed to obtain effect data for the current game in the continuous effects from the pseudo premonition effect table and the current value of the continuous effects counter. Note that the pseudo premonition effect table is set so that the smaller the value of the continuous effects counter, the more likely the attack effect of Figure 51(b2) will occur, and so that the attack effect of Figure 51(b2) will occur more easily than the attack effect of Figure 51(b1).

[0323] After the effect data for the current game is acquired in step S2205 or step S2206, a process for setting the effect data is executed in step S2207 so that effects based on the acquired effect data are executed on the auxiliary display unit 65, speaker 64, etc.

[0324] In the following step S2208, it is determined whether the consecutive performance counter is 0. If it is 0, it is determined in step S2209 whether the premonition flag is set. If the premonition flag is set and the current consecutive performance corresponds to a win in transition to the AT mode, processing is executed to clear the premonition flag in step S2210. Then, in step S2211, it is determined whether the first AT flag is set. If it is set, processing is executed in step S2212 to set the performance for executing the first AT notification performance on the auxiliary display unit 65 and speaker 64, and then the consecutive performance processing is terminated. If the first AT flag is not set, processing is executed in step S2213 to set the performance for executing the second AT notification performance on the auxiliary display unit 65 and speaker 64, and then the consecutive performance processing is terminated. Also, if it is determined in step S2209 that the premonition flag is not set, then in step S2214, a performance setting process is performed to execute a miss notification performance on the auxiliary display unit 65 or speaker 64, and then the continuous performance process is terminated.

[0325] In this embodiment, in the continuous effects, the first AT notification effect, the second AT notification effect, and the loss notification effect as result effects are set as effects accompanied by spin effects of the reels 32L, 32M, and 32R. That is, the game in which the first AT notification spin effect, the second AT notification spin effect, and the loss notification spin effect, which are set by the spin effect processing described in Fig. 44 above and executed when the reels 32L, 32M, and 32R start spinning, are performed, is the final game of the continuous effects, and when these spin effects are performed, the first AT notification effect, the second AT notification effect, or the loss notification effect is generated on the auxiliary display unit 65 or the speaker 64.

[0326] Specifically, when the AT mode transition lottery is won, each AT notification spin effect occurs as a spin effect in the game in which the number of games in the advantageous zone AG reaches the number of games set in the AT start determination area, and the number of games set in the AT start determination area corresponds to the number of premonition games, and the game in which the number of premonition games reaches 0 is the game in which the number of games set in the AT start determination area is reached. Then, on the display control device 81 side, continuous effects according to the number of premonition games are executed, and each AT notification effect as the result effect is generated in the game in which the number of premonition games reaches 0, so the game in which the spin effect is performed on the main control device 101 side in response to winning the AT mode transition lottery and the game in which the result effect is performed on the display control device 81 side are synchronized.

[0327] For example, if a specific combination triggers a loss in the AT mode transition lottery, the main control device 101 executes a lottery for transition to the CZ mode, and if the lottery is won, the CZ mode is set to 10 games. If the CZ mode ends without winning the AT mode transition lottery, a spin effect for notifying a loss occurs as a spin effect in a game in which the number of games in the advantageous zone AG reaches the number of games set in the CZ end determination area. The number of games set in the CZ end determination area corresponds to the number of games in the CZ mode, and the game in which the number of games in the CZ mode reaches 0 is the game in which the number of games set in the CZ end determination area is reached. The display control device 81 executes a continuous effect as a pseudo-premonition corresponding to the number of games in the CZ mode, and generates the loss notification effect as the result effect in a game in which the number of games in the continuous effect as the pseudo-premonition reaches 0. Therefore, the game in which the spin effect is executed on the main control device 101 triggered by a loss in the AT mode transition lottery and the game in which the result effect is executed on the display control device 81 are synchronized.

[0328] Incidentally, if the AT mode transition lottery is won during CZ mode, the number of premonition games is set as the number of remaining games in CZ mode. Therefore, if a pseudo-premonition continuous effect is being executed based on a specific winning combination that triggered CZ mode, and the AT mode transition lottery is won during that CZ mode, it is possible to switch to a continuous effect corresponding to the AT mode transition win without changing the number of remaining games in the continuous effect already being executed. More specifically, if a premonition command is received during the execution of a pseudo-premonition continuous effect in which the premonition flag is not set, the premonition flag is set in step S2202 of the continuous effect processing. As a result, the continuous effect on the display control device 81 is switched to one corresponding to the AT mode transition win. Furthermore, since the main control device 101 executes a spin effect when the number of games in the advantageous zone AG reaches the number of games in the AT start determination area, even in this case, the game in which the spin effect is executed on the main control device 101 and the game in which the result effect is executed on the display control device 81 are synchronized.

[0329] However, as already explained, although the counting of the number of games in the advantageous zone AG is performed regardless of whether the number of bets is a specific specified number or not, the execution of specific processing related to the instruction function based on the information in the judgment information storage area 106f is performed in a game in which the number of bets is a specific specified number, there may be a discrepancy, particularly between the game in which the processing for starting the AT mode is executed and the game in which the effects for each AT notification are performed in the rotation effects and continuous effects; more specifically, the game in which the processing for starting the AT mode is executed may be a later game than the game in which the effects for each AT notification are performed in the rotation effects and continuous effects.

[0330] Therefore, in this embodiment, each AT notification effect executed in the final game of the above consecutive effects is configured to be continued until the game in which the processing for starting the AT mode is executed. In other words, the first AT notification effect and the second AT notification effect set in step S2212 and step S2213 are effects that can be continued across multiple games until the processing for starting the AT mode is executed as a predetermined ending condition.

[0331] In the start effect setting process, if a negative decision is made in step S2011, or after the process of step S2012 is executed, a bet number corresponding notification process is executed in step S2013, and other start effect setting processes are executed in step S2014, after which the start effect setting process is terminated. In step S2014, for example, a process is executed to set an effect suggesting the lottery result in response to the start of the game, or to turn off the lamp around the start lever 41 to notify that the operation has been accepted, etc.

[0332] As already explained, the counting of the number of games in the advantageous zone AG is executed regardless of whether the number of bets is the specified number or not, but the execution of the specific processing related to the instruction function based on the information in the determination information storage area 106f is executed in the game in which the number of bets is the specified number. The bet number corresponding notification processing in step S2013 is processing for executing a notification when the number of bets in the game to be started this time is not the specified number.

[0333] <Bed number notification processing> In the bet number-based notification process, as shown in the flowchart of Figure 49, in step S2301, it is determined whether the game to be started this time is in any of the BB states. If it is not in any of the BB states, in step S2302 it is determined whether the number of bets in the game to be started this time is 3, and if the number of bets is 3 and is the specific specified number depending on the gaming state, the bet number-based notification process is terminated. If it is in any of the BB states in step S2301, it is determined in step S2303 whether the number of bets in the game to be started this time is 2, and if the number of bets is 2 and is the specific specified number depending on the gaming state, the bet number-based notification process is terminated. If a negative determination is made in step S2302 or step S2303, and the number of bets is not the specific specified number depending on the gaming state, an effect setting process is executed in step S2304 to execute a limited effect on the auxiliary display unit 65 or speaker 64, and then the bet number-based notification process is terminated. A restriction effect is an effect that notifies the player that the number of bets for this game is not a specific prescribed number according to the game status, but that the execution of processing related to instruction functions such as AT mode transition lottery and additional lottery will be restricted.For example, when a restriction effect is executed when continuous effects are being performed, a band with the word "HOLD" added is displayed superimposed on the front of each effect being performed on the display screen of the auxiliary display unit 65, as shown in Figures 54(a) to 54(c).

[0334] <Performance setting process when all stops> Next, the effect setting process at full stop in step S1910 in the effect setting process (Fig. 40) will be described with reference to the flowchart in Fig. 50. As already explained, the effect setting process at full stop is a process for setting effects when a newly received command is a full stop command such as a winning result command, an AT start command, an AT end command, a BB start command, or a BB end command.

[0335] In step S2401, it is determined whether or not an AT end command has been received. If an AT end command has been received, in step S2402, an effect setting process is executed to perform an AT end effect on the auxiliary display unit 65 and the speaker 64. For example, as shown in Fig. 55(a), the AT end effect displays the number of games continued in the current AT mode and the number of medals acquired in the current AT mode on the auxiliary display unit 65.

[0336] If a negative determination is made in step S2401, it is determined in step S2403 whether or not any BB start command has been received. If any BB start command has been received, an effect setting process is executed in step S2404 to perform an effect on the auxiliary display unit 65 or the speaker 64 that corresponds to the BB state that is to be started. For example, as shown in FIG. 56(a), the BB start effect is set to display an indication that the BB state is starting (text display such as "BB start"). Note that the BB start effect differs to an extent that the player can distinguish it depending on the BB state that is to be started, and is set so that, for example, the background and sound effects are different.

[0337] If a negative decision is made in step S2403, it is determined in step S2405 whether or not any BB end command has been received. If any BB end command has been received, an effect setting process is executed in step S2406 to perform an effect on the auxiliary display unit 65 or the speaker 64 according to the BB state to be ended. For example, as shown in FIG. 56(b), the BB end effect is set to display an indication that the BB state is ending (text display such as "BB END"). Note that the BB end effect differs to an extent that the player can distinguish it depending on the BB state to be ended, and for example, the background and sound effects are set to be different.

[0338] As already explained, the BB state is set to be executed in a 3-bet game, and the specific specified number in the BB state is a 2-bet game, so that in games in the BB state, the execution of processing related to the instruction function is restricted. Therefore, the restricted effect is executed in each game during the BB state. In other words, the restricted effect is executed in a game in which the BB end effect is executed (see FIG. 56(b)). Also, the first BB winning can occur in a 3-bet game, and the second BB winning can occur in a 2-bet game. In a game in which the BB start effect corresponding to the first BB state is executed, the execution of processing related to the instruction function is not restricted and the restricted effect is not executed, whereas in a game in which the BB start effect corresponding to the second BB state is executed, the execution of processing related to the instruction function is restricted and the restricted effect is executed (FIG. 56(a) shows the second BB start effect).

[0339] If a negative determination is made in step S2405, it is determined in step S2407 whether or not an AT start command has been received. If an AT start command has been received, in step S2408, the AT notification effect currently being executed is terminated, and an effect setting process is executed to perform the AT start effect on the auxiliary display unit 65 or speaker 64. The AT start effect is set to, for example, an effect in which a message indicating that the AT mode is about to start (such as a text display of "AT start") is displayed. The AT start effect differs to an extent that it can be distinguished by the player depending on the type of AT mode to be started, and is set to, for example, have different backgrounds and sound effects.

[0340] As described above, in this embodiment, the game in which the AT mode start process is executed may be a later game than the game in which each AT notification effect is performed in the spin effect or continuous effect, and the AT notification effect that is already being executed is terminated based on the reception of an AT start command after the AT mode start process is performed as a predetermined termination condition. By doing this, even if the game in which the advantageous zone game number AG reaches the number of games set in the AT start determination area is a game in which the execution of the AT mode start process is restricted, such as a two-bet game, it is possible to perform the AT notification effect in that game, and then to preferably avoid an incident in which the player mistakenly believes that the right to transition to the AT mode has expired before the AT mode start process is performed.

[0341] After the processing of step S2402, step S2404, step S2406 or step S2408 is executed, other all-stop effect setting processing is executed in step S2409, and then this all-stop effect setting processing is terminated. In step S2409, for example, the upper lamp 63 is controlled to light up in a color corresponding to the winning combination, a sound effect corresponding to the payout number of the winning combination is controlled to be emitted from the speaker 64, or a sound effect corresponding to an automatic bet during a replay is controlled to be emitted from the speaker 64.

[0342] <Game flow> Using the timing chart in Figure 57, we will explain the series of events that occur from winning the AT mode transition lottery to the start of the AT mode.

[0343] As shown in Figure 57(a), at the timing of ta1 during the advantageous zone, for example, an AT mode transition lottery is executed in response to a specific combination, and the AT mode transition lottery is won. In this case, the number of premonition games is set, and the number of games obtained by adding the number of premonition games to the advantageous zone game number AG is set in the AT start determination area. As already explained, when the advantageous zone game number AG reaches the number of games (ta4) set in the AT start determination area, processing for starting the AT mode is performed. Then, it is set at ta1 that continuous effects will be performed in the games between ta1 and ta4.

[0344] In this case, for example, even if the timings from ta2 to ta3 up to the timing of ta4 are consumed as 2-bet games instead of 3-bet games, it does not affect the game in which the processing for starting the AT mode is performed. Then, at ta4, as an AT winning notification, the spinning effect of each of the reels 32L, 32M, and 32R and each AT notification effect by the auxiliary display unit 65 etc. are executed, and when the processing for starting the AT mode is executed at this ta4, the display mode changes from the normal mode to the AT mode.

[0345] In this way, as described above, there is no need to readjust the continuous presentation set at the timing of ta1 depending on whether or not there is a game in which the execution of processing related to instruction functions is restricted, such as a two-bet game, and it is possible to dramatically simplify the processing configuration for performing the presentation.

[0346] Figure 57(b) shows a case where the number of games up to the number set in the AT start determination area is played in a game in which the execution of processing related to instruction functions such as a two-bet game is restricted.

[0347] In other words, at the timing of tb1 during the advantageous zone, a lottery for transitioning to the AT mode is executed in response to the winning of a specific role, and if the lottery for transitioning to the AT mode is won, the number of premonition games is set as in the case of ta1 above, and the game for executing the processing for starting the AT mode is set in the AT start determination area (tb3). Then, it is set in tb1 that continuous effects will be performed in the games between tb1 and tb3.

[0348] If the game is switched to a two-bet game at tb2 before reaching tb3, and the two-bet game, including the game at tb3, is played until the game at tb4 after tb3, the execution of the process for starting the AT mode set as described above is carried over from tb3 to tb4. Then, the process for starting the AT mode is executed in the game at tb4, and the AT mode begins. Even in this case, at tb3, the spinning effect of the reels 32L, 32M, and 32R and the various AT notification effects by the auxiliary display unit 65 and the like are executed as an AT win notification. In other words, even if the game set in the AT start determination area is played in a two-bet game, the number of games for which the AT win notification is executed is not affected. The AT win notification executed at tb3 continues until the process for starting the AT mode is executed at tb4.

[0349] <Game advantage during continuous performance> FIG. 58 is a timing chart for explaining the difference in the degree of advantage when a continuous effect is executed in a 3-bet game and in a 2-bet game.

[0350] As shown in Figure 58(a), suppose that a specific combination triggers a lottery to shift to the AT mode at the timing of ta11 during the advantageous zone, and the lottery to shift to the AT mode is won. In this case, the number of premonition games is set as described above, and the number of games obtained by adding the number of premonition games to the current number of advantageous zone games AG is set in the AT start determination area (ta14).

[0351] When the AT mode transition lottery is won, the premonition flag is set, and in the lottery result response process, the AT mode addition lottery is held even before the transition to the AT mode. In this embodiment, after the AT mode transition lottery is won, the special zone where the probability of addition is high is set over 10 games (from ta11 to ta15).

[0352] In this case, even if a player plays games ta12 through ta13, which are games before the number of games set in the AT start determination area, with two bets, the number of games until the AT mode start process is executed is not affected. However, since the AT mode transition lottery is not executed for the games from ta12 through ta13, the player loses the benefit of the specialized zone for those games. In other words, since two-bet games result in fewer medal losses per game than three-bet games, two-bet games are preferable for players who want to play the games until the AT mode start with fewer medals after winning the AT mode transition lottery. However, playing two-bet games prevents the player from enjoying the benefit of the specialized zone. Therefore, the player can choose between the number of medal losses until the AT mode starts and the benefit of the specialized zone. This increases the number of game options and enhances the enjoyment of the game.

[0353] In this embodiment, when two-bet games are played up to the start of the AT mode, the expected number of medals to be won, calculated from the number of additional games that can be expected in the AT mode when that number of games is played in the specialized zone, is set to be greater than the average number of medals used when three-bet games are played, and after winning the AT mode transition lottery, it is basically set to be more advantageous for the player to play three-bet games for the games up to the start of the AT mode.

[0354] As shown in Figure 58(b), at the timing of tb11 during the advantageous zone, a specific role triggers a lottery to transition to AT mode, and even if the player does not win the lottery to transition to AT mode, if the player wins the lottery to transition to CZ mode, the player will be set to CZ mode, which increases the probability of winning the lottery to transition to AT mode over 10 games (from tb11 to tb15).

[0355] In this case, as mentioned above, if after winning a specific role, of the games from tb11 to tb15 that are set to the CZ mode, for example, games from tb12 to tb13 are played as two bet games, the AT mode transition lottery will not be executed in the games from tb12 to tb13, and you will not be able to enjoy the benefits of the CZ mode for the games from tb12 to tb13.

[0356] When CZ mode is set at tb11, continuous effects are executed for the number of games from tb11 to tb14 before the end of CZ mode.

[0357] Here, the continuous effects are set so that either a win effect as an advantageous result effect or a loss effect as an unfavorable result effect is executed in the final game, but in each game up to the final game, in the continuous effects triggered by winning the AT mode transition lottery, either an attack effect or an attack-received effect can occur, and in the continuous effects triggered by not winning the AT mode transition lottery, either an attack effect or an attack-received effect can occur. Therefore, the continuous effects are set so that it is impossible or difficult to tell whether the advantageous result effect or the unfavorable result effect will be executed and end.

[0358] In other words, whether the AT mode transition lottery executed when a specific combination is won at tb11 is a win or not cannot be determined until the final game of the consecutive effects. Furthermore, whether the AT mode transition lottery executed when a specific combination is won at ta11 is a win or not cannot be determined until the final game of the consecutive effects. In other words, it is impossible to distinguish whether each game in which a consecutive effect starting at ta11 or tb11 is being executed corresponds to a specialized zone or a CZ mode until ta14 or tb14, when the consecutive effect ends. This makes it disadvantageous to players to play two-bet games, in which the execution of the AT mode transition lottery is restricted, not only when a consecutive effect starts at ta11, but also when a consecutive effect starts at tb11. Therefore, it can be used to motivate players to play three-bet games.

[0359] In this embodiment, continuous effects are executed when a specific combination triggers a win in the AT mode transition lottery, whereas continuous effects are not executed when a game result other than a specific combination (a normal combination such as normal RIP A to normal RIP C) triggers a win in the AT mode transition lottery or when the ceiling game number is reached and transition to the AT mode is confirmed. In other words, even when the number of games for which the AT mode start process is executed is set in the AT start determination area, effects for the game for which the AT mode start process is executed may or may not be executed. This makes it possible to create a sense of anticipation even in games where continuous effects are not being executed. Note that even when continuous effects are not executed, when the number of games set in the AT start determination area is reached, an AT notification spin effect is executed as a spin effect for each reel 32L, 32M, and 32R at the start of the game, resulting in an effect that will astound the player.

[0360] Furthermore, in this embodiment, even if the player does not win the AT mode transition lottery and transitions to the CZ mode, the continuous effects will not be executed if the player does not win the pseudo-premonition effect lottery. In other words, the continuous effects may not be executed even in the CZ mode. By doing so, even if the continuous effects are not initiated after a specific winning combination is achieved, it is possible to maintain hope of the CZ mode and discourage players from playing two-bet games. Even if the continuous effects are not executed, when the number of games set in the CZ end determination area is reached, a spin effect for announcing a miss is executed as the spin effect for each reel 32L, 32M, and 32R at the start of the game. This, together with the AT notification spin effect without the continuous effects, can provide a stunning effect to the player. Therefore, it is possible to provide an intense sense of excitement in each game when the continuous effects are not executed.

[0361] According to the present embodiment described above in detail, the following excellent effects are achieved.

[0362] When the transition to the AT mode is confirmed, for example, by winning the AT mode transition lottery, the number of games calculated by adding the number of precursor games to the current number of advantageous zone games AG is set as the AT start determination area, and when the number of advantageous zone games AG reaches the number of games set in the AT start determination area, processing for starting the AT mode is performed. In this case, the processing for starting the AT mode can be performed in games with a specific prescribed number of bets according to the gaming status, but can also be performed in games with a bet number different from the specific prescribed number. If the game in which the number of advantageous zone games AG reaches the number of games set in the AT start determination area is a game with a bet number different from the specific prescribed number, the processing for starting the AT mode is performed when a game with a bet number of the specific prescribed number is subsequently played. In other words, the processing for starting the AT mode is put on hold from the time when the number of advantageous zone games AG reaches the number of games set in the AT start determination area until a game with the specific prescribed number of bets is played. By doing so, by using a configuration in which the number of games to be played for a specific process related to the instruction function is set in the determination information storage area 106f, it is possible to simplify the processing configuration for presetting the number of games to be played for a specific process related to the instruction function and for grasping the games for which the specific process will be played, while suitably avoiding an incident in which a player mistakenly believes that their right to switch to the AT mode has been lost because they played too many games with a bet number different from the specific specified number after winning the AT mode switch lottery. Thus, it is possible to simplify the processing configuration for game progress while not giving the player a sense of incongruity.

[0363] After the initialization process of the advantageous zone information, the AT start determination area is configured to input 1501, which is the number of games that is greater than the upper limit number of games in the advantageous zone, as the initial number of games. By doing so, in a configuration that uses the determination information storage area 106f, it is possible to prevent inconveniences such as the processing for starting the AT mode being executed without winning the AT mode transition.

[0364] Multiple types of specific processes related to the instruction function are provided, and the determination information storage area 106f is provided with an AT start determination area, a CZ end determination area, and a specialized zone end determination area according to the content of each specific process. That is, when the number of games in the advantageous zone AG reaches the number of games set in the AT start determination area, a process for starting the AT mode is performed as one of the specific processes. When the number of games in the advantageous zone AG reaches the number of games set in the CZ end determination area, a process for ending the CZ mode is performed as one of the specific processes. When the number of games in the specialized zone end determination area reaches the number of games set in the specialized zone end determination area, a process for ending the specialized zone is performed as one of the specific processes. This configuration allows for unified management of the execution and timing of multiple specific processes using the determination information storage area 106f and the number of games in the advantageous zone AG, thereby simplifying the processing configuration. Specifically, for example, in the initialization process of the advantageous zone information, rather than erasing the execution information corresponding to each specific process, the determination information storage area 106f itself can be initialized (steps S1651 to S1653), which is expected to significantly simplify the process.

[0365] The CPU 102 can access each area in the determination information storage area 106f not only for games with a specific prescribed number of bets according to the gaming status, but also for games with bets other than the specific prescribed number. This allows the CPU 102 to recognize that a specific process related to the instruction function should be executed in a game with a bet number other than the specific prescribed number. Therefore, when a game in which the specific process should be executed is reached, even if the specific process is not executed, it is possible to notify the user that the game in which the specific process should be executed has arrived. Furthermore, by storing information indicating that the game in which the specific process should be executed (e.g., a CZ end flag or a specialization end flag, etc.), the next time a game with the specific prescribed number of bets is played, it is not necessary to check the corresponding determination information storage area 106f again, thereby simplifying processing.

[0366] For example, when the number of games in the advantageous zone AG reaches the number of games set in the AT start determination area, regardless of whether the game is a game with a specific bet number or a bet number other than the specific bet number, i.e., regardless of whether AT mode start processing is performed in the game, the main control device 101 executes the AT notification spin effect on each reel 32L, 32M, and 32R in the game, and the display control device 81 executes the AT notification effect on the auxiliary display unit 65, etc. In other words, for example, when a game with a bet number other than the specific bet number is played, the AT notification spin effect and the AT notification effect are executed in the game set in the AT start determination area, regardless of whether a game with a bet number other than the specific bet number is played, without processing such as delaying the game in which the AT notification spin effect and the AT notification effect are executed. This significantly simplifies processing.

[0367] Moreover, the display control device 81 sets the game that will execute the AT notification effect in the continuous effect counter based on the premonition command output from the main control device 101 when the AT mode transition lottery is won, and thereafter, the AT notification effect is executed when the continuous effect counter, which is updated every time one game is played, reaches 0. In other words, the display control device 81 is configured not to even determine whether a game with a bet number other than the specific specified number has been executed when executing the continuous effect, thereby greatly simplifying the processing.

[0368] If the result of the AT mode transition lottery is a win, a continuous performance is executed according to the number of premonition games, and if the result of the AT mode transition lottery is a loss, a continuous performance using a pseudo premonition performance table is executed on the condition that the CZ mode transition lottery is won. In other words, regardless of whether the AT mode transition lottery is a win or loss, a continuous performance can be started, and it is expected to have the effect of preventing games until the processing for starting the AT mode from being consumed with a number of bets other than the specified number.

[0369] However, when an AT notification effect is performed as a result effect in a continuous effect, if the game is a game with a bet number other than the specific specified number, the AT start command will not be received, so the AT notification effect will continue until the AT mode start process is executed in the game that receives the AT start command, that is, the game with the specific specified number of bets.By doing this, it is possible to avoid the player misunderstanding that the right to transition to the AT mode has been lost because the AT mode does not start even though the AT notification effect has been performed.

[0370] Games with bet numbers other than the specific prescribed number are configured to have a greater number of medals (net increase) that can be expected per game than games with bet numbers of the specific prescribed number. More specifically, when internal states other than the BB state or non-internal states are consumed in a 3-bet game, a decrease of approximately 1.77 medals can be expected per game, and when these internal states or non-internal states are consumed in a 2-bet game, a decrease of approximately 0.64 medals can be expected per game, so the net increase is greater when internal states or non-internal states are consumed in a 2-bet game than when they are consumed in a 3-bet game. Also, in the BB state, a decrease (increase) of approximately 0.00 medals can be expected per game, so the net increase is greater than when internal states or non-internal states are consumed in a 3-bet game. With this configuration, for example, after winning the AT mode transition lottery, the games until the processing for starting the AT mode can be played in a two-bet game or in the BB state, making it possible to wait for the start of the AT mode while minimizing medal loss until the AT mode starts, and even if the execution of the processing for pressing order notification and specific processing, etc. is restricted, there is an advantage for the player in playing in a two-bet game or in the BB state. Therefore, when a game in which a specific processing should be executed in a game with a bet number other than the specific specified number, there is a significance in waiting for the execution of the specific processing until a game with a bet number of the specific specified number.

[0371] As described above, if the AT mode transition lottery is not won, the player can transition to CZ mode. However, the AT mode transition lottery is executed in games with a specific prescribed number of bets, but is not executed in games with bets other than the specific prescribed number. In other words, even if the player does not win the AT mode transition lottery, if the player does not play games with the specific prescribed number of bets, the player cannot receive the AT mode transition lottery, and therefore cannot enjoy the benefits of CZ mode. By doing this, it is possible to prevent games from being played with bets other than the specific prescribed number, at least from the time when an opportunity to set the number of games in the AT start determination area occurs to the time when the specific processing can be performed.

[0372] Furthermore, if the AT mode transition lottery is won, the player can transition to the specialized zone. The AT mode additional lottery is executed in games with a specific prescribed number of bets, but is not executed in games with bets other than the specific prescribed number. In other words, if the AT mode transition lottery is won, the player cannot receive the AT mode additional lottery unless the player plays games with the specific prescribed number of bets, and therefore cannot enjoy the benefits of the specialized zone. By doing this, it is possible to prevent games from being played with bets other than the specific prescribed number, at least from the time when an opportunity arises to set the number of games in the AT start determination area to the game in which the specific processing can be performed.

[0373] In particular, the game's lottery results in specific roles, known as rare roles, making it easier to transition to these CZ modes and specialized zones when an AT mode transition lottery based on such specific roles is held. In other words, it is easier to win an AT mode transition lottery triggered by a specific role than an AT mode transition lottery triggered by a result other than the specific role, and as a result, it is easier to transition to the specialized zone triggered by the specific role. Also, even if you do not win the AT mode transition lottery triggered by a specific role, in the CZ mode transition lottery triggered by that non-winning, it is easier to win if the specific role is triggered than if the result is other than the specific role, and it is easier to transition to CZ mode if the specific role is triggered. In this way, when a specific role is reached that allows the number of games to be set in the AT start judgment area, it is more advantageous for the player to play with a specific specified number of bets that will result in a high probability of an AT mode transition lottery or a high probability of an additional lottery, at least for games until the number of games in the advantageous zone AG reaches the number of games set in the AT start judgment area, than to play with a number of bets other than the specific specified number. Therefore, after the number of games is set in the AT start judgment area, it is possible to avoid inconveniences that arise from playing with a number of bets other than the specific specified number (for example, the inconvenience of a difference in the end game when continuous effects progress in 3-bet games but not in 2-bet games, and the inconvenience of not being able to transition to a game state such as RT because push order notifications cannot be made).

[0374] When a player transitions to the CZ mode after failing the AT mode transition lottery, a series of effects based on a pseudo-omen effect table is performed. If the AT mode transition lottery is won during a series of effects based on the pseudo-omen effect table, the content of the series of effects is changed without changing the final game of the series of effects currently being performed (the game in which the result effect is performed). More specifically, the series of effects based on the pseudo-omen effect table is set to be performed over the number of games continued in the CZ mode. If the AT mode transition lottery is won during the CZ mode, the number of games remaining in the CZ mode is set as the number of omen games, and the number of games in the AT start determination area is set. This makes it possible to effectively prevent the success or failure of the AT mode transition lottery from being determined based on the difference in the number of games in the series of effects, and makes it possible to effectively prevent a situation in which a series of effects is being performed with a bet number other than the specified number.

[0375] In this case, the display control device 81 is configured to start the continuous effect when the number of games is set in the AT start determination area before the number of games is set in the AT start determination area. By using such a configuration to set the number of games for which a specific process should be executed in the determination information storage area 106f, the effect setting for the number of games to be executed is configured to be performed before the number of games to be executed, and it is possible to suppress a local increase in the processing load when setting the number of games to be executed.

[0376] <Second embodiment> In this embodiment, information on the ceiling game number is also set as information to be set in the determination information storage area 106f. Figure 59 is a flowchart showing the advantageous zone transition game processing in this embodiment.

[0377] In step S2501, a process of acquiring a ceiling table is executed, and in step S2502, a process of drawing a ceiling game number is executed. The processes in steps S2501 and S2502 are the same as the processes in steps S1501 and S1502 described above.

[0378] In step S2503, a process is executed to set the information of the ceiling game number selected in step S2502 in the ceiling determination area provided in the determination information storage area 106f. For example, if 999 games is selected as the ceiling game number, 999 games will be entered in the ceiling determination area. In other words, the process of step S2503 is a process of setting the number of games in the advantageous zone in which specific processing related to the instruction function is executed. Incidentally, the initial setting value set in the ceiling determination area after the initialization processing of RAM 106 or the initialization processing at the end of the advantageous zone is 1501, and a number of games greater than the upper limit game number of the advantageous zone is set. Note that the initial setting value may be 999 games, which is the upper limit game number in the ceiling game lottery processing.

[0379] Then, in step S2504, a process is executed to set a ceiling command including information on the number of ceiling games as an output target to the display control device 81, and then the process for this advantageous zone transition game is terminated.

[0380] 60 is a flowchart showing the AT lottery processing in this embodiment. As already explained, the AT lottery processing is a processing that is carried out when the number of bets is a specific prescribed number according to the gaming status in a situation where the transition to the AT mode during the advantageous zone has not been confirmed in the lottery result response processing. In this embodiment, the mode of processing for determining whether the ceiling game number has been reached is different from the first embodiment.

[0381] That is, in step S2601, a process is executed to determine the number of games in the advantageous zone AG. In the following step S2602, it is determined whether the number of games in the advantageous zone AG is equal to or greater than the number of games set in the ceiling determination area. If it is equal to or greater than the number of games set in the ceiling determination area, the process proceeds to step S2611 without going through the AT mode transition lottery processing of steps S2603 to S2610, and AT mode transition winning processing is executed. On the other hand, if the number of games in the advantageous zone AG is less than the number of games set in the ceiling determination area, the process proceeds to step S2603, and AT mode transition lottery processing is executed.

[0382] As described above, in this embodiment, when the number of games in the advantageous zone AG reaches the number of games set in the ceiling determination area in the determination information storage area 106f, the ceiling is reached and the game transitions to AT mode. This allows for processes related to the instruction functions, such as push order notification processes and AT mode transition lottery, to be executed in games with a specific bet number, while restricting the execution of processes related to the instruction functions in games with bet numbers other than the specific bet number. While this configuration presupposes this, the game transitions to AT mode according to the number of games in the advantageous zone AG progressing regardless of whether the bet number is the specific bet number. For example, if the goal is to reach the ceiling, it is possible to realize a gameplay experience in which each game is played with a bet number other than the specific bet number that results in a larger net increase. However, even if the ceiling is reached, in order to at least start the AT mode, it is necessary to play with the specific bet number. This configuration allows for a novel gameplay experience up to the ceiling, within the scope of the purpose of providing a game with a specific bet number that allows the execution of specific processes related to the instruction functions and a game with a bet number other than the specific bet number that does not allow the execution of these processes.

[0383] In the advantageous zone transition game processing, based on the fact that the number of games corresponding to the ceiling game number is set in the ceiling determination area, advantageous zone start presentation (step S2009, step S2010, FIG. 53) corresponding to the ceiling game number is executed on the auxiliary display unit 65 etc. In this way, it becomes possible to suggest the number of games set in the ceiling determination area in the determination information storage area 106f, and this suggestion makes it possible to play a game that predicts the content (ceiling game number) of the determination information storage area 106f.

[0384] <Third embodiment> In this embodiment, the execution content of the specific process related to the instruction function is varied by using the number of games in the advantageous zone AG, the information stored in the determination information storage area 106f, and the information set in the various flag storage area 106d. Figure 61 is a flowchart showing the AT lottery process in this embodiment.

[0385] The AT lottery processing in this embodiment differs from the first and second embodiments in that information regarding the number of games to execute processing to start the AT mode, information regarding the number of games to execute processing to end the CZ mode, and information regarding the number of games to execute processing to end the specialized zone are all input into specific judgment areas in the judgment information storage area 106f.

[0386] That is, the processing of steps S2701 to S2711 is the same as the processing of steps S801 to S811 described above, and after an AT mode transition lottery is executed according to the game result and the display mode, if the AT mode transition lottery is won, the AT mode type is set. In the AT start game setting processing in step S2712, as shown in the flowchart of Fig. 62, in steps S2807 and S2810, when information regarding the number of games for which the processing for starting the AT mode should be executed is input into the determination information storage area 106f, it is input into the specific determination area, not the AT start determination area. In the AT start game setting processing, the processing other than steps S2807 and S2810 is the same as the corresponding processing in the first and second embodiments described above.

[0387] In the AT lottery process, after executing the AT start game setting process in step S2712, processes for clearing the CZ mode flag are executed in steps S2713 and S2714. After that, processes for setting the specialized zone flag are executed in step S2715, and then the AT lottery process is terminated. That is, in this embodiment, the process of inputting information regarding the number of games for which the specialized zone ending process is executed into the determination information storage area 106f is omitted.

[0388] If it is determined in step S2710 that the AT mode transition lottery has not been won, processing such as the CZ mode transition lottery is performed in steps S2716 to S2718. If transitioning to CZ mode is to occur (step S2718: YES), the number of games in the advantageous zone AG is determined in step S2719, and then in step S2720, a process is executed to input the number of games obtained by adding 10 to the current number of games in the advantageous zone AG as information regarding the number of games for executing processing for terminating CZ mode into the specific judgment area. Then, in step S2721, the CZ mode flag is set, and in step S2722, the CZ command is set, and then the AT lottery processing is terminated.

[0389] In the AT start game determination process in this embodiment, as shown in the flowchart of Figure 63, in step S2901, it is determined whether the number of games in the advantageous zone AG is equal to or greater than the number of games in the specific determination area, not the AT start determination area, thereby determining whether the game is one for which processing for starting the AT mode should be executed. Other processes in the AT start game determination process are the same as those in the first and second embodiments.

[0390] In the specific determination area processing in this embodiment, as shown in the flowchart of Figure 64, first, in step S3001, it is determined whether the advantageous zone game number AG is the game number set in the specific determination area. If the determination in step S3001 is affirmative, it is determined in step S3002 whether the premonition flag is set, and if it is set, processing is executed to set the pre-AT winning game flag in step S3003.

[0391] If it is determined in step S3002 that the premonition flag is not set, or after the processing of step S3003 has been executed, the process proceeds to step S3004. In step S3004, it is determined whether the CZ mode flag is set. If it is set, a pre-CZ end game flag is set in step S3005, and processing is executed to set the CZ end flag in step S3006. If it is determined in step S3004 that the CZ mode flag is not set, or after the processing of step S3006 has been executed, it is determined in step S3007 whether the specialized zone flag is set. If the specialized zone flag is set, processing is executed to set the specialized end flag in step S3008. If a negative determination is made in step S3001 or step S3007, or after the processing of step S3008 has been executed, the specific determination area processing is terminated.

[0392] In the spin effect processing in this embodiment, as shown in the flowchart of FIG. 65, in step S3101, it is determined whether the number of games in the advantageous zone AG is the number of games set in a specific judgment area. If a positive determination is made in step S3101, it is determined in step S3102 whether the game flag before the AT win is set, and if it is set, processing is executed in steps S3103 to S3106 to perform spin effects for each AT notification. On the other hand, even if the number of games in the advantageous zone AG is the number of games set in a specific judgment area, if the game flag before the AT win is not set and the game flag before the CZ end is set, processing is executed in steps S3107 to S3108 to perform spin effects for loss notification. The processing in steps S3102 to S3108 is the same as the processing in steps S1802 to S1808 above.

[0393] As described above, in this embodiment, information on the number of games for which a specific process related to the instruction function should be executed is input into a specific judgment area. When the number of games in the advantageous zone AG reaches the number of games entered in the specific judgment area, various information set in the various flag storage area 106d is used to determine which specific process should be executed, and the corresponding specific process (process for starting the AT mode, process for ending the CZ mode, or process for ending the specialized zone) is executed. More specifically, when the premonition flag is set and the number of games entered in the specific judgment area reaches the number of games entered in the specific judgment area, the process for starting the AT mode is executed. When the CZ mode flag is set and the number of games entered in the specific judgment area reaches the number of games entered in the specialized zone flag, the process for ending the CZ mode is executed. When the specialized zone flag is set and the number of games entered in the specific judgment area reaches the number of games entered in the specialized zone, the process for ending the specialized zone is executed. This allows for a significantly simplified configuration compared to a configuration in which multiple types of game numbers for specific judgment are set in the judgment information storage area 106f.

[0394] Furthermore, in this embodiment, even in the effect processing (spin effect processing) for performing an effect corresponding to the content of the specific processing related to the instruction function, when the number of games in the advantageous zone AG reaches the number of games input into the specific judgment area, various information set in the various flag storage area 106d is used to determine which specific processing should be performed, and then the corresponding effect processing (processing for performing each AT notification spin effect, processing for performing a loss notification spin effect) is executed. More specifically, when the number of games input into the specific judgment area reaches the number of games input into the specific judgment area when the pre-AT win game flag is set, processing for performing each AT notification spin effect is executed, and when the pre-CZ end game flag is set, processing for performing a loss notification spin effect is executed. In this way, by using the number of games input into the specific judgment area to perform not only the specific processing related to the instruction function but also other processing such as effects to be linked to the number of games in the advantageous zone AG, the processing configuration for performing the effects can be made extremely simple.

[0395] <Fourth embodiment> In the above-mentioned embodiments, when the number of games in the advantageous zone AG becomes the number of games set in the determination information storage area 106f, if the number of bets on that game is not the specific prescribed number according to the gaming state, the execution of the specific processing related to the instruction function is carried over to the game with the specific prescribed number of bets, but in this embodiment, it is not carried over. Figure 66 is a flowchart showing the lottery result response processing in this embodiment.

[0396] In this embodiment, the second process for the specific judgment area is executed in step S3201. The second process for the specific judgment area is a process that determines whether or not to execute processing for starting the AT mode when the number of games in the advantageous zone AG becomes the number of games set in the AT start judgment area, depending on the number of bets on the current game. After executing the second process for the specific judgment area, processing for the advantageous zone, processing for the AT mode, and processing for notifying the push order are executed in steps S3202 to S3213. The processing in steps S3202 to S3213 is the same as the processing in steps S601 to S612 above.

[0397] As shown in the flowchart of FIG. 67, the second process for the specific judgment area first determines in step S3301 whether or not the premonition flag is set. If the premonition flag is not set, the second process for the specific judgment area is terminated. If the premonition flag is set, in step S3302, it is determined whether or not the number of games in the advantageous zone AG of the current game is the number of games set in the AT start judgment area. If a positive determination is made in step S3302, it is determined in step S3303 whether or not any BB state flag is set, and if not set, it is determined in step S3304 whether or not the number of bets is 3. Furthermore, if any BB state flag is set, it is determined in step S3305 whether or not the number of bets is 2.

[0398] That is, the processing in steps S3303 to S3305 is processing for determining whether the number of bets on the currently started game is the specific specified number corresponding to the gaming status. If a positive determination is made in step S3304 or step S3305, it is determined that the number of bets on the currently started game is the specific specified number corresponding to the gaming status, and the second processing for this specific determination area is terminated. In contrast, if a negative determination is made in step S3304 or step S3305, it means that the number of bets on the currently started game is not the specific specified number corresponding to the gaming status, in which case the processing proceeds to step S3306.

[0399] In step S3306, a process is executed to clear the premonition flag. Then, in step S3307, a process is executed to clear the first AT flag and the second AT flag. In the following step S3308, a process is executed to clear the pre-AT winning game flag. Then, in step S3309, a process is executed to set the pre-CZ end game flag.

[0400] That is, by clearing the premonition flag, the first AT flag, and the second AT flag in steps S3306 to S3307, the processing for starting the AT mode will no longer be executed in the subsequent AT start game determination processing, and in the first place, because the premonition flag is cleared, the information that the premonition flag, etc. was won in the AT mode transition lottery that triggered the setting of the premonition flag, i.e., the right to transition to the AT mode acquired based on the AT mode transition lottery, will be extinguished. Also, since the pre-AT winning game flag is cleared and the pre-CZ end game flag is set, in the rotation effect processing of this game, processing for executing the rotation effects for each AT announcement will not be performed, and processing for executing the rotation effects for a loss announcement will be performed.

[0401] After executing the processing of step S3309, the process executes processing in step S3310 to set the avoidance command as an output target to the display control device 81, and then terminates the second processing for this specific judgment area. The avoidance command is a command for making the display control device 81 understand that although the AT mode transition lottery was won, the execution of the processing for starting the AT mode has been avoided based on the fact that the game in which the processing for starting the AT mode should be executed was played with a bet number other than the specific specified number.

[0402] 68 is a flowchart showing the continuous performance process in this embodiment. As already explained, the continuous performance process is a process that is performed as part of the start-time performance setting process on the display control device 81 side, and more specifically, is a process that is performed when the continuous performance counter is greater than 0.

[0403] In step S3401, it is determined whether the above-mentioned avoidance command has been received as the current start command. If an avoidance command has been received, processing is executed in step S3402 to clear the premonition flag and each AT flag. If the determination in step S3401 is negative, or after the processing of step S3402 has been executed, processing is executed in steps S3403 to S3416 to set the effect for continuous effects according to the value of the continuous effect counter.

[0404] As described above, when an avoidance command is received, the premonition flag and each AT flag are cleared, so in a game where the continuous performance counter reaches 0, the result performance in the continuous performance will not be a victory performance (first AT notification performance or second AT notification performance), but a defeat performance (miss notification performance).

[0405] The flow of the game in this embodiment will be explained with reference to the timing chart in FIG.

[0406] If a specific role is won in game t21 during the favorable zone, and the AT mode transition lottery based on that specific role is won, the number of precursor games is set, and the game that should perform processing to start the AT mode in the AT start judgment area is set as game t23.

[0407] If a game is played with a bet number that is not a specific prescribed number according to the game state, for example, if the game is played in any BB state from the game at t22 before t23 to the game at t24 after t23, the process for starting the AT mode is not executed in the game at t23, and the process for starting the AT mode is not executed in the game at t24 either. In other words, the right to transition to the AT mode acquired at t21 is extinguished based on the fact that the game at t23 was played with a bet number that is not a specific prescribed number.

[0408] Then, the consecutive effects that started at t21 are based on the premonition effect table until the game before t23, but in the game at t23, the premonition effect table is switched to an effect based on the pseudo-premonition effect table, and the result effect in the consecutive effects is a defeat effect instead of a victory effect. Furthermore, the spin effects of the reels 32L, 32M, and 32R in the game at t23 are also switched from the spin effects for each AT announcement to the spin effects for announcement.

[0409] According to the present embodiment described above in detail, the following excellent effects are achieved.

[0410] When the AT mode transition lottery is won and the number of games for which the AT mode start processing should be executed is set in the AT start judgment area, if the game for which the AT mode start processing should be executed is completed with a bet number other than the specified number, not only will the AT mode start processing not be executed in that game, but even if subsequent games are played with a bet number other than the specified number, the AT mode start processing will not be executed unless the AT mode transition lottery is won again.By doing this, it is possible to suitably prevent games up until the AT mode start processing is executed from being completed with a bet number other than the specified number, for reasons such as the fact that the net increase in coins is larger (the number of coins lost) when a bet number other than the specified number is consumed.

[0411] When a game in which the number of games in the advantageous zone AG is the number of games set in the AT start determination area is played with a bet number other than the specified number, the AT mode start processing is not performed as described above, but the information about the number of games set in the AT start determination area is maintained as is. In other words, by leaving the management of the information in the AT start determination area (setting, erasing, etc.) to games with a bet number of the specified number, it is possible to prevent the execution of the AT mode start processing while maintaining the significance of managing the execution of various processes related to the instruction function based on the specified number. Note that even with the above configuration, the number of games in the advantageous zone AG is not subtracted in one advantageous zone, so once the number of games in the advantageous zone AG exceeds the number of games set in the AT start determination area, the number of games in the advantageous zone AG will never again become the number of games set in the AT start determination area, and the AT mode start processing will not be performed.

[0412] As described above, a two-bet game in the internal state or non-internal state corresponds to a game with a bet number other than the specified number. Games in the first BB state and the second BB state also correspond to games with a bet number other than the specified number. However, the first BB state and the second BB state can continue for multiple games. Once a transition to the first BB state or the second BB state occurs, the first BB state or the second BB state can continue until the termination condition for the first BB state or the second BB state is met. In other words, if a transition to the first BB state or the second BB state occurs near the number of games for which the AT mode start process should be executed, the number of games for which the AT mode start process should be executed may be reached during the first BB state or the second BB state. Therefore, especially immediately before the AT mode start process, caution is urged to avoid transitioning to the first BB state or the second BB state, which can create a sense of tension during the game.

[0413] The termination conditions for the first BB state and the second BB state may be different. For example, the upper limit payout number in the first BB state may be 15 coins (15 is set in step S506), while the upper limit payout number in the second BB state may be 150 coins (150 is set in step S511), which is greater than 15 coins. In this case, the first BB state ends after approximately two games (13 coins paid out + 13 coins paid out = 26 coins paid out), while the second BB state ends after approximately 12 games (13 coins paid out x 12 = 156 coins paid out). In other words, for example, if a player wins the AT mode transition lottery and transitions to the first BB state, unless there are games within two games in which AT mode start processing is to be performed, the number of games in which AT mode start processing is to be performed will be reached after the end of the first BB state in which the transition was made. However, if the player transitions to the second BB state, the number of games in which AT mode start processing is to be performed will be reached during the second BB state (number of precursor games ≦ 10 games). In this way, depending on the BB state to which the player is transitioned, whether or not the number of games for which the processing for starting the AT mode is to be executed during that BB state differs, and it is possible to take advantage of the difference in tension depending on the type of BB state that should not result in a win to help increase the enjoyment of the game.

[0414] In this configuration where the end conditions are different between the first BB and the second BB, the first BB can be won in a 3-bet game but cannot be won in a 2-bet game, and the second BB can be won in a 2-bet game but cannot be won in a 3-bet game. However, by changing this configuration and making it possible to win both the first BB and the second BB in a 3-bet game, the tension of the game after winning the AT mode transition will vary greatly depending on which BB is won; if the AT mode transition is won when the second BB is won, the tension will be high, and if the AT mode transition is won when the first BB is won, the tension will be low, and this can be used to increase the enjoyment of the game.

[0415] Furthermore, in a configuration in which the termination conditions are different for the first BB and the second BB, a configuration in which it is possible to avoid winning if the first BB or the second BB is won may be configured in which it is impossible to avoid winning (the winning game is won).In this case, after winning the AT mode transition, if the first BB is won, there is a possibility that processing to start the AT mode will be carried out depending on the relationship between the winning game and the game in which processing to start the AT mode should be carried out, but if the second BB is won, regardless of the winning game, processing to start the AT mode will not be carried out and the right to transition to the AT mode will be lost, thereby realizing innovative gameplay.

[0416] <Fifth embodiment> In this embodiment, a novel game feature utilizing the present invention will be described, in which a specific process related to the instruction function is executed when the number of games in the advantageous zone AG reaches the number of games set in the determination information storage area 106f. Figure 70 is a flowchart showing the AT start game determination process in this embodiment. As already explained, the AT start game determination process is a process that is executed in the winning result corresponding process when the number of bets is a specific specified number according to the gaming status and the premonition flag is set.

[0417] In step S3501, it is determined whether the number of games in the advantageous zone AG is equal to or greater than the number of games set in the AT start determination area. If it is equal to or greater than the number of games set in the AT start determination area, the premonition flag is cleared in step S3502, and in step S3503, ...

Claims

[Claim 1] A plurality of rotating bodies on which a plurality of types of patterns are attached in the circumferential direction; A display unit that allows some of the patterns on each of the rotating bodies to be visible; a start operation means for starting rotation of each of the rotating bodies when operated; a bet amount setting means for setting the bet amount for a game; a lottery means for holding a lottery to determine whether or not to award a bonus to a player in accordance with the number of bets set by the bet number setting means, based on the operation of the start operation means; a stop operation means for stopping the rotation of each of the rotating bodies when operated; a drive control means for starting rotation of each of the rotating bodies when the start operation means is operated and for stopping rotation of each of the rotating bodies when the stop operation means is operated; a bonus awarding means for awarding a bonus corresponding to a predetermined result by stopping a predetermined pattern combination corresponding to the predetermined result at a predetermined position set at a position where the patterns are visible via the display unit when the lottery result in the lottery means is a predetermined result; A gaming machine comprising: The lottery results by the lottery means include a first result in which a first symbol combination can be stopped at the predetermined position when the stop operation means is operated in a first operation mode, and a second result in which a second symbol combination different from the first symbol combination can be stopped at the predetermined position when the stop operation means is operated in a second operation mode different from the first operation mode, a mode notifying means capable of executing mode notification regarding operation modes including the first operation mode and the second operation mode by a predetermined notifying means; a specific state is set in which the mode notification means can issue the mode notification, a grasping means for grasping information corresponding to the number of games executed in the specific state; a first means for setting, in a predetermined specific area, information corresponding to a planned number of games for executing a specific process related to the status notification by the status notification means in the specific state when a predetermined specific opportunity occurs; a second means for enabling the specific processing to be executed when a predetermined condition is met in a case where the information grasped by the grasping means corresponds to the information set by the first means; a third means for executing a first notification based on the specific trigger when the scheduled number of games set when the specific trigger occurs is a first number; a fourth means for executing a second notification based on the specific trigger when the scheduled number of games set when the specific trigger occurs is a second number; Equipped with A gaming machine characterized in that, when the information grasped by the grasping means corresponds to the information set by the first means, the specific processing is not performed if the specified condition is not met.

Citation Information

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