gaming machines
By integrating rotating bodies with patterned surfaces and control mechanisms, the gaming machine offers enhanced entertainment value through varied gameplay effects and notifications, addressing the need for improved player engagement.
Patent Information
- Application Number
- JP2024062762
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-04-09
- Publication Date
- 2025-12-09
- Estimated Expiration
- 2039-08-01
AI Technical Summary
Existing gaming machines lack sufficient entertainment value, necessitating improvements to enhance player enjoyment.
Incorporation of rotating bodies with diverse patterns, operating means for controlling their rotation, and specific effect execution and notification mechanisms to create varied gaming experiences.
Enhances the enjoyment of the game by providing dynamic and engaging gameplay through diverse effects and notifications.
Smart Images

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Abstract
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 (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2008-295707 Summary of the Invention [Problem to be solved by the invention]
[0004] 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.
[0005] 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]
[0006] The present invention provides A plurality of rotating bodies on which a plurality of types of patterns are attached in the circumferential direction; a first operating means that, when operated, starts the rotation of each of the rotating bodies; a second operating 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 first operating means is operated and for stopping rotation of each of the rotating bodies when the second operating means is operated; In a gaming machine equipped with A specific effect setting means for setting a specific effect to be executed in multiple games when a specific opportunity is established; a specific effect execution means for executing the specific effect by a predetermined effect means based on the setting result of the specific effect setting means; a specific notification execution means capable of executing a specific notification when the specific opportunity is established; Equipped with The gaming machine is Execution of a first mode operation when the first mode operation is executed The first game corresponding to the first Aspects is different from When a second operation is performed, the second operation is performed. The second game corresponding to the above is executed. The aforementioned Game 1 It is possible to set the specific effect to be executed when the specific opportunity is established in the situation where During the execution of the specific performance The operation of the second aspect is carried out a specifying means for suspending the specific effect being executed in the second game or a game subsequent to the second game when the specific effect is The specific notification can be executed by a predetermined notification means different from the predetermined performance means, During the execution of the specific performance and the specific notification Execution of the second mode of operation In a game in which the specific effect is interrupted by the specific means based on the above, the specific notification can be continued, The device is characterized in that after the specific presentation is interrupted and the specific notification is continued, the specific notification can be continued in a game in which the interruption of the specific presentation is released. [Effects of the Invention]
[0007] According to the present invention, it is possible to increase the enjoyment of the game. [Brief explanation of the drawings]
[0008] [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 a process for setting a precursory mode. [Figure 32] FIG. 10 is a diagram showing an example of a premonition game number table. [Figure 33] 10 is a flowchart showing the AT top-up processing. [Figure 34] FIG. 10 is a diagram showing an example of an additional lottery table. [Figure 35] 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 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] A flowchart showing the process for notifying the order of pressing buttons. [Figure 39] 10 is a flowchart showing a process for updating the number of games played. [Figure 40] 10 is a flowchart showing a winning result response process. [Figure 41] 10 is a flowchart showing a first number-of-games management process. [Figure 42] 10 is a flowchart showing a second number-of-games management process. [Figure 43] 10 is a flowchart showing a third number-of-games management process. [Figure 44] 10 is a flowchart showing a first section display process. [Figure 45] 10 is a flowchart showing a second section display process. [Figure 46] A diagram to explain the relationship between the start game and end game of the advantageous zone and the display on the zone indicator. [Figure 47] 10 is a flowchart showing a performance setting process performed by a sub-side display control device. [Figure 48] 10 is a flowchart showing a start-up effect setting process. [Figure 49] 10 is a flowchart showing a continuous performance setting process. [Figure 50] FIG. 10 is a diagram showing an example of a main premonition effect table. [Figure 51] FIG. 10 is a diagram illustrating an example of a scenario data table. [Figure 52] This is a flowchart showing the processing for notifying specific roles. [Figure 53] FIG. 10 is a diagram showing an example of a pseudo-omen effect table. [Figure 54] 10 is a flowchart showing a process for waiting for a continuous performance. [Figure 55] 10 is a flowchart showing a process for executing consecutive performances. [Figure 56] 10 is a flowchart showing a process for setting effects when all the devices are stopped. [Figure 57] This is a flowchart showing the bonus effect setting process. [Figure 58] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 59] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 60] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 61] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 62] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 63] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 64] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 65] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 66] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 67] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 68] FIG. 10 is an explanatory diagram for explaining the flow of consecutive performances. [Figure 69] FIG. 10 is an explanatory diagram for explaining the flow of consecutive performances. [Figure 70] FIG. 10A is a diagram showing an example of a scenario data table according to the second embodiment, and FIGS. 10B and 10C are diagrams showing examples of display effects by the auxiliary display unit. [Figure 71] 10 is a flowchart showing a process for executing consecutive performances. [Figure 72] 10 is a flowchart showing a preliminary performance process. [Figure 73] FIG. 10 is an explanatory diagram for explaining the flow of consecutive performances. [Figure 74] 10A is a diagram showing an example of a scenario data table according to the third embodiment, and FIG. 10B is a flowchart showing the bonus effect setting process. [Figure 75] 10 is a flowchart showing a process for executing consecutive performances. [Figure 76] FIG. 10 is an explanatory diagram for explaining the flow of consecutive performances. [Figure 77] FIG. 10 is an explanatory diagram for explaining the flow of consecutive performances. [Figure 78] 10 is a flowchart showing the bonus effect setting process according to the fourth embodiment. [Figure 79] FIG. 10 is a diagram illustrating an example of a scenario data table. [Figure 80]10A is a flowchart showing the process for executing continuous effects, FIG. 10B is a flowchart showing the process for setting effects when all the buttons are stopped, and FIG. 10C is a flowchart showing the process for setting continuous effects. [Figure 81] FIG. 10 is an explanatory diagram for explaining the flow of consecutive performances. [Figure 82] 13 is a flowchart showing the bonus effect setting process according to the fifth embodiment. [Figure 83] 10A is a flowchart showing the continuous effect setting process, and FIG. 10B is a flowchart showing the effect setting process when all the buttons are stopped. [Figure 84] FIG. 10 is an explanatory diagram for explaining the flow of consecutive performances. [Figure 85] 13 is a flowchart showing a performance setting process according to the sixth embodiment. [Figure 86] 10A is a flowchart showing the ending effect setting process, and FIG. 10B is a flowchart showing the ending effect execution process. [Figure 87] This is a flowchart showing the bonus effect setting process. [Figure 88] 10 is a flowchart showing a process for setting effects when all the devices are stopped. [Figure 89] FIG. 10 is an explanatory diagram for explaining the flow of the ending presentation. [Figure 90] This is an explanatory diagram to explain the relationship between the number of games remaining until the upper limit increase number of the advantageous zone is reached and the number of games remaining until the upper limit game number of the advantageous zone is reached in the seventh embodiment. [Figure 91] This is a flowchart showing the bonus effect setting process. [Figure 92] 10 is a flowchart showing a process for setting effects when all the devices are stopped. [Figure 93] FIG. 10 is an explanatory diagram for explaining the flow of the ending presentation. DETAILED DESCRIPTION OF THE INVENTION
[0009] 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.
[0010] 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.
[0011] 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.
[0012] 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.
[0013] 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.
[0014] Here, the configuration of the reel unit 31 will be briefly described.
[0015] 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.
[0016] 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.
[0017] Next, the symbols depicted on the reels 32L, 32M, and 32R will be described.
[0018] 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.
[0019] 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.
[0020] 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.
[0021] 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.
[0022] 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.
[0023] 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.
[0024] 8 to 10 are diagrams showing the correspondence between winning symbol combinations and the benefits awarded when a winning symbol combination is obtained.
[0025] The small winning combinations that result in medal payouts include the 1st small winning combination to the 32nd small winning combination.
[0026] 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.
[0027] 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.
[0028] 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.
[0029] 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.
[0030] 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.
[0031] 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.
[0032] 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.
[0033] 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.
[0034] 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.
[0035] 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.
[0036] 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.
[0037] 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.
[0038] 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.
[0039] 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.
[0040] 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.
[0041] 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.
[0042] 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.
[0043] 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".
[0044] 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.
[0045] 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.
[0046] 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, as shown in FIG. 14(a), the "bar" symbols stop aligned on the upward-sloping line L5, or as shown in FIG. 14(b), the "red 7" symbol, the "bar" symbol, and the "red 7" symbol stop on the upward-sloping line L5 in order from left to right. When the second replay win is achieved, the game state does not change, but the game state does change to a notification mode advantageous to the player, and the first AT state begins.
[0047] 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 will stop in a line on the bottom line L3, or as shown in Figure 14(d), "red 7" symbols will stop in a line on the downward-sloping right line L4. When the third replay win is achieved, the game state does not change, but a transition to a notification mode that is advantageous to the player occurs, and the second AT state begins.
[0048] The fourth and fifth replays are adjustment replays in the event that multiple replays result in overlapping wins.
[0049] 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.
[0050] 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.
[0051] 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.
[0052] 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.
[0053] 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.
[0054] 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.
[0055] 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.
[0056] 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.
[0057] 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.
[0058] 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.
[0059] 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.
[0060] 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.
[0061] 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.
[0062] 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.
[0063] 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.
[0064] 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 becomes stuck in the selector 46, the selector 46 operates mechanically in conjunction with the return switch 55, and the medal stuck in the selector 46 is returned from the medal discharge slot 49.
[0065] 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, out of the specified number of medals for the game at one time. The specified number is set depending on the progress of the game. For example, when the first credit insertion switch 56 is operated in a situation where the specified number of medals for the game is set to three and the specified number is set to three, three virtual medals are inserted, provided that there are credits available. When the first credit insertion switch 56 is operated in a situation where the specified number of medals is set to two and the specified number is set to two, two virtual medals are inserted, provided that there are credits available. Furthermore, when the first credit insertion switch 56 is operated in a situation where the specified number is set to 3 or 2 and the specific number is set to 3, three virtual medals are inserted, provided that there are credits available; when the first credit insertion switch 56 is operated in a situation where the specified number is set to 3 or 2 and the specific number is set to 2, two virtual medals are inserted, provided that there are credits available.
[0066] 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.
[0067] 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 at a time.
[0068] 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.
[0069] 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.
[0070] A settlement switch 59 is provided to the left of the start lever 41. That is, the slot machine 10 has a credit function that stores and stores, 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.
[0071] 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.
[0072] 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.
[0073] 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.
[0074] 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.
[0075] 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.
[0076] Above the reel unit 31, a main control device 101 for controlling the overall game is attached to the cabinet 11.
[0077] 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.
[0078] Next, the electrical configuration of the slot machine 10 will be described with reference to the block diagrams of FIGS.
[0079] 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.
[0080] 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.
[0081] 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.
[0082] 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.
[0083] 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.
[0084] 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.
[0085] 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.
[0086] 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.
[0087] 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.
[0088] 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.
[0089] 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.
[0090] 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.
[0091] The display control device 81 is connected to an input side thereof with a presentation switch 66 (more specifically, a presentation switch detection sensor that detects the operation of the presentation switch 66). The display control device 81 may also be configured to drive and control the various display units 60 to 62, 68.
[0092] 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.
[0093] 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.
[0094] 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.
[0095] Here, the power outage process will be outlined.
[0096] 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.
[0097] 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.
[0098] 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.
[0099] 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 each of the reels 32L, 32M, and 32R to rotate. In step S107, a sensor monitoring process is performed to read the status of various sensors (see FIG. 15) such as the stop detection sensors 42a to 44a, the inserted medal detection sensor 45a, and the payout detection sensor 51a connected to the input / output port 104 and to monitor whether the read results are normal. In step S108, a timer calculation process is performed to subtract the values of 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 count results to the external centralized terminal board 121.
[0100] 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.
[0101] Next, the normal processing for carrying out main control relating to the game will be described with reference to the flowchart of FIG.
[0102] 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.
[0103] 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.
[0104] 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.
[0105] 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 win was 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 win was achieved, a sensor abnormality confirmation process is performed to check whether any abnormality has 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 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.
[0106] 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.
[0107] After the start waiting process is completed, in step S205, it is determined whether the number of medals bet has reached a 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 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 a gaming state 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 a gaming state 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.
[0108] 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.
[0109] 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.
[0110] 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 bet number as the active line. In other words, only the bent line L6 is set as the 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.
[0111] Next, the lottery process in step S210 will be described with reference to the flowchart in FIG.
[0112] 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.
[0113] 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.
[0114] 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 flags 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 flags are set in the state information storage area 106c, it is determined that the current gaming state is the normal gaming state, and a lottery table for the normal gaming state is selected. Then, if the current game is a 3-bet game, the 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, the lottery table for the normal gaming state for a 2-bet game (FIG. 21) is selected.
[0115] In addition, in this slot machine 10, six levels of winning probability, from "Setting 1" to "Setting 6," are prepared in advance, and by inserting the setting key into the setting key insertion hole to turn 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 it is "Setting 6," a lottery table with the highest expected value of medal payout is selected.
[0116] Here, a supplementary explanation will be given regarding the process for setting the winning probability.
[0117] 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 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. 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." 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.
[0118] 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.
[0119] 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.
[0120] 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.
[0121] 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 is set ends (see step 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.
[0122] 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.
[0123] 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.
[0124] 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.
[0125] 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.
[0126] 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 (the probability of winning when IV = 23) is approximately 1 in 107 regardless of the setting value. The probability of winning the first BB (the probability of winning when IV = 25) is approximately 1 in 5.03 regardless of the setting value, which is set higher than the probability of winning other roles (replay, small roles, IV = 1 to 24). In a 3-bet game, the system is set so that duplicate 1-piece roles (IV = 24) and the second BB (IV = 26) do not win (the corresponding point value PV is set to 0). In a 3-bet game, the probability of not winning any role, including the first BB, is 0. And when the first BB has been 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 value. By the way, in a 3-bet game, before the first BB win, you can expect a decrease of about 1.50 medals per game (net increase of about minus 1.50 medals), excluding the increase in the first BB state, and in the carryover state after the first BB win, you can expect a decrease of about 2.10 medals per game (net increase of about minus 2.10 medals), excluding the increase in the first BB state.
[0127] 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 2-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 2-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 2-bet game, the probability of not winning any combination, including the second BB, is 0. And, if the second BB is won, the probability of not winning any combination in a 2-bet game is approximately 1 in 4.95 (for the second BB), regardless of the setting value. By the way, in a 2-bet game, before winning the 2nd BB, you can expect a decrease of about 0.24 medals per game (net increase of about minus 0.24 medals), excluding the increase in the 2nd BB, and in the carryover state after winning the 2nd BB, you can expect a decrease of about 0.64 medals per game (net increase of about minus 0.64 medals), excluding the increase in the 2nd BB state.
[0128] 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.
[0129] 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.
[0130] 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.
[0131] 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, the ninth small role, the tenth small role, 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 and eighth small role winning are stoppable on each of the reels 32L, 32M, and 32R.
[0132] 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).
[0133] 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.
[0134] 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.
[0135] 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.
[0136] After executing the process of step S313, a process for updating the number of games is executed in step S314. In the process for updating the number of games, the number of remaining games in the premonition mode, CZ mode, and AT mode is updated. The process for updating the number of games will be described in detail later.
[0137] In the following step S315, the first interval display process is executed, and then the lottery process is terminated. The first interval 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.
[0138] Next, the reel control process in step S211 will be described with reference to the flowchart in FIG.
[0139] 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. In the following step S402, a spin start process is performed to start the rotation of each of the reels 32L, 32M, and 32R.
[0140] 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. Therefore, 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.
[0141] 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.
[0142] In step S406, the symbol number of the symbol that has reached the base position (the lower row in this embodiment) at the time the stop switch is operated is confirmed. Specifically, the symbol number of the 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.
[0143] In the next step S407, the number of reels to be stopped this time is calculated based on the stop information stored in the stop information storage area 106b. In the slot machine 10, five stop modes are available for stopping each reel 32L, 32M, 32R when the stop switches 42 to 44 are operated: a stop mode in which the reached symbol that has reached the base position is stopped as is, a stop mode in which the corresponding reel is stopped after sliding by one symbol, a stop mode in which the corresponding reel is stopped after sliding by two symbols, a stop mode in which the corresponding reel is stopped after sliding by three symbols, and a stop mode in which the corresponding reel is stopped after sliding by four symbols. Therefore, in step S407, a value of 0 to 4 is calculated as the number of reels to be stopped based on the stop information stored in the stop information storage area 106b.
[0144] Then, in step S408, the calculated slip count is added to the symbol number of the reached symbol to determine the symbol number of the stopped 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 stopped symbol are equal, and if they are equal, a reel stop process is performed to stop the reel rotation in step S410. 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.
[0145] 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.
[0146] 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.
[0147] 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.
[0148] 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.
[0149] 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 are arranged on the left reel 32L so that the spacing between the symbols is four symbols or less. Therefore, when the left stop switch 42 is operated first, any of the 17th, 18th, and 21st minor winning symbols will stop on the active line (middle row) regardless of the timing of the operation.
[0150] In this slot machine 10, when multiple target symbols are operated at the timing when they can be stopped, the stop control is performed so that the symbol with the fewest slipping frames stops on the pay line. That is, for example, if the left stop switch 42 is operated when the first "bell" symbol on the left reel 32L reaches the bottom row, the fourth "red shell" symbol (2-frame stop) which is the 18th minor winning symbol and the fifth "replay" symbol (3-frame stop) which is the 21st minor winning symbol can stop on the middle row, but the stop control of the left reel 32L is performed so that the fourth "red shell" symbol with the fewest slipping frames stops on the middle row. In this case, although there is still a chance of the 18th minor winning symbol being achieved, the 17th and 21st minor winning symbols will not be achieved.
[0151] 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.
[0152] 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.
[0153] 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.
[0154] 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.
[0155] 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.
[0156] 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.
[0157] 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.
[0158] 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.
[0159] 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 won 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, a small prize will be won, or none of the small prizes will be won and it 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 won regardless of the operation sequence and operation timing.
[0160] 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.
[0161] 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.
[0162] 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.
[0163] Next, the medal payout process in step S212 will be outlined.
[0164] 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.
[0165] 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.
[0166] Next, the bonus state process in step S414 will be described with reference to the flowchart of FIG.
[0167] 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.
[0168] 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.
[0169] 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.
[0170] 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.
[0171] 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.
[0172] If the first BB win has been achieved, in step S506, a process of inputting "46" into the BB counter provided in the various counter area 106e is executed. The BB counter is a counter for defining the upper limit payout number in each BB state. That is, by inputting "46" into the BB counter in step S506, the first BB state is set to end when 46 or more medals are paid out.
[0173] 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, from the next game onwards, an affirmative determination will be made in step S501.
[0174] In the following step S509, a process is executed to set the first BB start command as an output target to the display control device 81. The first BB start command is a command for making the display control device 81 know that the first BB state will start, and upon receiving this first BB start command, the display control device 81 controls the speaker 64, auxiliary display unit 65, etc. so that a first BB start effect corresponding to the start of the first BB state is performed. Furthermore, by receiving the first BB start command, the display control device 81 can know that the first BB state will start from the next game, and controls the speaker 64, auxiliary display unit 65, etc. so that an effect for the first BB state is performed from the next game.
[0175] After setting the output of the first BB start command in step S509, a process of setting the specified number of bets to 3 is executed 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, and corresponds to the number of coins that can be bet to start the rotation of each of the reels 32L to 32R by operating the start lever 41 (in other words, the number of coins that can be bet to start the game). In other words, by transitioning to the first BB state, the specified number of coins for the game is set to 3 coins, and the first BB state is executed in a 3-bet game.
[0176] 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. In this case, it is possible to play either a 2-bet game or a 3-bet game.
[0177] 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 entered with "46." That is, the second BB state is set to end when 46 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.
[0178] The appearance and content of the first BB start effect and the second BB start effect are different enough for the player to distinguish them. Also, the appearance and content of the effects for the first BB state and the second BB state are different enough for the player to distinguish them.
[0179] 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.
[0180] In this embodiment, the BB counter (maximum payout amount) is set to the same value when the first BB win is achieved and when the second BB win is achieved, but these may be different values. For example, the BB counter value set when the first BB win is achieved may be larger than that when the second BB win is achieved, or vice versa.
[0181] 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. Figure 25 shows an example of a lottery table for the BB state. Note that in this embodiment, a common lottery table is used for the first BB state and the second BB state, but separate lottery tables may be provided for each, and the types of winning combinations and the winning probabilities for each combination may be different.
[0182] In this embodiment, as shown in FIG. 25 , in the first BB state and the second BB state, the normal RIP A, the common bell, and the overlapping 1-coin role are all winnable. The probability of winning the normal RIP A (when IV = 1) is approximately 1 in 61.2, the probability of winning the common bell (when IV = 10) is approximately 1 in 9.02, and the probability of winning the overlapping 1-coin role (when IV = 24) is approximately 1 in 1.78. Furthermore, in the first BB state and the second BB state, the probability of a losing outcome (i.e., not winning any role) is approximately 1 in 3.13. In this case, a loss of approximately 0.96 medals per game is expected (net increase minus approximately 0.96 medals). In other words, in the first BB state or the second BB state, the expected value of the total difference in medals (the total number of medals paid out in the BB state minus the total number of medals inserted in the BB state) over the period from the start to the end of each BB state is negative, resulting in a decrease in the number of medals held.
[0183] Here, in the normal game state in a 3-bet game and the 1st BB state to which a 3-bet game can be entered, 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 9.03, 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.
[0184] 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 9.03, so even in a 2-bet game, the second BB state is set up so that winning is more likely to occur than in the normal game state.
[0185] However, as mentioned above, in the first BB state and the second BB state, a lottery table is used in which the number of medals may decrease in each game, so even if the first BB state or the second BB state is completed, an increase in the number of medals held cannot be expected; conversely, it is expected that the number of medals held will decrease as the first BB state or the second BB state is completed.
[0186] 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 ends. If a winning combination has been achieved, in step S516, a process is executed in which 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 process in step S516.
[0187] If it is determined in step S517 that the count is not 0 or less, the bonus state processing is terminated. On the other hand, if it is determined that the count 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 this time 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.
[0188] 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 game state after the first BB state or the second BB state ends, either a 2-bet game or a 3-bet game can be played. However, since 2 is input into the MAX BET counter in step S519 as described above, operating the first credit insertion switch 56 inserts two virtual medals, 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 first BB state or the second BB state ends, 2 is input into the MAX BET counter, so operating the first credit insertion switch 56 or the second credit insertion switch 57 does not allow a 3-bet game; instead, three medals must be inserted through the medal insertion slot 45 to play a 3-bet game.
[0189] Here, the gameplay of the slot machine 10 using the 2-bet game and the 3-bet game will be described with reference to FIG.
[0190] In the initial state after the initialization (clearing) of RAM 106, the first BB hit flag and the second BB hit flag are not set, and the game is in a normal game state (non-internal state) where no BB has been hit. In this case, as described above, the specified bet number (specified number of coins per game) is set to 2 or 3, and it is possible to play either a 2-bet game or a 3-bet game. However, when 2 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 2-bet game.
[0191] In the non-internal state, the first BB can be won in a 3-bet game, but the second BB cannot be won. On the other hand, in the 2-bet game, the opposite is true: the second BB can be won, but the first BB cannot be won. Therefore, when the first credit insertion switch 56 is operated in the non-internal state (when 2 is input to the MAX bet counter) and a 2-bet game is played, the second BB can be won.
[0192] If the first BB or second BB is won but no prize is awarded in that winning game, the game enters a carryover state (internal state) in which the first BB win or second BB win is carried over. Even in the internal state, as described above, the specified bet number (specified number of coins per game) is set to 2 or 3, making it possible to play either a 2-bet game or a 3-bet game. However, if the MAX bet counter is set to 3 as described above and the first credit insertion switch 56 is operated to start a game, the game will be a 3-bet game.
[0193] 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.
[0194] 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.
[0195] 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.
[0196] Then, in a game in which the first credit insertion switch 56 is operated, first, a 2-bet game is played in the non-internal state, and the second BB is won in the 2-bet game. When the second BB is won, the state shifts to the internal state, and in a game in which the first credit insertion switch 56 is operated, the state switches to a 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 winning occurs, and generally, the game continues in an internal state in which the second BB winning is carried over.
[0197] In the slot machine 10, the first BB hit flag is stored in a normal area in the various flag storage area 106d, whereas the second BB hit flag is stored in a save area in the various flag storage area 106d. The normal area is an area where various general flags, such as hit flags for other combinations, are stored. The flags stored in the normal area are retained by backup power or the like even if the power supply to the slot machine 10 is stopped (power is turned off). Therefore, for example, even if the power is turned off when the gaming hall closes, if the power is turned on the next day, the slot machine 10 is started with the various flags stored in the normal area. Even if the power is turned on / off with the first BB hit flag set, the slot machine 10 is started with the first BB hit flag set. However, when a win probability setting process is started (when the setting is changed) when the slot machine 10 is started, an initialization process (clearing process) of the normal area is performed. Therefore, when the process for setting the winning probability is performed, the first BB winning flag is cleared together with the other flags stored in the normal area.
[0198] In contrast, the storage area is an area where only the second BB win flag is stored. As with the normal area, the flag stored in the storage area is not cleared when the power is turned on / off. Furthermore, even when the winning probability setting process is initiated when the slot machine 10 is started up, the storage area is not initialized (it is excluded from the initialization process). Therefore, even when the winning probability setting process is performed, the second BB win flag stored in the storage area is not cleared but is retained (saved). In other words, when the winning probability setting process is performed in an internal state where the first BB win flag is stored and the first BB win flag is cleared, the machine is started in a non-internal state. On the other hand, when the winning probability setting process is performed in an internal state where the second BB win flag is stored and the second BB win flag is not cleared and the machine is started in the internal state where the second BB win is retained. This makes it possible to continue playing in an internal state where the second BB win is carried over not only when the power is turned on / off but also when the settings are changed.
[0199] Then, in order to play in an internal state in which the second BB win is carried over, basically, it is sufficient to play until the second BB win occurs in the two-bet game as it is when the slot machine 10 is shipped from the factory, and thereafter, the second BB win is stored and held until the reset switch 72 is operated and the RAM clear process is performed. In this way, it is possible to preferably play in a state in which the second BB win is carried over.
[0200] 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).
[0201] <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.
[0202] First, in step S601, a process is performed to grasp the current gaming state. More specifically, it is grasped whether the state is either the 1st BB state or the 2nd BB state, or whether the state is a non-internal state (normal gaming state) before the 1st BB or 2nd BB win, or an internal state (carryover state) after the 1st BB or 2nd BB win. In the 1st BB state or the 2nd BB state, the specified number of bets is set to 3, and in the non-internal state before the 1st BB or 2nd BB win or the internal state after the 1st BB or 2nd BB win, the specified number of bets is set to 2 or 3.
[0203] In the following step S602, it is determined whether the number of bets in the current game is a specified number (specific specified number) specified for the state identified in step S601. In this embodiment, the specific specified number for the first BB state and the second BB state is set to 3. In this case, the specified number of bets in the first BB state and the second BB state is 3. Therefore, if it is determined in step S601 that the state is the first BB state or the second BB state, a positive determination is always made in step S602. In contrast, in this embodiment, in states other than the first BB state and the second BB state, 3 is set as the specific specified number out of the specified numbers of 2 and 3. If the number of bets in a state other than the first BB state and the second BB state is 3, a positive determination is made in step S602. In this case, processing for the display mode (processing for the instruction function) from step S603 onwards is performed. In contrast, if the number of bets is 2 in a state other than the first BB state and the second BB state, a negative determination is made in step S602, and the lottery result response processing is terminated.
[0204] That is, in this embodiment, if the internal state is a 2-bet game, the lottery for transition to the AT mode after step S603 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.
[0205] If the determination in step S602 is affirmative, in step S603, it is determined 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.
[0206] 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 S604, and then the lottery result response process is terminated.
[0207] 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 acquired 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.
[0208] As shown in Figure 30, the trigger roles for the lottery to move 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 the normal game as a 3-bet game carrying over the second BB, all possible winning results are set as trigger roles for the lottery to move to the advantageous zone.
[0209] 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.
[0210] 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.
[0211] Returning to the explanation of the lottery result corresponding process, if it is determined in step S603 that the advantageous range flag is set, the process proceeds to step S605. In step S605, it is determined whether the AT mode winning flag or the AT mode flag is set in the various flag storage area 106d. The AT mode winning flag is a flag set when winning the lottery for transitioning to the AT mode, and the AT mode flag is a flag set when transitioning to the AT mode. That is, in step S605, it is determined whether the situation is such that the transition to the AT mode has already been determined or has already occurred. If neither flag is set in step S605 and the situation is such that the transition to the AT mode has not yet been determined, the AT lottery process is executed in step S606. On the other hand, if any flag is set in step S605, the AT topping-up process is executed in step S607.
[0212] <AT lottery process> First, the AT lottery process in step S606 will be described while referring to the flowchart of FIG. 29.
[0213] In the AT lottery process, first, the lottery result of the current game is grasped in step S801. In the subsequent step S802, it is determined whether the CZ mode flag is stored in the various flag storage area 106d of the RAM 106. The CZ mode flag is a flag for the CPU 102 to grasp that it is in the CZ mode. It is set (stored) at the start of the CZ mode and cleared at the end of the CZ mode. In the present embodiment, as the state before winning the lottery for transitioning to the AT mode in the advantageous range, a normal mode and a CZ (chance zone) mode are provided. The CZ mode is set as a mode in which it is easier to win the lottery for transitioning to the AT mode than the normal mode.
[0214] If it is determined in step S802 that the CZ mode flag is not stored, that is, if it is normal mode, then in step S803, a normal AT mode transition lottery table is obtained from the various table storage area 105a of the ROM 105. In the normal AT mode transition lottery table, as shown in Fig. 30, the transition rate to the AT mode (the probability of winning the AT mode transition lottery) is set according to the lottery results of each game.
[0215] On the other hand, if it is determined in step S802 that the CZ mode flag is stored, that is, if it is in CZ mode, in step S804, the AT mode transition lottery table for CZ mode is obtained from the various table storage area 105a of the ROM 105. In the AT mode transition lottery table for CZ mode, as shown in Figure 30, the transition rate to AT mode is also set according to the lottery result of each game.
[0216] In this embodiment, in both the normal AT mode transition lottery table and the CZ mode AT mode transition lottery table, the trigger roles for the AT mode transition lottery are set as 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. That is, in the normal mode and CZ mode as a 3-bet game carrying over the second BB, all possible winning results are set as trigger roles for the AT mode transition lottery. However, in the CZ AT mode transition lottery table, the AT mode transition rate when chance eye A, chance eye B, chance eye C, cherry A, cherry B, cherry C, common bell, and watermelon are won is higher than in the normal AT mode transition lottery table, and the transition rate to the AT mode is favored.
[0217] In addition, the trigger role for the AT mode transition lottery is not limited to the above, and for example, the AT mode transition lottery may be executed only when some of the chance symbols are won, or the trigger role may be configured to be only for some of the results that can be won in playing in normal mode and CZ mode as a 3-bet game that carries over the second BB.
[0218] After step S803 or step S804 is executed, the process proceeds to step S805, where AT mode lottery processing is executed. In the AT mode lottery processing, a random number for the AT mode transition lottery is acquired, and a lottery for the AT mode transition is executed using the acquired random number, the lottery result grasped in step S801, and the AT mode transition lottery table acquired in step S803 or step S804. In the following step S806, it is determined whether or not the transition to the AT mode has been won in the AT mode lottery processing of step S805. If the transition to the AT mode has been won, the AT mode winning processing of steps S807 to S810 is executed, and if the transition to the AT mode has not been won, the AT mode non-winning processing of steps S811 to S822 is executed.
[0219] Here, the AT mode is a mode in which, when the push order bell is won, a push order notification corresponding to the first to sixth small wins occurs, and it is a mode in which a large increase in medals can be expected. When the AT mode is entered and the push order notification occurs, it becomes possible to achieve the first to sixth small wins when each push order bell is won. In this embodiment, the net increase in coins per game during the AT mode is approximately 8.04 coins. The initial number of games in the AT mode is 50, and the remaining number of games is increased by winning the additional lottery. In addition, the probability of winning the additional lottery is set higher in the second AT mode than in the first AT mode. The AT mode ends when the number of remaining games in the AT mode reaches 0.
[0220] If it is determined in step S806 that the AT mode transition lottery has been won, step S807 determines whether a CZ mode flag is stored in the various flag storage area 106d of RAM 106, i.e., whether the CZ mode is in progress. If the CZ mode is not in progress, the process proceeds to step S808, where a premonition mode setting process is executed. The premonition mode is a mode in which a winning suggestion effect, indicating a win in the CZ mode, AT mode, or AT mode game count increase, is more likely to occur. A win notification indicating a win in the CZ mode or AT mode game count increase is issued after each game in the premonition mode. In other words, when the premonition game count is set and the premonition mode is entered, a notification indicating a win in the CZ mode, AT mode, or AT mode game count increase is suspended until the set number of games is played. Also, as will be described in detail later, transition to the CZ mode or AT mode, or the implementation of the AT mode game count increase, is not performed immediately after a win in the CZ mode transition lottery, but rather waits until the premonition mode ends. In other words, transition to the CZ mode, etc., is also suspended in the premonition mode. In this sense, the period from when the premonition mode is entered until it ends can be said to be a waiting period during which notification of winning and transition to CZ mode, etc. are awaited.
[0221] In the process of setting the premonition mode, as shown in the flowchart of Fig. 31, first, in step S901, a premonition game number table is obtained from the various table storage area 105a of the ROM 105. In the premonition game number table according to this embodiment, as shown in Fig. 32, the selectable premonition game number (number of continuing games in the premonition mode) is set to 5 to 32 games, and the selection probability of each number of games is set to differ depending on the current game mode (normal mode or AT mode).
[0222] Specifically, if the CZ mode transition lottery is won during normal mode, 5 games are selected with a 10% probability, 6 to 10 games with a 30% probability, and 11 to 20 games with a 60% probability. Also, if the AT mode transition lottery is won during normal mode, 6 to 10 games are selected with a 10% probability, 11 to 20 games with a 30% probability, and 21 to 32 games with a 60% probability. Also, if the AT mode game count increase lottery is won during AT mode, 5 games are selected with a 100% probability. Note that these numbers of premonition games are merely examples, and the length of the premonition game count and the selection probability can be set arbitrarily.
[0223] After the premonition game number table is acquired in step S901, a lottery process for the premonition game number is executed in step S902. In the lottery process for the premonition mode number, the number of premonition games for the current premonition mode is calculated by lottery based on the acquired premonition game number table and the lottery counter acquired from the various counter area 106e of RAM 106. In the following step S903, a process is executed to set (input) the premonition game number to the premonition counter provided in the various counter area 106e. The premonition counter is a counter for determining the remaining number of games in the premonition mode, and is decremented by one for each game.
[0224] In step S904, a premonition mode flag is set (stored) in the various flag storage area 106d of the RAM 106. The premonition mode flag is a flag that allows the CPU 102 to know that the premonition mode is in progress. It is set at the start of the premonition mode and cleared at the end of the premonition mode. After execution of step S904, in step S905, a premonition start command is set as an output target to the display control device 81, and then the premonition mode setting process is terminated. The premonition start command is a command for notifying the display control device 81 that the premonition mode has been entered. The premonition start command includes information indicating the transition to the premonition mode as well as information indicating the value of the premonition counter (number of premonition games) set in step S903. Therefore, by receiving the premonition start command, the display control device 81 can not only know that the premonition mode has been entered, but also know the number of premonition games at that time, and thereby know how many games should pass before an announcement of a win in the CZ mode, AT mode, etc. is made.
[0225] Returning to the explanation of the AT lottery process (FIG. 29), after execution of step S808 or if a positive judgment is made in step S807 (if in CZ mode), the process proceeds to step S809, where an AT mode winning flag is set (stored) in the various flag storage area 106d of the RAM 106. The AT mode winning flag is a flag that allows the CPU 102 to know that the AT mode has been won.
[0226] Note that while in CZ mode, the premonition mode setting process of step S808 is not executed, and the transition to the premonition mode and the number of premonition games are not set. However, if the transition to the AT mode is won during CZ mode, a winning notification is issued when the CZ mode ends. In other words, if the transition to the AT mode is won during CZ mode, the notification of the winning of the transition to the AT mode is suspended until the number of CZ games set as the number of CZ mode continuation games is consumed. Also, as will be described in detail later, if the transition to the AT mode is won during CZ mode, the transition to the AT mode is not immediately performed after the transition lottery is won, but is delayed until the CZ mode ends. In other words, the transition to the AT mode is also suspended by the CZ mode. In this sense, the duration (execution period) of the CZ mode can be said to be the waiting period for the winning notification and the transition to the AT mode.
[0227] After step S809 is executed, in step S810, an AT winning command is set as an output target to the display control device 81, and then this AT lottery processing is terminated. The AT winning command is a command for notifying the display control device 81 that the AT mode transition lottery has been won.
[0228] If a negative judgment is made in step S806 (if it is determined that the AT mode has not been entered), the process proceeds to step S811, where it is determined whether a CZ mode flag is stored in the various flag storage area 106d of the RAM 106. If the CZ mode flag is not stored, i.e., if the game is in normal mode, a CZ mode transition lottery table is obtained from the various table storage area 105a of the ROM 105 in step S812. In the CZ mode transition lottery table, as shown in FIG. 30, the transition rate to CZ mode (the winning probability of the CZ mode transition lottery) is set according to the lottery results of each game. In this embodiment, the trigger roles for the CZ mode transition lottery 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 a game in normal mode as a 3-bet game with the second BB carried over, all possible winning results are set as trigger roles for the CZ mode transition lottery.
[0229] In addition, the trigger role for the CZ mode transition lottery is not limited to the above, and for example, the AT mode transition lottery may be executed only when certain chance numbers are won, or the trigger role may be configured to be only for certain results that can be won when playing in normal mode as a 3-bet game with the second BB carried over.
[0230] After acquiring the CZ mode transition lottery table in step S812, a CZ mode transition lottery is executed in step S813. In the CZ mode transition lottery, a lottery for the CZ mode transition is executed based on the acquired CZ mode transition lottery table and the lottery counters acquired from the various counter area 106e of RAM 106. In the following step S814, it is determined whether or not the transition to CZ mode has been won in the CZ mode lottery process of step S813.
[0231] If it is determined in step S814 that the CZ mode transition lottery has been won, the process proceeds to step S815, where the premonition mode setting process is executed. This process is the same as the premonition mode setting process in step S808 above, and involves the lottery process for the number of premonition games, the setting of the premonition counter, the setting of the premonition mode flag, and the setting of the premonition start command according to the flowchart in Figure 31.
[0232] After execution of step S815, in step S816, a CZ mode winning flag is set (stored) in the various flag storage area 106d of RAM 106. The CZ mode winning flag is a flag that allows CPU 102 to know that the CZ mode transition lottery has been won. In the following step S817, a CZ winning command is set as an output target to display control device 81, and then the AT lottery processing is terminated. The CZ winning command is a command for notifying display control device 81 that the CZ mode transition lottery has been won.
[0233] If the determination in step S811 is affirmative (if the game is in CZ mode), the process proceeds to step S818, where a CZ mode game count addition lottery table is obtained from the various table storage area 105a of the ROM 105. In the CZ mode game count addition lottery table, as shown in FIG. 30, the winning probability of the CZ mode game count addition is set according to the lottery result of each game. In this embodiment, the trigger roles for the addition lottery 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 a game in normal mode as a 3-bet game with the second BB carried over, all possible winning results are set as trigger roles for the addition lottery.
[0234] In addition, the trigger role for adding to the number of games in CZ mode is not limited to the above, and for example, the lottery for transitioning to AT mode may be executed only when certain chance numbers are won, or the trigger role may be configured to be only for certain results that can be won when playing in normal mode as a 3-bet game with the second BB carried over.
[0235] After the CZ mode game number addition lottery table is acquired in step S818, a CZ mode game number addition lottery is executed in step S819. In this addition lottery, a lottery for an addition to the number of games in CZ mode is executed based on the acquired CZ mode game number addition lottery table and the lottery counter acquired from the various counter area 106e of RAM 106. In the following step S820, it is determined whether or not the addition to the number of games in CZ mode has been won in the addition lottery in step S819.
[0236] If it is determined that the number of games added has not been won, the AT lottery process is terminated, whereas if it is determined that the number of games added has been won, the process proceeds to step S824, where a process is executed to add a predetermined value (e.g., a value equivalent to 10) to the CZ counter provided in the various counter area 106e of RAM 106. The CZ counter is a counter that allows CPU 102 to grasp the number of games remaining in CZ mode, and by executing the process of this step, the number of games remaining in CZ mode is increased (added) by a predetermined value (e.g., 10 games). Note that the number of games added in CZ mode does not necessarily have to be a fixed number of games, and, for example, multiple types of numbers of games may be selected by lottery for the number of games added.
[0237] In the subsequent step S822, a CZ override command is set as an output target to the display control device 81, and then this AT lottery selection process ends. The CZ override command is a command for notifying the display control device 81 that the lottery for increasing the number of games in the CZ mode has been won. The CZ override command includes information indicating that the lottery for increasing the number of games has been won, as well as information indicating the number of additional games. Therefore, by receiving the CZ override command, the display control device 81 can grasp that the lottery for increasing the number of games has been won, the number of additional games, and the remaining number of games in the CZ mode.
[0238] <AT override process> Next, the AT override process executed in step S607 will be described while referring to the flowchart of FIG. 33. As already described, the AT override process is a process executed in a situation where the AT mode winning flag and the AT mode flag are set, and is a process for increasing the number of consecutive games in the AT mode.
[0239] In the AT addition process, first, in step S1001, the lottery result of the current game is grasped. In the following step S1002, it is determined whether or not an AT mode winning flag is stored in the various flag storage area 106d of the RAM 106. If the AT mode winning flag is stored, that is, if the AT mode is in a winning state, the process proceeds to step S1003, where it is determined whether or not a first AT notification flag or a second AT notification flag is stored in the various flag storage area 106d. In this embodiment, the AT modes are set to a first AT mode and a second AT mode, which have different add-on performance during the AT mode (winning probability of the add-on lottery), and each AT mode is configured to be switched when a predetermined symbol combination (transition result) is stopped and displayed in the display windows 26L to 26R. The first AT notification flag is a flag that allows the CPU 102 to know that a push order notification should be executed to statically display the transition results for the first AT, and the second AT notification flag is a flag that allows the CPU 102 to know that a push order notification should be executed to statically display the transition results for the second AT. The first AT notification flag or the second AT notification flag is set when the precursor mode ends, and is cleared when the mode switches to the first AT mode or the second AT mode.
[0240] If the determination in step S1003 is negative, that is, if the AT mode winning flag is stored in the various flag storage area 106d but neither the first AT notification flag nor the second AT notification flag is stored, it means that the premonition mode is in progress after the AT mode has been won. In this case, the process proceeds to step S1004, and a process is executed to obtain a post-winning pre-winning notification additional lottery table from the various table storage area 105a of the ROM 105.
[0241] On the other hand, if the determination in step S1003 is affirmative, that is, if the AT mode winning flag is stored in the various flag storage area 106d and either the first AT notification flag or the second AT notification flag is stored, it means that the premonition mode when the AT mode was won has ended but the transition to the first AT mode or the second AT mode has not yet occurred. In this case, the process proceeds to step S1005, and a process of acquiring the post-winning notification pre-transition additional lottery table from the various table storage area 105a of the ROM 105 is executed.
[0242] As shown in Fig. 34, when comparing the post-winning, pre-winning notification additional lottery table with the post-winning notification, pre-transition additional lottery table, the additional lottery using the post-winning notification, pre-transition additional lottery table is set so that it is easier to win the additional lottery than the additional lottery using the post-winning, pre-winning notification additional lottery table. More specifically, for example, in an additional lottery triggered by chance eye B, the additional lottery using the post-winning, pre-winning notification additional lottery table has a 5% chance of winning, while the additional lottery using the post-winning, pre-winning notification additional lottery table has a 7% chance of winning, and in the situation before transition to AT mode, it is easier to win the additional lottery after winning is notified than before AT mode winning is notified.
[0243] If a negative determination is made in step S1002 (the AT mode hit flag is not stored), the process proceeds to step S1006, where it is determined whether or not a first AT flag is stored in the various flag storage area 106d. The first AT flag is a flag that allows the CPU 102 to know that the first AT mode is in effect. Here, in this embodiment, when transitioning to the first AT mode, the AT mode hit flag, the first AT notification flag, and the second AT notification flag stored in the various flag storage area 106d are cleared, and the first AT flag is stored. Therefore, a negative determination in step S1002 means that the state is one in which the mode has been transitioned to either the first AT mode or the second AT mode.
[0244] If it is determined in step S1006 that the first AT flag is stored (if the first AT mode is in effect), then in step S1007, the first AT add-on lottery table is obtained from the various table storage area 105a of the ROM 105. On the other hand, if it is determined in step S1007 that the first AT flag is not stored, this means that the second AT mode is in effect. In this case, the process proceeds to step S1008, where the second AT add-on lottery table is obtained from the various table storage area 105a of the ROM 105.
[0245] As shown in Fig. 34, when the first AT add-on lottery table and the second AT add-on lottery table are compared, the add-on lottery using the second AT add-on lottery table is set so that it is easier to win the add-on lottery than the add-on lottery using the first AT add-on lottery table. More specifically, for example, in the add-on lottery triggered by Cherry B, the add-on lottery using the first AT add-on lottery table has a 10% chance of winning, while the add-on lottery using the second AT add-on lottery table has a 20% chance of winning, and in the situation after the AT mode transition, it is easier to win the add-on lottery in the second AT mode than in the first AT mode.
[0246] After the add-on lottery table is acquired in any of the processes in step S1004, step S1005, step S1007, and step S1008, an add-on lottery is executed in step S1009. Then, in step S1010, it is determined whether or not the add-on lottery has been won. If the add-on lottery has not been won, the AT add-on processing ends.
[0247] On the other hand, if the addition lottery is won, an AT addition win flag is set (stored) in the various flag storage area 106d of RAM 106 in step S1011. The AT addition win flag is a flag that allows CPU 102 to know that an addition to the number of continuing games in AT mode has been won. In the following step S1012, a premonition mode setting process is executed, and then this AT addition process is terminated. The process of step S1012 is the same as the premonition mode setting process in step S808 of Figure 29, and performs a lottery process for the number of premonition games, sets the premonition counter, sets the premonition mode flag, and sets the premonition start command according to the flowchart of Figure 31.
[0248] Returning to the explanation of the lottery result response process (Fig. 27), after executing the process of step S606 or step S607, it is determined in step S608 whether the lottery result of this game was a push order role win. A push order role is a result that includes not only the push order bell but also normal lip A, normal lip B, and normal lip C. Normal lip A, normal lip B, and normal lip C are all results that can be won in multiple replays, and it is set so that the replay that establishes a win can differ depending on the operation order of stop switches 42 to 44.
[0249] 35, in normal replay A, the reels 32L, 32M, and 32R are basically stopped so that the first replay win is achieved, regardless of the order in which the stop switches 42 to 44 are operated. In contrast, in normal replay B and normal replay C, when the right stop switch 44 is operated first, the reels 32L, 32M, and 32R are stopped so that the second replay win or the third replay win is achieved, and when the left stop switch 42 or the center stop switch 43 is operated first, the reels 32L, 32M, and 32R are stopped so that the first replay win is achieved.
[0250] However, in these normal lip A, normal lip B, and normal lip C, even if any of the re-play winnings among the overlapping winning re-plays is established, the benefit granted is a re-play, and only the type of re-play that is established is different. In other words, normal lip A, normal lip B, and normal lip C are game results in which the re-play winning is established regardless of the operation order of the stop switches 42 to 44, but the stop results differ depending on the operation order.
[0251] In particular, normal lip B and normal lip C are triggers for starting the AT mode, and after the AT mode winning flag is set and a notification is made that a situation in which a transition to the AT mode may occur is reached, the first AT mode is started in a game in which a second re-play prize may be won, and after the AT mode winning flag is set and a notification is made that a situation in which a transition to the AT mode may occur is reached, the second AT mode is started in a game in which a third re-play prize may be won. In other words, even if the AT mode winning flag is set, the first AT mode or the second AT mode will not start until the above notification (AT winning notification effect) is executed, and even after the above notification is executed, the first AT mode or the second AT mode will not start until a game in which a second re-play prize or a third re-play prize may be won is reached.
[0252] If it is determined in step S608 that the push order role has been won, it is determined in step S609 whether any of the CZ mode flags, AT mode win flags, or AT mode flags are set. If any of these flags is set, the push order notification process is executed in step S610, and then the lottery result response process is terminated. If a negative determination is made in step S608 or step S609, the lottery result response process is terminated.
[0253] <Outline of push order notification> Prior to explaining the push order notification process executed in step S610, we will provide an overview of the push order notification executed by the instruction monitor 68 and the push order notification effect executed by the auxiliary display unit 65. Note that the push order notification and push order notification effect can also be referred to as push order navigation, sequence notification, or mode notification, for example. The instruction monitor 68 is connected to the main control unit 101, and the push 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 push order notification effect is performed by the display control unit 81.
[0254] 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.
[0255] 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.
[0256] 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 "."
[0257] 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.
[0258] 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.
[0259] 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.
[0260] 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.
[0261] 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.
[0262] 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.
[0263] 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.
[0264] 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.
[0265] 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.
[0266] 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.
[0267] 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.
[0268] <Press order notification processing> Next, the push order notification process executed in step S610 will be described with reference to the flowchart of FIG.
[0269] First, in step S1101, it is determined whether the CZ mode flag is set. If the CZ mode flag is not set, it is determined in step S1102 whether the AT mode winning flag is set. If the CZ mode flag is not set and the AT mode winning flag is set, this means that the transition to the AT mode has not yet occurred after the AT mode winning. In this case, in step S1103, it is determined whether the first AT notification flag or the second AT notification flag is set in the various flag storage area 106d. If the AT mode winning flag is set but these AT notification flags are not set, this means that the AT mode transition lottery has been won but the player is still in the premonition mode. In this case, no push order notification is generated in this game, and the push order notification process is terminated. If the first AT notification flag or the second AT notification flag is set, the process proceeds to step S1104.
[0270] In step S1104, it is determined whether the lottery result of this game is normal reply B or normal reply C. If it is not normal reply B or normal reply C, but normal reply A or the push order bell, the process for notifying the actual push order is terminated. If it is either normal reply B or normal reply C, it is determined in step S1105 whether it is normal reply B. If it is normal reply B, it is determined in step S1106 whether the above-mentioned flag for notifying the first AT is set. If the flag for notifying the second AT is set instead of the flag for notifying the first AT, the process for notifying the actual push order is terminated. If normal reply B is won and the flag for notifying the first AT is set, proceed to step S1107, and process to start the first AT mode is executed.
[0271] That is, in step S1107, the first AT notification flag is cleared. Then, in step S1108, a first AT start flag is set in the various flag storage area 106d. The first AT start flag is a flag that allows the CPU 102 to know that the first AT mode will start from the current game. Then, in step S1009, the instruction monitor 68 is controlled to perform a push order notification corresponding to the second replay win. Then, in step S1110, a process is executed to set a push order command including information on the operation order corresponding to the second replay win as an output target to the display control device 81, and then this push order notification process is terminated. Upon receiving this push order command, the display control device 81 performs a push order notification effect corresponding to the second replay win, such as a push order notification effect indicating the order in which the right stop switch 44 should be operated first, a display or voice guidance such as "Aim from the right!!", and controls the auxiliary display unit 65 and speaker 64 to notify the symbol corresponding to the second replay win.
[0272] If it is determined in step S1105 that the selected reply is normal reply C and not normal reply B, the process proceeds to step S1111. In step S1111, it is determined whether or not the flag for notifying the second AT is set. If the flag for notifying the first AT is set and not the flag for notifying the second AT, the process for notifying the actual push order is terminated. If normal reply C is selected and the flag for notifying the second AT is set, the process proceeds to step S1112, and the process for starting the second AT mode is executed.
[0273] That is, in step S1112, the second AT notification flag is cleared. Then, in step S1113, a second AT start flag is set in the various flag storage area 106d. The second AT start flag is a flag that allows the CPU 102 to know that the second AT mode will start from the current game. Then, in step S1114, the instruction monitor 68 is controlled to perform a push order notification corresponding to the third re-play win. Then, in step S1115, a push order command including information on the operation order corresponding to the third re-play 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 command, the display control device 81 performs a push order notification effect corresponding to the third re-play win, such as a push order notification effect indicating the order in which the right stop switch 44 should be operated first, a display or voice guidance such as "Aim from the right!!", and controls the auxiliary display unit 65 and speaker 64 to notify the symbol corresponding to the third re-play win.
[0274] If it is determined in step S1101 that the CZ mode flag is set, or if the AT mode winning flag is not set and the AT mode is already in progress in step S1102, the process proceeds to step S1116. In step S1116, it is determined whether the lottery result for this game is a push order bell. If it is not a push order bell, the push order notification process ends. If it is a push order bell, it is determined in step S1117 whether the CZ mode flag is set. If the CZ mode flag is set, it is determined in step S1118 whether an already-announced flag is set in the various flag storage area 106d. The already-announced flag is a flag that the CPU 102 uses to determine that a push order notification has already been made when the push order bell is won in CZ mode, and is a flag that is cleared when the CZ mode ends (including when transitioning to AT mode). If the already-announced flag is set, the push order notification process ends. If the already-announced flag is not set, the process sets the already-announced flag in step S1119.
[0275] If the AT mode flag is set instead of the CZ mode flag in step S1117, or after executing the processing of step S1119, in step S1120, the instruction monitor 68 is controlled so that push order notifications corresponding to the first small win to the sixth small win are made according to the type of push order bell this time. Then, in step S1121, a process is executed to set a push order command including information on the operation sequence corresponding to the first small win to the sixth small win as an output target to the display control device 81, and then this push order notification process is terminated. The display control device 81, which has received this push order command, 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 made.
[0276] <Game count update process> Next, the number of games update process in step S314 in the lottery process will be described with reference to the flowchart in Figure 39. In the number of games update process, a process is executed to update the number of games remaining in the premonition mode, the number of games remaining in the CZ mode, and the number of games remaining in the AT mode.
[0277] In the number of games updated process, first, in step S1201, a process is performed to grasp the current game state. Specifically, it is grasped whether the current game state is the internal state after the first BB win, the internal state after the second BB win, the non-internal state before the first BB win, the non-internal state before the second BB win, the first BB state, or the second BB state.
[0278] In the following step S1202, it is determined whether the number of bets for the current game corresponds to the current gaming state, i.e., whether it matches the number of bets set as the specific specified number for the current gaming state. As already explained, in this embodiment, the specific specified number is set to 3 for all of the above states, and in this step, it is determined whether the current game was started with the number of bets being 3. For example, if the game was started with the number of bets being 3 in the internal state after the second BB win, this step is determined to be positive, and if the game was started with the number of bets being 2, this step is determined to be negative. If the determination in step S1202 is negative, this number of games update process is terminated.
[0279] On the other hand, if the determination in step S1202 is affirmative, that is, if the current game has started with the number of bets equal to the specific specified number (3), the process proceeds to step S1203, where it is determined whether or not the first BB state flag or the second BB state flag is stored in the various flags storage area 106d of the RAM 106. If either the first BB state flag or the second BB state flag is stored (if the game is in the BB state), the number-of-games update process is terminated.
[0280] On the other hand, if neither the first BB state flag nor the second BB state flag is stored (if the game is not in the BB state), the flow proceeds to step S1204, where it is determined whether or not a precursor mode flag is stored in the various flag storage area 106d. As already explained, the precursor mode flag is a flag indicating that the game is in precursor mode.
[0281] If the premonition mode flag is stored (if the premonition mode is in progress), the process of subtracting 1 from the value of the premonition counter is executed in step S1205. This updates the number of games remaining in the premonition mode. Note that the game count update process is executed at the start of the game, so in this embodiment, the number of games remaining in the premonition mode is updated when the game starts.
[0282] After step S1205 is executed, in step S1206, a premonition game count update command is set as an output target to the display control device 81. The premonition game count update command is a command for notifying the display control device 81 that the number of games remaining in the premonition mode has been updated. By receiving the premonition game count update command, the display control device 81 is able to know that the main control device 101 has updated the number of games remaining in the premonition mode.
[0283] After step S1206 is executed or if a negative judgment is made in step S1204 (if the game is not in premonition mode), it is judged in step S1207 whether or not a CZ mode flag is stored in the various flag storage area 106d. As already explained, the CZ mode flag is a flag that indicates that the game is in CZ mode.
[0284] If the CZ mode flag is stored (if in CZ mode), in step S1208, the value of the CZ counter is decremented by 1. This updates the number of games remaining in CZ mode. In the following step S1209, a CZ game count update command is set as an output target to the display control device 81. The CZ game count update command is a command for notifying the display control device 81 that the number of games remaining in CZ mode has been updated.
[0285] After step S1209 is executed or if a negative judgment is made in step S1207 (if the game is not in CZ mode), a judgment is made in step S1210 as to whether or not an AT mode flag is stored in the various flag storage area 106d. As already explained, the AT mode flag is a flag that indicates that the game is in AT mode.
[0286] If the AT mode flag is stored (if the game is in AT mode), then in step S1211, the value of the AT counter is decremented by 1. This updates the number of games remaining in AT mode. In the following step S1212, an AT game count update command is set as an output target to the display control device 81. The AT game count update command is a command for notifying the display control device 81 that the number of games remaining in AT mode has been updated. After step S1212 is completed or if a negative judgment is made in step S1210 (if the game is not in AT mode), this game count update process is terminated.
[0287] Here, in this embodiment, if a negative judgment is made in step S1202 (if the number of bets does not match the specific specified number corresponding to the current game state (if the game is started with the number of bets set to 2)), the processing of steps S1203 to S1212 is skipped and the number of remaining games in the premonition mode or CZ mode is not updated. The duration of the premonition mode or CZ mode functions as a waiting period for waiting for a winning notification, etc., and if the number of remaining games in each mode is not updated, the end game of each mode will be postponed accordingly. In other words, the above-mentioned waiting period will be extended.
[0288] <Winning result processing> Next, the winning result corresponding process performed in step S415 in the reel control process will be described with reference to the flowchart in Figure 40. In the winning result corresponding process, a process for starting or ending a CZ mode, an AT mode, etc. is performed according to the game result. Note that this process is executed when it is determined that all of the reels 32L to 32R have stopped (when the game has ended).
[0289] First, in step S1301, a process is performed to grasp the current gaming state, and in step S1302, it is determined whether the number of bets for the current game is the specific specified number that is specified in the state grasped in step S1301. These processes are similar to steps S601 and S602 in Fig. 27 and steps S1201 and S1202 in Fig. 39. If the determination in step S1302 is negative, that is, if the number of bets does not match the specific specified number that corresponds to the current gaming state (if the game was played with the number of bets set to 2), the winning result response process is terminated without performing the processes from step S1303 onwards.
[0290] On the other hand, if the determination in step S1302 is affirmative, i.e., if the number of bets matches the specific specified number corresponding to the current gaming state (if the game was played with the number of bets set to 3), the process proceeds to step S1303, where the first number of games management process is executed. The first number of games management process executes processes such as ending the premonition mode and notifying the player of a win when a transition to the AT mode is won during the normal mode.
[0291] In the first number-of-games management process, as shown in the flowchart of Fig. 41, first, in step S1401, it is determined whether or not a first BB state flag or a second BB state flag is stored in the various flags storage area 106d of the RAM 106. If neither the first BB state flag nor the second BB state flag is stored (if not in the BB state), the process proceeds to step S1402, where it is determined whether or not a CZ mode flag is stored in the various flags storage area 106d. If the CZ mode flag is not stored (if not in CZ mode), the process proceeds to step S1403, where it is determined whether or not a premonition mode flag is stored in the various flags storage area 106d.
[0292] If the premonition mode flag is stored (if the game is in premonition mode), the process proceeds to step S1404, where it is determined whether the value of the premonition counter provided in the various counter area 106e of the RAM 106 is 0. If the value of the premonition counter is not 0, that is, if the number of games remaining in the premonition mode is 1 or more, the first game number management process is terminated to continue the premonition mode.
[0293] On the other hand, if the value of the premonition counter is 0 (the number of games remaining in the premonition mode is 0), the process proceeds to step S1405, where the premonition mode flag stored in the various flag storage area 106d is cleared (erased). This ends the premonition mode. In the following step S1406, a premonition end command is set as an output target to the display control device 81. The premonition end command is a command for notifying the display control device 81 that the premonition mode has ended.
[0294] After step S1406 is executed, in step S1407, it is determined whether or not an AT mode hit flag is stored in the various flag storage area 106d. The AT mode hit flag is set when a win occurs in transitioning to the AT mode.
[0295] If the AT mode winning flag is stored, it means that the premonition mode executed as a result of winning the AT mode during the normal mode has ended. In this case, the process proceeds to step S1408, and an AT type determination process is performed to determine whether the type of the current AT mode will be the first AT mode or the second AT mode. In this embodiment, as already explained, multiple types of AT modes are set, including the first AT mode and the second AT mode, which has more favorable add-on performance than the first AT mode, and in the AT type determination process, the current AT mode type is determined by lottery, for example, depending on the set value, 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.
[0296] In step S1409, it is determined whether the first AT mode has been determined based on the processing result of step S1408. If the first AT mode has been determined, in step S1410, a notification flag for the first AT is set (stored) in the various flag storage area 106d, and then in step S1411, a first AT winning notification command is set as an output target to the display control device 81. By setting the notification flag for the first AT, processing for generating a push order notification for the second re-play winning is performed in the push order notification processing (Figure 38). In addition, the first AT winning notification command is a command that notifies the display control device 81 that a win has been won to transition to the first AT mode and that a notification of the win should be made.
[0297] On the other hand, if a negative judgment is made in step S1409 (if the transition to the second AT mode has been won), a second AT notification flag is set (stored) in the various flag storage area 106d in step S1412, and then a second AT winning notification command is set as an output target to the display control device 81 in step S1413. By setting the second AT notification flag, processing is performed in the push order notification processing (Figure 38) to generate a push order notification for the third re-play win. In addition, the second AT winning notification command is a command that notifies the display control device 81 that the transition to the second AT mode has been won and that a notification of this win should be made.
[0298] After executing step S1411 or step S1413, if a positive judgment is made in step S1401 (if in BB state), if a positive judgment is made in step S1402 (if in CZ mode), or if a negative judgment is made in step S1403 (if not in premonition mode), this first game number management process is terminated.
[0299] If a negative judgment is made in step S1407 (if the terminated premonition mode was not triggered by winning the AT mode during normal mode), the process proceeds to step S1414, where it is determined whether or not an AT addition flag is stored in the various flag storage areas. The AT addition flag is set when an addition to the number of games is won during the AT mode, and this step is intended to determine whether or not the premonition mode terminated in step S1406 was triggered by winning the addition to the number of games during the AT mode.
[0300] In this embodiment, the situations in which a transition to premonition mode occurs include when a player wins the transition to CZ mode during normal mode, when a player wins an additional game number during AT mode, and when a player wins a transition to CZ mode during normal mode.In these cases, while a CZ mode win flag is stored in the various flag storage area 106d, neither the AT mode win flag nor the AT additional flag is stored, and therefore a negative judgment is made in each of the above steps S1407 and S1414.
[0301] If it is determined in step S1414 that the AT additional win flag is stored, the process proceeds to step S1415, where the AT additional win flag is cleared (erased). In the following step S1416, an additional game number lottery process is executed. In the additional game number lottery process, an additional game number table is obtained from the various table storage area 105a of the ROM 105, and the current number of additional games is determined by lottery.
[0302] As shown in Figure 34, 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.
[0303] After executing the number of additional games lottery process in step S1416, the CPU 102 executes a process in step S1417 to add the current number of additional games to the AT counter provided in the various counter area 106e. The AT counter is a counter that the CPU 102 uses to determine the number of games remaining in the AT mode. In the following step S1418, an AT additional command is set as an output target to the display control device 81. The AT additional command is a command for notifying the display control device 81 that the player has won the number of additional games in the AT mode. The AT additional command includes information indicating the player has won the number of additional games lottery. Therefore, by receiving the AT additional command, the display control device 81 can determine that the player has won the number of additional games, the number of additional games, and the number of games remaining in the AT mode. After executing step S1418 or if a negative judgment is made in step S1414, the first number of games management process is terminated.
[0304] Returning to the explanation of the winning result response process (FIG. 40), after executing the first number of games played management process in step S1303, the second number of games played management process is executed in step S1304. The second number of games played management process controls the start and end of CZ mode, and executes processes such as notifying a winning result when a win occurs in transitioning to AT mode during CZ mode.
[0305] In the second number-of-games management process, as shown in the flowchart of FIG. 42, first, in step S1501, it is determined whether or not a first BB state flag or a second BB state flag is stored in the various flags storage area 106d of the RAM 106. If neither the first BB state flag nor the second BB state flag is stored (if not in the BB state), the process proceeds to step S1502, where it is determined whether or not a premonition mode flag is stored in the various flags storage area 106d. If no premonition mode flag is stored (if not in premonition mode), the process proceeds to step S1503, where it is determined whether or not a CZ mode hit flag is stored in the various flags storage area 106d. The CZ mode hit flag is set when a win occurs in transitioning to the CZ mode.
[0306] If it is determined that the CZ mode winning flag is stored, the CZ mode winning flag is cleared (erased) in step S1504. Next, in step S1505, the CZ mode flag is set (stored) in the various flag storage area 106d. This starts the CZ mode (transition to CZ mode). In the following step S1505, a process is executed to set (input) a predetermined value (e.g., a value equivalent to 10 games) as the initial value of the CZ counter provided in the various counter area 106e of RAM 106. The CZ counter is a counter for keeping track of the number of games remaining in CZ mode, and is decremented by 1 for each game. Note that the initial value of the CZ counter (initial number of games in CZ mode) does not necessarily have to be a fixed number of games; for example, multiple numbers of games may be selected by lottery for the number of additional games.
[0307] Then, in step S1507, a CZ start command is set as an output target to the display control device 81. The CZ start command is a command for notifying the display control device 81 that a transition to CZ mode has occurred. The CZ start command includes information indicating a transition to CZ mode as well as information indicating the initial number of games in CZ mode. Therefore, by receiving the CZ start command, the display control device 81 can determine that a transition to CZ mode has occurred and the number of games to continue in CZ mode. After executing step S1507, if a positive judgment is made in step S1501 (if the game is in the BB state) or if a positive judgment is made in step S1502 (if the game is in the premonition mode), this second game number management process is terminated.
[0308] If a negative judgment is made in the above step S1503 (the CZ mode winning flag is not stored), the process proceeds to step S1508, where it is determined whether or not a CZ mode flag is stored in the various flag storage area 106d. If a CZ mode flag is stored (if in CZ mode), it is determined in step S1509 whether or not the value of the CZ counter provided in the various counter area 106e is 0.
[0309] If the value of the CZ counter is 0 (if the number of games remaining in CZ mode is 0), proceed to step S1510, and clear (erase) the CZ mode flag stored in the various flag storage area 106d. This ends the CZ mode. In the following step S1511, a CZ end command is set as an output target to the display control device 81. The CZ end command is a command for notifying the display control device 81 that the CZ mode has ended.
[0310] After executing step S1511, in step S1512, it is determined whether or not an AT mode winning flag is stored in the various flag storage area 106d. If an AT mode winning flag is stored, that is, if a win has been won to transition to AT mode during CZ mode, an AT type determination process is executed in step S1513, and it is determined in step S1514 whether or not a win has been won to transition to the first AT mode. If a win has been won to transition to the first AT mode, the process proceeds to step S1515, where a first AT notification flag is set in the various flag storage area 106d. In the following step S1516, a first AT winning notification command is set as an output target to the display control device 81.
[0311] On the other hand, if a negative judgment is made in step S1514 (if the transition to the second AT mode is selected), the process proceeds to step S1517, where a second AT notification flag is set in the various flag storage area 106d. After that, in step S1518, a second AT winning notification command is set as an output target to the display control device 81.
[0312] After executing step S1516 or step S1518, if a negative judgment is made in step S1508 (if not in CZ mode), if a negative judgment is made in step S1509 (if the value of the CZ counter is not 0), or if a negative judgment is made in step S1512 (if the transition to AT mode has not been won during CZ mode), this second game number management process is terminated.
[0313] Returning to the explanation of the winning result response process (FIG. 40), after the second number of games played management process is executed in step S1304, the third number of games played management process is executed in step S1305 to end the AT mode. The details of the third number of games played management process will be described later.
[0314] After executing the third game number management process in step S1305, it is determined in step S1306 whether or not the first AT start flag is set. As described above, the first AT start flag is a flag that is set in a game in which the second re-play win is possible when a transition to the first AT mode occurs, and more specifically, it is a flag that is set at the start of a game in which the normal reply B is won when the first AT notification flag is set. In other words, the first AT start flag is not set based on the winning result.
[0315] If the flag for starting the first AT is set, the flag for starting the first AT is cleared in step S1307, and the process of setting the first AT flag in the various flag storage area 106d is executed in step S1308. As already explained, when the first AT flag is set, an additional lottery is performed using the first AT additional lottery table.
[0316] If it is determined in step S1306 that the first AT start flag is not set, it is determined in step S1309 whether the second AT start flag is set. As described above, the second AT start flag is a flag that is set in a game in which a third re-game winning is possible when a transition to the second AT mode occurs, and more specifically, it is a flag that is set at the start of a game in which the normal reply C is won when the second AT notification flag is set. In other words, the second AT start flag is not set based on the winning result.
[0317] If the second AT start flag is set, in step S1310, the second AT start flag is cleared, and in step S1311, a process is executed to set the second AT flag in the various flag storage area 106d. If it is determined in step S1309 that the second AT start flag is not set, the winning result response process is terminated. As already explained, when the second AT flag is set, an additional lottery is held using the second AT additional lottery table.
[0318] After executing the processing of step S1308 or step S1311, processing is executed in step S1312 to input 50 into the AT counter. As already explained, the AT counter is a counter corresponding to the number of games remaining in the AT mode, and in this embodiment, 50 games is set as the initial number of games in both the first AT mode and the second AT mode. Note that the initial number of games may be different between the first AT mode and the second AT mode, or may be determined by lottery. In this case, the initial number of games may be more likely to be greater in the second AT mode than in the first AT mode.
[0319] In step S1313, a process for clearing the AT mode winning flag is executed, and in step S1314, a process for setting the AT mode flag is executed. The AT mode flag is used by the CPU 102 to know that the AT mode is in progress. Then, in step S1315, a process for setting the AT start command as an output target to the display control device 81 is executed, and then this winning result corresponding process is terminated.
[0320] Next, the third number-of-games management process in step S1305 will be described with reference to the flowchart in Fig. 43. In the third number-of-games management process, a process for ending the AT mode is executed.
[0321] In the third number-of-games management process, first, in step S1601, it is determined whether or not the first BB state flag or the second BB state flag is stored in the various flag storage area 106d of the RAM 106. If neither the first BB state flag nor the second BB state flag is stored (if not in the BB state), the process proceeds to step S1602, where it is determined whether or not the AT mode flag is stored in the various flag storage area 106d.
[0322] If the AT mode flag is stored (if the game is in AT mode), in step S1603 it is determined whether the value of the AT counter provided in the various counter area 106e of the RAM 106 is 0. If the value of the AT counter is 0 (if the number of games remaining in the AT mode is 0), the process proceeds to step S1604, where the AT mode flag stored in the various flag storage area 106d is cleared (erased). This ends the AT mode. Thereafter, in step S1605, an AT end command is set as an output target to the display control device 81. The AT end command is a command for notifying the display control device 81 that the AT mode has ended.
[0323] After executing step S1605, if a positive judgment is made in step S1601 (if the game is in BB state), if a negative judgment is made in step S1602 (if the game is not in AT mode), or if a negative judgment is made in step S1603 (if the number of games remaining in AT mode is 1 or more), this third game number management process is terminated.
[0324] <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.
[0325] <First section display process> First, the first section display process will be described with reference to Fig. 44. The first section display process is a process carried out in step S315 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.
[0326] In step S1701, 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 S1701 and it is determined that the eighth display segment N8 is being turned off, the process proceeds to step S1702.
[0327] In step S1702, it is determined whether or not an advantageous zone flag is set in the various flag storage area 106d. If the advantageous zone flag is not set, in step S1703, a process is executed to increment the normal counter provided in the various counter area 106e by 1. The normal counter is a counter that allows the CPU 102 to grasp the number of games that have started as a normal zone rather than an advantageous zone.
[0328] After executing the processing of step S1703, it is determined in step S1704 whether or not the advantageous zone winning game flag is 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 processing, and is a flag that allows CPU 102 to identify that it is the winning game. If the advantageous zone winning game flag is set, processing is executed in step S1705 to clear the advantageous zone winning game flag. Then, processing is executed in step S1706 to set the advantageous zone flag.
[0329] In step S1707, the number of games played in the advantageous zone is counted, more specifically, the process of starting to measure the advantageous zone game number AG in the various counter areas 106e is performed. As described above, the advantageous zone game number AG corresponds to a grasping means for grasping the number of games played in the advantageous zone.
[0330] After executing the processing for the advantageous zone transition game in step S1708, or if it is determined in step S1702 that the advantageous zone flag is set, it is determined in step S1708 whether the CZ mode flag or the AT mode flag is set. As already explained, in this embodiment, in the AT mode or CZ mode, a push order notification can be made when the push order bell is won, and a situation in which the CZ mode flag or the AT mode flag is set can be said to be a situation in which the display start condition of the zone indicator is met. If either of these flags is set, in step S1709, the display of the zone indicator is started by lighting the eighth display segment N8.
[0331] If it is determined in step S1701 that the eighth display segment N8 is being displayed as a section indicator, then in step S1710, processing is executed to continue displaying the advantageous section. Specifically, in step S1710, 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.
[0332] If it is determined in step S1704 that neither the advantageous zone flag nor the advantageous zone winning game flag is set, or if the advantageous zone flag or the advantageous zone winning game flag is set but the CZ mode flag or AT mode flag is not set and the mode is normal, the process proceeds to step S1711. In step S1711, 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, i.e., the number of games in the normal zone and the non-specific zone.
[0333] Furthermore, after the display start process of the section indicator is executed in step S1709, and after the display continuation process of step S1710 is executed, the process proceeds to step S1712. In step S1712, the process adds 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.
[0334] After the processing of step S1711 or step S1712 is executed, a role ratio calculation process is executed in step S1713. 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 for 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 S1714, a process is executed to display the calculation result of step S1713 on the role ratio monitor 77.
[0335] 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.
[0336] In step S1714, the result of the calculation process in step S1713 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 S1714 is executed, the first section display process is terminated.
[0337] Note that the configuration may be such that the display of the role ratio monitor 77 is controlled after the calculation process of step S1713 has been performed to round off the number to the fifth decimal place. 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 that a decimal point is displayed by printing or the like between the first display unit 77a and the second display unit 77b.
[0338] <Second section display process> Next, the second section display process will be described with reference to the flowchart in Fig. 45. As already explained, the second section display process is a process that is carried out in step S416 of the reel control process, and is carried out after medal payout (payout determination process) and transition of the game state based on the winning result (winning result response process) have been carried out at the end of one game.
[0339] In step S1801, 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 S1802, 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. After the process of step S1802 is executed, in step S1803, an update process is executed for the advantageous zone increase / decrease number MY (MY counter) provided in the various counter area 106e.
[0340] In the MY update process in step S1803, 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.
[0341] After executing the MY update process in step S1803, the remaining number of games management process is executed in step S1804, and the remaining number management process is executed in the following step S1805.
[0342] The remaining game number management process is a process for managing whether 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 determines, for example, whether the sum of the advantageous zone game number AG (number of games played in the advantageous zone), the AT counter (number of games remaining in the AT mode), the CZ counter (number of games remaining in the CZ mode), and the premonition counter (number of games remaining in the premonition mode) is equal to or 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 the situation.
[0343] The remaining coin management process is a process for managing whether the advantageous zone will reach its upper limit increase (2400 coins) with the current remaining number of games, based on the number of games remaining in AT mode, etc. The remaining payout coin management process determines whether the sum of the expected increase calculated from the AT counter and the average increase per game in AT mode and the current advantageous zone increase / decrease coin number MY is greater than the increase / decrease coin number in the advantageous zone, for example. 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.
[0344] In the following step S1806, it is determined whether the number of games in the advantageous zone AG has reached the upper limit of 1500, or whether the number of coins in the advantageous zone that increase or decrease MY has reached the upper limit of 2400. If either of these conditions for forced termination is met, in step S1807, the number of games in the advantageous zone AG and the number of coins in the advantageous zone that increase or decrease MY are cleared to 0. In the following step S1808, a process is performed to end the display of the eighth display segment N8 as a zone indicator. Then, in step S1809, a process is performed to initialize parameters and information such as various flags and counters in the advantageous zone, and in step S1810, a process is performed to clear the normal counter.
[0345] In the initialization process for the advantageous zone information in step S1809, flags and counters set upon transition to the current advantageous zone, as well as flags and counters set during the current advantageous zone, are reset to their initial values. For example, if advantageous zone flags, AT mode win flags, AT mode flags, various CZ mode flags, etc. are not cleared but are set, these flags are cleared. Furthermore, if the advantageous zone game count AG, advantageous zone increase / decrease number MY, premonition counter for premonition mode, counters for the number of continued games in CZ mode, etc. are greater than 0, all of these counters are reset to 0. In other words, in the initialization process, with respect to the advantageous zone as a favorable state using push order notification, all variables and parameters that affect the performance related to push order notification are initialized, and RAM is cleared for such variables and parameters.
[0346] After step S1810 is executed or if a negative judgment is made in step S1806 (the number of games played in the advantageous zone AG has not reached the upper limit, and the number of coins added or subtracted in the advantageous zone MY has not reached the upper limit), the second interval display process is terminated. Note that the second interval display process does not perform the process of grasping the current game status or the process of determining whether the number of bets corresponds to the game status, as in steps S1201 and S1202 of the game count update process (FIG. 39). Therefore, the number of games played in the advantageous zone AG (the number of games played in the advantageous zone) and the number of coins added or subtracted in the advantageous zone MY (the difference between the number of coins paid out in the advantageous zone and the number of coins inserted in the advantageous zone) are updated each time a game is played (step S1802), regardless of the number of coins bet when the game is played. In other words, unlike the case of the number of remaining games in the premonition mode, CZ mode, and AT mode, the update process for the number of games played in the advantageous zone and the number of coins added or subtracted is performed even when a game is played with two coins bet.
[0347] <About the push order indicator and section indicator and game progress> The relationship between the start and end of the advantageous zone and the display of the eighth display segment N8 as a zone indicator will be explained with reference to FIG.
[0348] In this slot machine 10, as shown in FIG. 46, in the normal zone, which is not an advantageous zone, the eighth display segment N8 as a zone indicator is turned off (not lit). In this normal zone, push order notification is not performed. In other words, while the advantageous zone has the performance related to the instruction function such as push order notification, the normal zone can be said to be a zone that does not have such instruction function. The situation in which the display mode is in the normal mode mainly corresponds to the normal zone.
[0349] In the normal zone, for example, if a player wins the lottery to move to the advantageous zone by winning a small win 7 (watermelon), the number of games played in the advantageous zone (counting the number of advantageous zone games AG) will start to be measured from the game following the game in which the game result that triggered the winning is realized. Then, if a player wins the lottery to move to the AT mode in the advantageous zone, and a winning notification and an AT mode flag are set, etc., and a push order notification can be generated, the condition to start the display of the zone indicator is met, and the eighth display segment N8 will light up.
[0350] After that, while the eighth display segment N8 is lit, a push order notification is generated using the first display segment N1 to the seventh display segment N7. In this case, the push order information ("1" to "6") is displayed by the first display segment N1 to the seventh display segment N7 as described above, and the player can understand the push order based on this push order information. In the push order notification, the push order information begins to be displayed when the start lever 41 is operated in the game, and ends when the third reel is stopped and turned on in the game. If the game is not the final game of the advantageous zone, when the third reel is stopped and turned on, only the display of the push order information by the first display segment N1 to the seventh display segment N7 ends, and the display of the advantageous zone by the eighth display segment N8 continues. Then, if a push order combination is won again in the next game or later, the push order information corresponding to that push order combination is displayed by the first display segment N1 to the seventh display segment N7.
[0351] When the number of continuing games in the advantageous zone reaches the upper limit, or the number of medal increases in the advantageous zone reaches the upper limit increase number, and it is the final game of the advantageous zone, the eighth display segment N8 also goes out, and the notification of the advantageous zone ends. In this embodiment, in the final game of the advantageous zone, the eighth display segment N8 goes out when medal payout is completed (by the second zone display process, which is the process after the payout determination process). Note that if medal payout is not performed in the final game, the eighth display segment N8 goes out when the third reel stop OFF operation is performed. This allows the player to clearly understand that the game in question was the final game of the advantageous zone.
[0352] As described above, the number of games in the advantageous zone is counted from the game following the game that wins the lottery to move to the advantageous zone, while the push order notification only occurs while the eighth display segment N8 is lit. In other words, even in an advantageous zone, the push order notification does not occur in a zone where the eighth display segment N8 is off (a non-specific zone). In other words, by checking whether the eighth display segment N8 as a zone indicator is lit, it is possible to clearly determine whether the advantageous zone is at least in a situation where the benefit of the push order notification can be enjoyed (a specific zone, a zone where actual increase is possible). In this way, the manager of the gaming hall can clearly confirm, for example, whether an increase in medals is occurring by enjoying the benefit of the push order notification in the advantageous zone, or whether fraudulent activity is occurring that results in an increase in medals by illegally enjoying the benefit of the push order notification even when the zone is not advantageous.
[0353] <Performance setting processing> Next, 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. 47. The effect setting process is initiated by the CPU 181 at predetermined intervals (for example, every 2 msec).
[0354] 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.
[0355] 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.
[0356] If a negative determination 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 a lottery result command set in step S311 of the lottery processing, as well as a premonition start command, a premonition game count update command, a CZ win command, a CZ game count update command, a CZ addition command, an AT win command, an AT game count update command, etc., which are set in the lottery result response processing (FIG. 27) or the game count update processing (FIG. 39). If the command is one of these start commands, a start effect setting processing is executed in step S1906.
[0357] 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.
[0358] If a negative determination 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 main control device 101 when all reels 32L, 32M, and 32R have stopped. In addition to the winning result command set in step S417 of the reel control processing (FIG. 22), there are also other commands such as a premonition end command, a CZ start command, a CZ end command, a first AT win notification command, a second AT win notification command, an AT start command, an AT additional command, an AT end command, a first BB start command, a second BB start command, a first BB end command, and a second BB end command, which are set in the winning result response processing (FIG. 40) or the bonus state processing (FIG. 24). If the command is one of these all-stop commands, in step S1910 an all-stop effect setting process is executed.
[0359] 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, settings are made for effects based on commands from the main control device 101 other than when a bet is made, when the game is started, or when the game is stopped (for example, effects based on the 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.
[0360] The following describes the start-time performance setting process and the full-stop performance setting process.
[0361] <Start-up performance setting process> The start-time effect setting process in step S1906 will be described with reference to the flowchart in FIG.
[0362] In step S2101, it is determined whether the lottery result of the game to be started this time is a push order role win based on the received lottery result command. If the push order role win is a push order role win, in step S2102 it is determined whether a push order notification command has been received. If a push order notification command has been received, in step S2103 it is determined whether the lottery result of the current game is normal lip B. If the push order notification command is set in a game that is normal lip B, this means that it is the start game of the first AT mode, and in this case, in step S2104 a setting process is executed to perform a push order notification effect corresponding to a second replay win.
[0363] If a negative decision is made in step S2103, it is determined in step S2105 whether the lottery result of this game is normal lip C. When the push order notification command is set in a game that is normal lip C, it means that it is the start game of the second AT mode, and in this case, in step S2106, a setting process is executed to perform a push order notification effect corresponding to the third re-play winning.
[0364] If a negative judgment is made in step S2105, it means that the lottery result for this game is a push order bell win, and in this case, in step S2107, settings are executed so that push order notification effects corresponding to the first small win to the sixth small win are displayed on the auxiliary display unit 65 and speaker 64.
[0365] If it is determined in step S2101 that the lottery result of this game is not a win for the push order role, it is determined in step S2108 whether or not the lottery result of this game is a win for a specific role. A specific role is a lottery result that is called a rare role that is unlikely to appear (hard to win) as a lottery result for each game, and 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, in the AT mode transition lottery triggered by these lottery results, it is set so that the AT mode transition is more likely to be won than when it is triggered by a lottery result other than the specific role. If the lottery result of this game is a win for a specific role, in step S2109, a process for informing a specific role is executed. The process for informing a specific role will be described in detail later.
[0366] After execution of step S2104, step S2106, step S2107, or step S2109, it is determined in step S2110 whether a CZ game number addition command has been received. If a CZ game number addition command has been received, in step S2111, processing is executed to set up a CZ game number addition effect. In the processing to set up the CZ game number addition effect, an addition 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 CZ mode. Note that the mode of the addition effect is not limited to a mode performed in the game in which the addition was performed, 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 addition was performed, or, for example, a configuration may be adopted in which a mode is included in a so-called post-addition effect in which an addition effect is executed when the number of games remaining in the CZ mode reaches a predetermined number (for example, one game remaining).
[0367] If a negative decision is made in step S2110, or after the processing of step S2111 is executed, a bonus performance setting process is executed in step S2112, and a continuous performance setting process is executed in step S2113. In the following step S2114, a continuous performance standby process is executed, and in step S2115, a continuous performance execution process is executed. Each process of steps S2112 to S2115 will be explained in detail later.
[0368] After step S2115 is executed, other start effect setting processing is executed in step S2116, and then this start effect setting processing is terminated. In step S2116, for example, processing is performed to set an effect suggesting the lottery result in response to the start of the game, or to turn off the lamp around start lever 41 to notify that the operation has been accepted, etc.
[0369] <About consecutive performances> The continuous effects according to this embodiment are performed over a series of games, and notify whether or not a player has won a transition to the CZ mode or the AT mode in the final game. In this case, the start timing (start game of the continuous effects) of the continuous effects is controlled in accordance with the progress of the premonition mode so that the notification of the win in the transition to the CZ mode or the AT mode is performed in accordance with the end timing of the premonition mode set by the main control device 101.
[0370] However, as mentioned above, if a game is played with a bet number that does not match the specific specified number (if the start lever 41 is operated with the bet number set to 2), the number of remaining games in the premonition mode is not updated in the main control device 101, and the period of the premonition mode is essentially extended. As a result, the timing of the winning notification game in the consecutive effects and the end of the premonition mode will not be synchronized, and inconveniences may arise, such as the push order notification effect for transitioning to the AT mode not being executed for a long time even though a winning notification in the consecutive effects has been made.
[0371] Therefore, in this embodiment, in order to prevent the above-mentioned inconvenience from occurring, the continuous performance configuration is devised. The specific configuration will be described in detail below.
[0372] <Continuous performance setting process> The continuous effect setting process of step S2113 will be described with reference to the flowchart of Fig. 49. The continuous effect setting process is a setting process for executing the continuous effect for this precursor (continuous effect that notifies winning of CZ mode, etc.).
[0373] In the continuous effect setting process, first, in step S2201, it is determined whether or not a first BB end command or a second BB end command has been received. If neither the first BB end command nor the second BB end command has been received, the process proceeds to step S2202, where it is determined whether or not a premonition start command has been received. The premonition start command is a command sent when the main control device 101 transitions to premonition mode, and this step determines whether or not the transition to premonition mode has begun.
[0374] If a premonition start command has been received (if transition to the premonition mode has started), the process proceeds to step S2203, where this premonition flag is set (stored) in the various flags storage area 183a of the RAM 183. This premonition flag is used by the CPU 181 to understand that the current consecutive performance is triggered by a win in the CZ mode, AT mode, or an additional game number in the AT mode, in other words, that a notification (success performance or victory performance) corresponding to a win in each of the above modes should be executed as the conclusion of the consecutive performance.
[0375] In the next step S2204, it is determined whether or not a pseudo-omen flag is stored in each of the flag storage areas 183a. The pseudo-omen flag is used by the CPU 181 to determine that the current consecutive performance is not triggered by a win in the CZ mode or the like, in other words, that a notification (failure effect or defeat effect) corresponding to a non-win in each of the modes should be executed as the conclusion of the consecutive performance.
[0376] If the pseudo-premonition flag is not stored, the process proceeds to step S2205, where the number of games to continue in the premonition mode is determined. This process is performed based on the premonition start command transmitted from the main control device 101. In the following step S2206, a value corresponding to the number of games to continue in the premonition mode determined in step S2205 is set to the premonition counter provided in the various counter area 183b of RAM 183. The premonition counter is a counter for counting the number of games remaining in the premonition mode; in other words, it is used by the CPU 181 to determine the number of games remaining in the premonition mode. In other words, in this embodiment, the CPU 102 on the main control device 101 side and the CPU 181 on the display control device 81 side are configured to manage the number of games remaining in the premonition mode, respectively.
[0377] After step S2206 is executed, the main premonition effect table is obtained from the various table storage area 182a of the ROM 182 in step S2207.
[0378] Here, an overview of the continuous effects will be explained. In this embodiment, a first continuous effect and a second continuous effect are provided as continuous effects. First, the first continuous effect will be explained with reference to Figs. 58 to 60.
[0379] The first consecutive performance is composed of a start performance executed in the starting game of the consecutive performance, a preparation performance executed after that, and a final performance executed after the preparation performance. The final performance of the first consecutive performance is a transformation performance to see whether the girl character 201 can transform into the wizard character 202, and the preparation performance is an item acquisition performance to acquire an item (transformation goods) for the transformation performance.
[0380] In the start effect of the first consecutive effect, as shown in FIG. 58(a), a text image 203 such as "I'm transforming!" is displayed together with the girl character 201 on the display screen of the auxiliary display unit 65. This start effect is executed, for example, when the start lever 41 is operated in the start game of the consecutive effect. The start effect is executed over one game.
[0381] In the preparation effect (item acquisition effect) of the first consecutive effect, first, as shown in Figures 58(b) and (c), a treasure chest image 204 is displayed on the display screen of the auxiliary display unit 65, and then, as shown in Figures 59(a) to (c), an item image 205 is displayed on the same display screen. The item image 205 is displayed so as to appear from the treasure chest image 204.
[0382] As the treasure chest effect in which the treasure chest image 204 is displayed, there are prepared treasure chest effect A (Fig. 58(b)) and treasure chest effect B (Fig. 58(c)) in which the treasure chest is of different colors, and the color of the treasure chest indicates the probability of winning in the CZ mode, etc. For example, treasure chest effect B in which a red treasure chest image 204b is displayed has a higher probability of winning in the CZ mode, etc. than treasure chest effect A in which a yellow treasure chest image 204a is displayed.
[0383] Furthermore, as the item effects in which item image 205 is displayed, item effects A to C in which different types of items are prepared, and the type of item indicates the likelihood of winning in CZ mode, etc. For example, item effect C in which walking stick image 205c is displayed has the highest likelihood of winning in CZ mode, etc., item effect A in which toothbrush image 205a is displayed has the lowest likelihood, and item effect B in which pendant image 205b is displayed is somewhere in between.
[0384] The preparation effect is executed over one game. Specifically, in the execution game of the preparation effect, when the start lever 41 is operated (when the reels 32L to 32R start to spin), the treasure chest effect starts, and then, after a predetermined period of time has passed or when the stop switches 42 to 44 are operated (for example, when a final stop operation is performed), the item effect starts.
[0385] In the final performance (transformation performance) of the first continuous performance, as shown in FIG. 60, an image of the process of the girl character 201 transforming into the wizard character 202 is displayed on the display screen of the auxiliary display unit 65, followed by a result image indicating whether the transformation was successful or unsuccessful. Specifically, first, as shown in FIG. 60(a), the girl character 201 is shown chanting the spell to transform, and then, as shown in FIG. 60(b), the girl character 201 is shown surrounded by a dazzling light along with the spell. If an item has been acquired in the preparation performance, the girl character 201 in FIG. 60(a) is displayed holding the acquired item. Then, when a notification corresponding to a win in the CZ mode or the like is made, as shown in FIG. 60(c1), a result image (ending image) is displayed in which the light subsides and the wizard character 202 who has successfully transformed appears. On the other hand, when a notification corresponding to a loss in the CZ mode or the like is made, as shown in FIG. 60(c2), a result image is displayed in which the light subsides and the girl character 201 who has failed to transform appears.
[0386] The final effect is executed over two games. Specifically, when the start lever 41 is operated in the game in which the final effect is executed (when the reels 32L to 32R start spinning), the image in Fig. 60(a) is displayed. After that, after a predetermined period of time has passed or when the stop switches 42 to 44 are operated (for example, when the first stop operation is performed), the image in Fig. 60(b) is displayed. After that, when the start lever 41 is operated in the next game (when the reels 32L to 32R start spinning), the image in Fig. 60(c1) or Fig. 60(c2) is displayed.
[0387] Next, the second consecutive performance will be described with reference to Figures 61 to 63. The second consecutive performance also comprises a start performance executed in the first game of the consecutive performance, a preparation performance executed thereafter, and a final performance executed after the preparation performance. The final performance of the second consecutive performance is a battle performance in which warrior character 211 determines whether or not he can defeat enemy character 212, and the preparation performance is an item acquisition performance in which an item (weapon) is acquired for the battle performance. The number of games executed and the start timing of each performance are the same as in the first consecutive performance.
[0388] In the start effect of the second consecutive effect, as shown in Fig. 61(a), a text image 213 such as "Prepare for battle!!" is displayed on the display screen of auxiliary display unit 65 together with enemy character 212. In the preparation effect (item acquisition effect) of the second consecutive effect, first, treasure chest effect A (Fig. 61(a)) or treasure chest effect B (Fig. 61(b)) is executed as in the first consecutive effect, and then, as shown in Figs. 62(a) to (c), an item effect in which an item image 215 is displayed is executed. In the item effect, for example, item effect C in which a gun image 215c is displayed has the highest expectation of winning the CZ mode or the like, item effect A in which a toothbrush image 215a is displayed has the lowest expectation, and item effect B in which a knife image 215b is displayed is positioned somewhere in between.
[0389] In the final performance (battle performance) of the second consecutive performance, as shown in Figures 63(a) and (b), an image of warrior character 211 attacking and an image of enemy character 212 being attacked are displayed, and then a result image is displayed indicating the outcome of the battle and notifying whether or not a win has been made in CZ mode, etc. Specifically, when a notification corresponding to a win in CZ mode, etc. is made, an image of warrior character 211 defeating enemy character 212 and winning is displayed, as shown in Figure 63(c1), and when a notification corresponding to a loss in CZ mode, etc. is made, an image of warrior character 211 being defeated by enemy character 212 is displayed, as shown in Figure 63(c2).
[0390] In the continuous effects according to the present embodiment, the first continuous effects or the second continuous effects are executed over a number of games selected by lottery from among three to five games.
[0391] Returning to the explanation of the continuous performance setting process (FIG. 49), in the performance table for this sign acquired in step S2207, as shown in FIG. 50, performance scenarios corresponding to the number of games played in the continuous performance are set for each of the first and second continuous performances as performance scenarios for this sign. Each of these performance scenarios produces a final performance of a successful transformation or a battle victory, and is intended to notify winning of the CZ mode, etc. Incidentally, each performance scenario is configured so that when the number of games played is three, the preparatory performance (item acquisition performance) is not executed, and the final performance (transformation performance or battle performance) is executed after the start performance, and when the number of games played is five, the preparatory performance is executed twice after the start performance, and then the final performance is executed.
[0392] In this premonition effect table, the probability of selecting 5 games as the number of games to be executed in a continuous effect is the highest, and the probability of selecting 3 games is the lowest. Therefore, the more games to be executed in a continuous effect, the higher the chance of winning in the CZ mode, etc.
[0393] After the main premonition effect table is acquired in step S2207, a lottery process for consecutive effects is executed in step S2208. In the lottery process for consecutive effects, a random number for consecutive effect lottery is acquired, and the acquired random number and the main premonition effect table acquired above are used to perform a lottery to determine the number of games to be played in consecutive effects and the effect scenario to be executed.
[0394] In the next step S2209, as a process for setting effect data, a scenario data table corresponding to the effect scenario determined by the lottery process is created. This scenario data table is stored (set) in the effect setting data storage area 183c of the RAM 183. In the scenario data table, information on effect videos to be executed in each game is set in association with the number of games to be executed in succession, as shown in FIG. 51. In this embodiment, the value of a continuous effect counter is used as the number of games in which continuous effects are executed. The continuous effect counter is used by the CPU 181 to grasp the number of games in which continuous effects are executed or the number of games remaining, and is decremented by one for each game in which continuous effects are being executed.
[0395] 50 (a scenario in which the number of games in the continuous performance is five and a transformation performance of the girl character 201 is executed) is selected as the performance scenario for the current continuous performance by the lottery process, the scenario data table will set, as shown in FIG. 51(a), information corresponding to the performance video of the continuous performance scenario K-1 (start performance) as information for the performance to be executed in the first game, information corresponding to the performance video of the continuous performance scenario K-2 (performance in which a pendant is acquired) as information for the performance to be executed in the second game, information corresponding to the performance video of the continuous performance scenario K-3 (performance in which a walking stick is acquired) as information for the performance to be executed in the third game, information corresponding to the continuous performance scenario K-4 (performance in which a transformation is attempted) as information for the performance to be executed in the fourth game, and information corresponding to the continuous performance scenario K-5 (performance in which the transformation is successful) as information for the performance to be executed in the fifth game. The information on the performance video may be identification information indicating the video data (unique information assigned to each performance video) or information indicating the storage area in which the video data is stored (address information of ROM 182).
[0396] In step S2209, the information on the effect video of this premonition preliminary scenario is set in the scenario data table together with the effect scenario of the continuous effect. This premonition preliminary scenario is set separately from the actual continuous effect (in other words, it is not set as an actual continuous effect), and is a preliminary effect for when the number of premonition games is not updated during the execution of the continuous effect (when the game is started with the number of bets set to 2).
[0397] The main premonition preliminary scenario is provided for the first consecutive performance and the second consecutive performance, and specifically, a separate main premonition preliminary scenario is prepared for each of the main premonition scenarios A to N shown in Figure 50. Furthermore, in each main premonition preliminary scenario, multiple types of performances are prepared according to the number of games in which the consecutive performances are executed.
[0398] For example, as shown in Figure 51(a), when main premonition scenario K is selected as the performance scenario for the continuous performance, main premonition backup scenario K corresponding to main premonition scenario K is set in the scenario data table. Main premonition backup scenario K is made up of multiple performances consisting of main premonition backup scenarios K1 to K-3 and a transformation scenario, and each performance corresponds to the value of the performance counter.
[0399] When the value of the consecutive counter is 5, the actual premonition preliminary scenario K-1 is related in terms of the performance content in relation to the actual premonition scenario K-1. In the performance of the actual premonition preliminary scenario K-1, for example, as shown in Figure 64(a), a text display 221 that suggests the start of the first consecutive performance, such as "Next Transformation Challenge", is displayed on the display screen of the auxiliary display unit 65.
[0400] When the value of the continuous counter is 4, this premonition preliminary scenario K-2 suggests a red treasure chest or increases the expectation of one as being related to this premonition scenario K-2. In the presentation of this premonition preliminary scenario K-2, for example, as shown in Figure 64(b), a text display 222 such as "If it's a red treasure chest, it's your chance!" is displayed on the display screen of the auxiliary display unit 65 along with the girl character 201 and treasure chest image 204.
[0401] When the value of the continuous counter is 3, this premonition preliminary scenario K-3 suggests or increases the expectation of a walking stick (an item obtained in this premonition scenario K-3) as something related to this premonition scenario K-3. In the presentation of this premonition preliminary scenario K-3, for example, as shown in Figure 64(c), text display 223 such as "I want a walking stick!" is displayed on the display screen of the auxiliary display unit 65 along with the girl character 201 and walking stick image 205c.
[0402] The actual premonition preliminary scenario - transformation when the value of the continuous counter is 2 or 1 is related to the actual premonition scenarios K-4 and K-5 and suggests a successful transformation or heightens the sense of anticipation. In the actual premonition preliminary scenario - transformation performance, for example, as shown in Figure 64(d), an enlarged image 224 of the girl character's face is displayed in a cut-in format along with text display 225 such as "It's time to transform!" Note that the actual premonition preliminary scenario - transformation is a common preliminary performance for the actual premonition scenarios A, C to E, and I to K for the first continuous performance.
[0403] Also, for example, as shown in Figure 51(b), when main premonition scenario H is selected as the performance scenario for the continuous performance, a main premonition backup scenario H is set corresponding to the main premonition scenario H. The main premonition backup scenario H is also made up of multiple performances, each of which corresponds to the value of the performance counter.
[0404] The present premonition preliminary scenario H-1 when the value of the consecutive counter is 4 is related in terms of the performance content in relation to the present premonition scenario H-1. In the performance of the present premonition preliminary scenario H-1, for example, as shown in Figure 65(a), a text display 231 suggesting the start of the second consecutive performance, such as "Next Battle", is displayed on the display screen of the auxiliary display unit 65.
[0405] When the value of the continuous counter is 3, the premonition preliminary scenario H-2 suggests or heightens the expectation of a red treasure chest as being related to the premonition scenario H-2. In the presentation of the premonition preliminary scenario H-2, for example, as shown in Figure 65(b), a text display 232 such as "I want a red treasure chest" is displayed on the display screen of the auxiliary display unit 65 along with the warrior character 211 and the treasure chest image 204.
[0406] When the value of the continuous counter is 2 or 1, the main premonition preliminary scenario - for battle is related to the main premonition scenarios H-3 and H-4 and suggests victory in the battle or heightens the sense of expectation. In the main premonition preliminary scenario - for battle performance, for example, as shown in Figure 65(c), an enlarged image 234 of the warrior character's face is displayed in a cut-in format along with text display 235 such as "Let's go!!" Note that the main premonition preliminary scenario - for battle is a common preliminary performance for the main premonition scenarios B, F to H, and L to N for the second continuous performance.
[0407] Returning to the explanation of the continuous effect setting process (FIG. 49), after the effect data setting process (scenario data table creation process) in step S2209 is executed, in step S2210 a value is set in an effect standby counter provided in the various counter area 183b of the RAM 183. The effect standby counter is used by the CPU 181 to grasp the number of standby games until the start of continuous effects. For example, if the number of continuing games (number of remaining games) in the premonition mode grasped in step S2205 above is 10 games and the number of consecutive games selected in the lottery process in step S2208 above is 4 games, the value of the effect standby counter is set to 6.
[0408] In step S2211, a value is set in the continuous effect counter provided in the various counter area 183b of the RAM 183. As already explained, the continuous effect counter is used to count the number of games in which continuous effects have been executed or the number of games remaining. For example, if the number of games in which continuous effects have been executed selected in the lottery process in step S2208 is four, the value of the effect standby counter is set to four.
[0409] Next, in step S2212, a performance standby flag is set (stored) in the various flag storage area 183a of the RAM 183, and then this continuous consecutive output setting process is terminated. The performance standby flag is a flag that allows the CPU 181 to know that it is waiting for the start of continuous performance.
[0410] If a positive judgment is made in step S2204 (if a pseudo premonition flag is stored), the process proceeds to step S2213, where the pseudo premonition flag stored in the various flags storage area 183a is cleared. In the following step S2214, the value of the pseudo premonition counter provided in the various counter area 183b of the RAM 183 is cleared to 0. The pseudo premonition counter will be described later. After step S2214 is executed, the process proceeds to step S2205, where a process is executed to determine the number of games to be continued or the number of games remaining in the premonition mode.
[0411] If the determination in step S2201 is affirmative (if the first BB end command or the second BB end command is received), the process proceeds to step S2215, where it is determined whether or not the present premonition flag is stored in the various flag storage area 183a. If the present premonition flag is stored, the process of acquiring the present premonition effect table in step S2207 is executed, and if the present premonition flag is not stored, the present continuous effect setting process is terminated.
[0412] <Processing for specific role notification> The specific role notification process of step S2109 will be described with reference to the flowchart of Fig. 52. The specific role notification process performs setting processing for continuous effects for pseudo-premonitions (continuous effects that notify non-winning of CZ mode, etc.).
[0413] In the specific combination notification process, first, in step S2301, a chance combination lottery process is executed to determine whether or not to set a chance combination as the combination for the current game. In the chance combination, as shown in FIG. 66(d), for example, the auxiliary display unit 65 displays the word "Chance!!" and displays characters with exclamation marks corresponding to each of the reels 32L, 32M, and 32R. Note that the winning probability of the chance combination lottery process may be configured to differ depending on the type of specific combination, the game status, the setting value, etc.
[0414] In step S2302, it is determined whether or not the lottery process in step S2301 has been won. If the lottery process has been won, in step S2303, a chance effect is set to be performed as the effect for this game.
[0415] After step S2303 is executed or if a negative judgment is made in step S2302 (if the chance performance lottery is not won), in steps S2304 to S2306, it is judged whether or not the current start command includes any of the premonition start command, CZ addition command, or AT winning command. If any of these commands is included, the specific role notification process is terminated, and if none of these commands is included, a pseudo premonition mode execution lottery is executed in step S2307.
[0416] The pseudo-premonition mode is a mode that makes the player hope that the transition to the premonition mode has occurred (in other words, that the player has won the CZ mode or the like), even though the mode has not actually been entered. In this embodiment, the period of this pseudo-premonition mode is used to execute a continuous effect to notify the player that the CZ mode or the like has not been entered. As with the premonition mode, the number of games to continue in the pseudo-premonition mode is often set to a number greater than the number of games in the continuous effect. In this case, a provocative effect (an effect other than the continuous effect) is executed in the period before the start of the continuous effect to make the player hope for a win. Since this provocative effect is executed to varying degrees even in the period before the start of the continuous effect in the premonition mode, it is impossible or difficult for the player to clearly distinguish between the premonition mode and the pseudo-premonition mode.
[0417] In step S2308, it is determined whether or not the execution lottery for the pseudo-omen mode in step S2307 has been won. If not won, the specific combination notification process is terminated, and if won, the process proceeds to step S2309, where a pseudo-omen flag is set (stored) in the various flag storage area 183a. The pseudo-omen flag is a flag that allows the CPU 181 to know that the pseudo-omen mode is in progress.
[0418] Next, in step S2310, a pseudo-omen effect table is obtained from the various table storage area 182a of the ROM 182. The pseudo-omen effect table is used to draw effect scenarios for consecutive effects when a non-winning event such as a CZ mode is notified. As shown in FIG. 53, the pseudo-omen effect table sets, as the effect scenario for the pseudo-omen, effect scenarios corresponding to the number of games to be executed for the consecutive effects for each of the first and second consecutive effects. Each of these effect scenarios results in an effect of a failed transformation or a battle defeat as the final effect. In the pseudo-omen effect table, the probability of selecting three games as the number of games to be executed for the consecutive effects is highest, and the probability of selecting five games is lowest.
[0419] After the pseudo-omen effect table is acquired in step S2310, a lottery process for consecutive effects is executed in step S2311. In the lottery process for consecutive effects, a random number for consecutive effect lottery is acquired, and the acquired random number and the acquired pseudo-omen effect table are used to perform a lottery to determine the number of games to be played in consecutive effects and the effect scenario to be executed.
[0420] In step S2312, as the effect data setting process, a scenario data table corresponding to the effect scenario determined by the lottery process is created and stored (set) in the effect setting data storage area 183c of RAM 183. In the scenario data table for pseudo-omen, as in the scenario data table for main omen (FIG. 51), information on effect videos to be executed in each game is set in association with the number of consecutive games to be executed. However, information on effect videos of backup scenarios is not set in the scenario data table for pseudo-omen.
[0421] In step S2313, a value is set in a pseudo-omen counter provided in the various counter area 183b of the RAM 183. The pseudo-omen counter is used by the CPU 181 to grasp the number of games remaining in the pseudo-omen mode. In step S2314, a value is set in an effect standby counter provided in the various counter area 183b, and in the following step S2315, a value is set in a continuous effect counter provided in the various counter area 183b. The processing of steps S2314 and S2315 is the same as the processing of steps S2201 and S2211 in the continuous selection setting processing (FIG. 49).
[0422] After step S2315 is executed, in step S2316, the effect standby flag is set (stored) in the various flag storage area 183a, and then this continuous consecutive output setting process is terminated.
[0423] <Continuous performance standby processing> The continuous effect standby process of step S2114 will be described with reference to the flowchart of Fig. 54. The continuous effect standby process controls the start timing (start game) of each continuous effect for the actual premonition and pseudo premonition.
[0424] In the continuous effect standby process, first, in step S2401, it is determined whether or not an effect standby flag is stored in the various flag storage area 183a of the RAM 183. If it is determined that the effect standby flag is stored (if the continuous effect is in standby state), the process proceeds to step S2402, where it is determined whether or not a real premonition flag is stored in the various flag storage area 183a.
[0425] If it is determined that this premonition flag is stored, the process proceeds to step S2403, where it is determined whether a premonition game count update command has been received as the current start command. The premonition game count update command is a command indicating that the number of games remaining in the premonition mode has been updated in the main control device 101. If it is determined that a premonition game count command has been received, the value of this premonition counter provided in the various counter area 183b of RAM 183 is decremented by 1 in step S2404.
[0426] Furthermore, if a negative judgment is made in step S2402 (the actual precursor flag is not stored), this means that a pseudo precursor flag is stored, in which case the process proceeds to step S2405, where the value of the pseudo precursor counter provided in the counter area 183b is decremented by 1.
[0427] After step S2404 or S2405 is executed, in step S2406, the value of the effect standby counter provided in the counter area 183b is decremented by 1. This updates the number of standby games until the start of continuous effects. In the following step S2407, it is determined whether the value of the effect counter is 0, i.e., whether the number of standby games until the start of continuous effects is 0.
[0428] If the value of the effect counter is not 0 (if the number of waiting games is 1 or more), the process continues to wait for the start of the continuous effect and ends this continuous effect waiting process. On the other hand, if the value of the effect counter is 0, the effect waiting flag stored in the various flag storage area 183a is cleared (erased) in step S2408, and then in the following step S2409, the continuous effect flag is set (stored) in the various flag storage area 183a. The continuous effect flag is used by the CPU 181 to determine whether a continuous effect should be executed or whether a continuous effect is currently being executed. After execution of step S2409 or if a negative judgment is made in step S2401 (if the effect waiting flag is not stored), this continuous effect waiting process ends.
[0429] Also, if a negative judgment is made in step S2403 (if the premonition game count command has not been received), the continuous effect standby process is terminated without executing the processes from step S2404 onwards. In other words, if the premonition game count command has not been received and the number of remaining games in the premonition mode has not been updated in the main control device 101, the subtraction process (update process) of the premonition counter and the effect standby counter is not executed.
[0430] <Processing for executing continuous performance> The continuous performance execution process of step S2115 will be described with reference to the flowchart in Fig. 55. The continuous performance execution process is a process for executing continuous performance based on the scenario data for the real premonition set in the continuous performance setting process (Fig. 49) and the scenario data for the pseudo premonition set in the specific role notification process (Fig. 52).
[0431] In the continuous performance execution process, first, in step S2501, it is determined whether or not a continuous performance flag is stored in the various flag storage area 183a of the RAM 183. If it is determined that a continuous performance flag is not stored (if the situation is not such that continuous performance should be executed), this continuous performance execution process is terminated. On the other hand, if it is determined that a continuous performance flag is stored (if the situation is such that continuous performance should be executed), it is determined in step S2502 whether or not a real premonition flag is stored in the various flag storage area 183a. In other words, it is determined whether the situation is such that a continuous performance for a real premonition should be executed, or a continuous performance for a pseudo premonition should be executed.
[0432] If it is determined that the present premonition flag is stored (if the situation is such that the continuous performance for the present premonition should be executed), the process proceeds to step S2503, where it is determined whether or not a second BB start command has been received as the current start command. The second BB start command is a command that indicates the start of the second BB state. If a player plays a game with a bet of 2 while the continuous performance for the present premonition is being executed, a second BB win may be achieved and the second BB state may begin. This step is for determining whether or not the start of such a second BB state has occurred.
[0433] If the second BB start command has not been received, in step S2504, it is determined whether a premonition game count update command has been received as the current start command. If the premonition game count update command has been received and the main control device 101 has updated the number of remaining games in the premonition mode, the process proceeds to step S2505. In step S2505, the main premonition scenario corresponding to the current value of the continuous performance counter is executed based on the scenario data for the main premonition set in the continuous performance setting process (Figure 49). For example, as shown in Figure 51(b), if the main premonition scenario H is set as the continuous performance for the main premonition and the current value of the continuous performance counter is 3, the auxiliary display unit 65, etc. is controlled to execute the performance of the main premonition scenario H-2 in the current game. In the following step S2506, the value of the continuous performance counter provided in the various counter area 183b of RAM 183 is decremented by 1, and then the main premonition scenario execution process is terminated.
[0434] If a negative judgment is made in step S2504 (the premonition game count update command has not been received), the process proceeds to step S2507, where the performance of the premonition preliminary scenario corresponding to the value of the continuous performance counter at that time is executed based on the scenario data for the premonition set in the continuous performance setting process (Figure 49). For example, as shown in Figure 51(b), in a situation where the premonition scenario H is set as the continuous performance for the premonition, if the value of the continuous performance counter at that time is 3, the auxiliary display unit 65 etc. is controlled so that the performance of the premonition preliminary scenario H-2 is executed in the current game.
[0435] After step S2504 is executed, the continuous effect execution process is terminated. In other words, if the premonition game count command has not been received and the number of remaining games in the premonition mode has not been updated in the main control device 101 (in other words, if the premonition preliminary scenario effect has been executed), the continuous effect counter subtraction process (update process) is not executed.
[0436] Furthermore, if the determination in step S2503 above is affirmative (if the second BB start command has been received), the process proceeds to step S2508, where the scenario data table (performance data for continuous performance) stored in the performance setting data storage area 183c of the RAM 183 is cleared (deleted). In the following step S2509, the continuous performance flags stored in the various flag storage area 183a are cleared (deleted), and then the continuous performance execution process is terminated. This stops the continuous performance currently being executed.
[0437] When the first BB state or the second BB state is being executed, the main control device 101 does not update the number of games remaining in the premonition mode, just as when the number of bets does not match the specific specified number (if a positive determination is made in step S1203 of FIG. 39). However, in the first BB state or the second BB state, it is expected that the bonus state will continue for a relatively long period of time, for example, about 30 games. In this way, even if the number of games remaining in the premonition mode is not updated, just as when the number of bets does not match the specific specified number, if it is expected that this period will continue for a long period of time, the system is configured to not respond by executing a preliminary effect, but to stop the continuous effect itself.
[0438] For example, if a preliminary effect were inserted during a transition to the first BB state or the second BB state, as in the case of a two-bet game, it would be necessary to prepare a large amount of video data for the premonition preliminary scenario and store a large amount of such video data in the ROM 182. This would increase the burden on gaming machine designers and could strain the capacity of the ROM 182. Furthermore, the preliminary effect would be executed for a long time without progressing the content of the consecutive effects, which could cause the player to feel uncomfortable. In this regard, in this embodiment, the occurrence of the above-mentioned inconveniences can be appropriately prevented by selectively responding with a preliminary effect or terminating the consecutive effects depending on the length of the period during which the number of remaining games in the premonition mode is not updated.
[0439] If a negative judgment is made in step S2502 (if the situation calls for the execution of a pseudo-omen continuous effect), the process proceeds to step S2510, where the pseudo-omen scenario corresponding to the value of the continuous effect counter at that time is executed based on the scenario data for the pseudo-omen set in the specific role notification process (FIG. 52). In the following step S2511, the value of the continuous effect counter provided in the various counter area 183b is decremented by 1, and then the continuous effect execution process is terminated. In other words, if the situation calls for the execution of a pseudo-omen continuous effect, the execution process of the pseudo-omen scenario set as the continuous effect and the decrement process (update process) of the continuous effect counter are executed regardless of whether the number of remaining games in the premonition mode has been updated.
[0440] <Performance setting process when all stops> The process of setting the effects when all the devices are stopped in step S1910 will be described with reference to the flowchart in FIG.
[0441] First, in step S2601, it is determined whether a first AT winning notification command or a second AT winning notification command has been received as the current full stop command. If either of these commands has been received, in step S2602, the auxiliary display unit 65 etc. is controlled so that an AT winning notification effect is performed for the current game. In the AT winning notification effect, for example, as shown in FIG. 66(a), the auxiliary display unit 65 displays text such as "AT confirmed." Note that if a first AT winning notification command has been received, an AT winning notification effect corresponding to the first AT is performed, and if a second AT winning notification command has been received, an AT winning notification effect corresponding to the second AT is performed.
[0442] If a negative judgment is made in step S2601 (the first AT winning notification command or the second AT winning notification command has not been received), then in step S2603 it is judged whether or not an AT start command has been received as the current full stop command. If an AT start command has been received, then in step S2604 the auxiliary display unit 65 etc. is controlled so that an AT start effect is performed in the next game. In the AT start effect, for example, as shown in Figure 66(b), the auxiliary display unit 65 displays text such as "AT Start!!"
[0443] If a negative judgment is made in step S2603 (if the AT start command has not been received), then in step S2605 it is judged whether or not an AT end command has been received as the current full stop command. If an AT end command has been received, then in step S2606 the auxiliary display unit 65 etc. is controlled so that an AT end effect is performed in the current game. In the AT end effect, for example, as shown in Figure 66(c), the auxiliary display unit 65 displays text such as "AT END".
[0444] If a negative judgment is made in step S2605 (if the AT end command has not been received), it is determined in step S2607 whether or not a CZ start command has been received as the current full stop command. If a CZ start command has been received, in step S2608 the auxiliary display unit 65 etc. is controlled so that a CZ start effect will be performed in the next game. In the CZ start effect, for example, as shown in Figure 67(c), the auxiliary display unit 65 displays text such as "CZ mode start."
[0445] If a negative judgment is made in step S2607 (if the CZ start command has not been received), then in step S2609 it is determined whether or not a CZ end command has been received as the current full stop command. If a CZ end command has been received, then in step S2610 the auxiliary display unit 65 etc. is controlled so that a CZ end effect is performed for the current game. In the CZ end effect, for example, as shown in Figure 67(d), the auxiliary display unit 65 displays text such as "CZ mode ended."
[0446] If a negative judgment is made in step S2609 (if the CZ end command has not been received), it is determined in step S2611 whether or not a premonition end command has been received as the current full stop command. If a premonition end command has been received, the premonition flag and continuous performance flag stored in the various flag storage area 183a of RAM 183 are cleared (erased) in steps S2612 and S2613.
[0447] If a negative judgment is made in step S2611 (if the premonition end command has not been received), then in step S2614 it is judged whether the value of the continuous performance counter provided in the various counter area 183b of the RAM 183 is 0. If the value of the continuous performance counter is 0, then in steps S2615 and S2616 the pseudo premonition flag and continuous performance flag stored in the various flag storage area 183a are cleared (erased).
[0448] In the following step S2617, it is determined whether or not the second BB state is being executed. If the player plays a game with a bet of 2 while the consecutive effects for the pseudo-omen are being executed, the second BB win may be achieved and the state may transition to the second BB state. This step determines whether or not the second BB state to which the state transition has been made is being executed. If it is determined in step S2617 that the second BB state is being executed, the process proceeds to step S2618, where a pseudo-omen end flag is set (stored) in the various flag storage area 183a. The pseudo-omen end flag is a flag that allows the CPU 181 to know that the consecutive effects for the pseudo-omen have ended.
[0449] If a negative judgment is made in step S2614 (if the value of the continuous effect counter is not 0), then in step S2619 it is judged whether or not a first BB end command or a second BB end command has been received as the current all-stop command. If either of these commands has been received, then in step S2620 the auxiliary display unit 65 and the like are controlled so that a bonus end effect is performed in the current game. In the bonus end effect, for example, as shown in FIG. 67(b), the auxiliary display unit 65 displays text such as "BONUS END."
[0450] After the processing of step S2602, step S2604, step S2606, step S2608, step S2610, step S2613, step S2618, or step S2620 has been executed, or if a negative determination is made in step S2619, other stop-time effects are set in step S2621, and then this effect setting process ends. In step S2621, 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.
[0451] <Bonus performance setting process> The bonus performance setting process in step S2112 will be explained with reference to the flowchart in FIG.
[0452] In the bonus effect setting process, first in step S2701, it is determined whether or not a pseudo-omen flag is stored in the various flag storage area 183a of the RAM 183. If it is determined that a pseudo-omen flag is not stored, the process proceeds to step S2702, where it is determined whether or not a first BB start command or a second BB start command has been received as the current start command. In other words, it is determined whether or not this is the start game of a bonus game. The bonus game starts from the game following the first BB win or the second BB win, and ends when the total number of medals paid out since that start game reaches the upper limit payout number.
[0453] If the first BB start command or the second BB start command has been received, the process of determining the type of bonus for this game is performed in step S2703. More specifically, it is determined whether the bonus game for this game is based on the first BB win or the second BB win. Then, in step S2704, the process of setting the bonus effect corresponding to the bonus type determined in step S2703 is performed.
[0454] In the bonus effect, for example, after the bonus start effect shown in FIG. 67(a) is executed on the auxiliary display unit 65, a moving image effect is executed using animation in which a predetermined character or the like appears. In addition, a predetermined sound effect (sound effect) is also output from the speaker 64. The animation effect in this case is set to repeatedly play, for example, a five-minute animated video. Note that the progress of the effect on the auxiliary display unit 65 may be stopped when the five-minute animated video ends, and only the sound effect may be repeated.
[0455] Incidentally, the bonus game in this embodiment involves a reduction in medals, which is not desirable for players, so the bonus presentation may be configured to display only the above animation without performing the opening presentation of Figure 67(a) or the closing presentation of Figure 67(b).
[0456] After step S2704 is executed, the bonus effect setting process is terminated. Also, if a positive judgment is made in step S2701 (if the pseudo-omen continuous effect is being executed), the bonus effect setting process is terminated without executing the processes in step S2702 and thereafter. In other words, if the second BB state starts while the pseudo-omen continuous effect is being executed, the continuation of the continuous effect is prioritized without starting the bonus effect.
[0457] If a negative judgment is made in step S2702 (i.e., the first BB start command or the second BB start command has not been received), the process proceeds to step S2705, where it is determined whether the first BB state or the second BB state is being executed. If either of these BB states is being executed, it is determined in step S2706 whether a pseudo-premonition end flag is stored in the various flag storage area 183a. If a pseudo-premonition end flag is stored, the pseudo-premonition end flag is cleared (erased) in step S2707, and the process proceeds to step S2703. In other words, if the second BB state is started while a pseudo-premonition continuous effect is being executed, the bonus effect is controlled so that the ongoing continuous effect ends before the bonus effect is started. Note that if a negative judgment is made in step S2705 or step S2706, the bonus effect setting process is terminated.
[0458] <About the flow of consecutive performances> The flow of the consecutive presentations for this premonition will be explained with reference to Figure 68. Here, we will explain an example in which the player bets 2 on the second and fourth games from the start of the consecutive presentations, and the number of remaining games in the premonition mode is not updated in those games. Also, as shown in Figure 51(b), it is assumed that the consecutive presentations for this premonition have selected the consecutive presentations for this premonition, i.e., the consecutive presentation of four games in which the warrior character 211 appears.
[0459] When the number of games remaining in the premonition mode becomes four, the start effect of the main premonition scenario H-1 is executed as the continuous effect for the main premonition (Figure 68(a)). Then, when the player plays the second game from the start of the continuous effect with a bet of two, the effect of the main premonition preliminary scenario H-2 set in the scenario data table is executed as the preliminary effect (Figure 68(b)). After that, when the player plays the third game from the start of the continuous effect with a bet of three, the effect of the main premonition scenario H-2 set in the scenario data table is executed as the preparation effect (item acquisition effect) (Figure 68(c)).
[0460] That is, the presentation of the preliminary premonition scenario H-2, which was performed two games from the start of the consecutive presentation, is performed so as to be inserted between the start presentation of the preliminary premonition scenario H-1 in the first game of the consecutive presentation and the preparation presentation of the preliminary premonition scenario H-2, which was originally supposed to be performed in the second game. Therefore, even if the number of remaining games in the premonition mode is not updated because two bet games are performed in the second game from the start of the consecutive presentation and there is a one-game delay in the ending game of the premonition mode (the ending game in which the winning notification should be made in the consecutive presentation), the progress of the consecutive presentation is delayed accordingly, thereby synchronizing the premonition mode and the consecutive presentation.
[0461] When the player again bets 2 in the fourth game from the start of the consecutive effects, the effect of the main premonition preliminary scenario H-3 set in the scenario data table is executed as a preliminary effect (Figure 68(d)). As in the case of the main premonition preliminary scenario H-2, the effect of the main premonition preliminary scenario H-3 is also executed so as to be inserted between the preparation effect of the main premonition scenario H-2 that should have been executed in the second game and the battle effect of the main premonition scenario H-3 that should have been executed in the third game.
[0462] Then, when the player bets 3 in the fifth and sixth games from the start of the consecutive effects and plays the games, the final effects (battle effects) of the premonition scenarios H-3 and H-4 set in the scenario data are executed (Figure 68(e) and (f)), and a win notification of the CZ mode or the like is made in the sixth game from the start of the consecutive effects. In this case, the effect of the premonition scenario H-4 that notifies the win is executed in the game where the number of games remaining in the premonition mode is 1 (the final game of the premonition mode), and the progress of the consecutive effects and the progress of the premonition mode are synchronized.
[0463] In this way, because the configuration is such that the preliminary effects are additionally executed in games in which the number of remaining games in the premonition mode is not updated, the number of games in which the consecutive effects are executed is initially set to four, but the continuation of the consecutive effects is extended by the two games in which the progress of the premonition mode is delayed, and a win notification for the CZ mode or the like can be issued in the sixth game from the start of the consecutive effects. This eliminates the discrepancy between the end timing of the premonition mode and the end timing of the consecutive effects caused by the number of remaining games in the premonition mode not being updated, and makes it possible to preferably prevent inconveniences such as the push order notification effect for transitioning to the AT mode not being executed even though a win notification for the AT mode has been issued in the consecutive effects.
[0464] It is also possible that, after the transition to the premonition mode and before the start of the continuous effects, the player plays the game with a bet of 2, and the number of games remaining in the premonition mode is not updated. In this regard, in this embodiment, the display control device 81 is configured to update the values of the premonition counter and the effect standby counter based on the reception of a premonition game number update command (see FIG. 54). Therefore, when the update of the number of games remaining in the premonition mode stops, the update of the number of standby games until the start of the effect also stops in synchronization. In other words, if the premonition mode is extended because the number of games remaining in the premonition mode is not updated during the period after the transition to the premonition mode and before the start of the continuous effects, the start of the continuous effects will be delayed accordingly.
[0465] Note that, unlike the main premonition series, if a player bets two and plays a game while the number of remaining games in the premonition mode is not updated during the execution of the pseudo premonition series, a preliminary effect is not executed. In other words, regardless of the number of bets placed during game execution, the pseudo premonition series is executed according to the initial setting. Furthermore, even before the pseudo premonition series begins, the effect standby counter is updated regardless of the number of bets placed during game execution, and the premonition series begins in the game according to the initial setting.
[0466] Next, the flow when the second BB win occurs during the execution of the continuous performance for this premonition and the game transitions to the second BB state will be described with reference to Figure 69. Here, we will explain the case where the player bets 2 in the second game from the start of the continuous performance and stops the symbol combination corresponding to the second BB (Figure 13(f)) in that game as an example. Also, as shown in Figure 51(b), it is assumed that the continuous performance for this premonition is selected as the main premonition scenario H (a continuous performance of four games in which the warrior characte...
Claims
[Claim 1] A plurality of rotating bodies on which a plurality of types of patterns are attached in the circumferential direction; a first operating means for starting rotation of each of the rotating bodies when operated; a second operating 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 first operating means is operated and for stopping rotation of each of the rotating bodies when the second operating means is operated; In a gaming machine equipped with A specific effect setting means for setting a specific effect to be executed in multiple games when a specific opportunity is established; a specific effect execution means for executing the specific effect by a predetermined effect means based on the setting result of the specific effect setting means; a specific notification execution means capable of executing a specific notification when the specific opportunity is established; Equipped with The gaming machine is configured to be capable of executing a first game corresponding to the execution of an operation of a first mode when an operation of the first mode is executed, and is configured to be capable of executing a second game corresponding to the execution of an operation of a second mode different from the first mode when an operation of the second mode is executed, It is possible to set the specific effect to be executed when the specific trigger is established in a situation where the first game is played, a specifying means for suspending the specific effect being executed in the second game or a game subsequent to the second game when the operation of the second mode is executed during execution of the specific effect; The specific notification can be executed by a predetermined notification means different from the predetermined performance means, In a game in which the specific effect is interrupted by the specific means based on the execution of the operation of the second mode during the execution of the specific effect and the specific notification, the specific notification can be continued, A gaming machine characterized in that the specific notification can be continued in a game in which the interruption of the specific effect is lifted after the specific effect is interrupted and the specific notification is continued.
Citation Information
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