gaming machines
The gaming machine optimizes game progression and player engagement through a lockable front door, volume settings, and dual operation means for notifications, improving overall gaming experience.
Patent Information
- Application Number
- JP2024033904
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-03-06
- Publication Date
- 2026-01-14
- Estimated Expiration
- 2041-10-14
AI Technical Summary
Existing gaming machines lack optimization in game progression and player engagement, necessitating improvements in game design and notification mechanisms.
A gaming machine with a front door that can be locked and unlocked, volume setting for notifications, and operation means inside and outside the door, allowing for optimized game progression and enhanced player interaction through varied notification modes.
Enhances game optimization and player engagement by providing tailored notifications and operations, optimizing game progression and increasing player interaction.
Smart Images

Figure 0007798125000001 
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Figure 0007798125000003
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.
[0003] Specifically, in a slot machine, when a start lever is operated while medals as gaming media have been bet, an internal lottery is conducted and the reels start to rotate. If a stop switch is operated while the reels are rotating, the reels stop rotating. If the reels stop as a result of the internal lottery, a bonus according to the result is awarded (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2008-295707 Summary of the Invention [Problem to be solved by the invention]
[0005] Here, in the gaming machines exemplified above, it is necessary to optimize the progress of the game, and there is still room for improvement in this regard.
[0006] The present invention has been made in consideration of the circumstances exemplified above, and aims to provide a gaming machine that can optimize the progress of a game. [Means for solving the problem]
[0007] The present invention provides A game starts with a predetermined start operation, The game ends with a predetermined ending operation. In a gaming machine in which gaming value is awarded according to the result of a game, a front door that can be opened forward relative to the gaming machine body; a locking means for locking the front door; a volume setting means for setting the volume of a notification to be executed according to the content of a game; a notification execution means for executing a notification at a volume according to the setting by the volume setting means; a means for changing the mode of notification by the notification execution means when a predetermined operation is performed; a means for issuing an open notification when the front door is opened; Equipped with The operation means for performing the predetermined operation includes a first operation means provided at a position that allows operation without opening the front door, and a second operation means provided at a position that allows operation when the front door is opened, a means for executing a specific process corresponding to an operation of the second operating means when the second operating means is operated in a situation after the gaming machine is powered on; In a predetermined situation where the front door is opened and the second operating means is operated, the opening notification is not executed, and a specific notification corresponding to the operation of the second operating means is executed. It is a composition, When the front door is open in a situation after the predetermined situation, the opening notification can be executed. It is characterized by: [Effects of the Invention]
[0008] According to the present invention, it is possible to optimize the progress of a game. [Brief explanation of the drawings]
[0009] [Figure 1] FIG. 1A is a front view of a slot machine according to embodiment α of the first 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] 10A and 10B are diagrams showing examples of various transition lottery tables. [Figure 30] 10 is a flowchart showing the AT lottery processing. [Figure 31] 10 is a flowchart showing the AT top-up processing. [Figure 32] FIG. 10 is a diagram showing an example of an additional lottery table. [Figure 33] FIG. 2 is a diagram for explaining an overview of an instruction monitor and a section indicator. [Figure 34] An explanatory diagram showing an overview of the push order notification display performed on the auxiliary display unit. [Figure 35] 10 is a flowchart showing an AT start notification process. [Figure 36] 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 37] 10 is a flowchart showing a winning result response process. [Figure 38] 10 is a flowchart showing a process for a precursory mode. [Figure 39] 10 is a flowchart showing an AT type determination process. [Figure 40] 10 is a flowchart showing a CZ mode process. [Figure 41] 10 is a flowchart showing a process for an AT mode. [Figure 42] 10 is a flowchart showing a preparation mode process. [Figure 43]FIG. 10 is a diagram showing an example of a promotion lottery table. [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] 10 is a flowchart showing a performance setting process performed by a sub-side display control device. [Figure 47] 10 is a flowchart showing a start-up effect setting process. [Figure 48] 10 is a flowchart showing a process for setting effects when all the devices are stopped. [Figure 49] 10 is a flowchart showing the AT start process. [Figure 50] 10 is a flowchart showing a rotation effect process. [Figure 51] 10 is a flowchart showing a rotation effect process. [Figure 52] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 53] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 54] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 55] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 56] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 57] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 58] FIG. 10 is a diagram for explaining an outline of the spinning effect of each reel. [Figure 59] 10 is a flowchart showing a second external output setting process. [Figure 60] 10 is a flowchart showing a first external output setting process. [Figure 61] 10 is a flowchart illustrating a timer update process. [Figure 62] This is a timing chart to explain the AT mode start effect, rotation effect, and external output timing. [Figure 63] This is a timing chart to explain the AT mode start effect, rotation effect, and external output timing. [Figure 64] 10 is a flowchart showing a preparation mode process in Modification 1. [Figure 65] 10 is a flowchart showing a rotation effect process. [Figure 66] 10 is a flowchart showing an AT start notification process. [Figure 67] 10 is a flowchart showing a first external output setting process. [Figure 68] This is a timing chart to explain the AT mode start effect, rotation effect, and external output timing. [Figure 69] This is a timing chart to explain the AT mode start effect, rotation effect, and external output timing. [Figure 70] 10 is a flowchart showing a rotation effect process in Modification 2. [Figure 71] 10A is a flowchart showing an error notification process, and FIG. 10B is a diagram showing an example of a display effect by the auxiliary display unit. [Figure 72] 13 is a flowchart showing a first external output setting process in Modification 3. [Figure 73] 13 is a flowchart showing a second external output setting process in Modification 4. [Figure 74] 10 is a flowchart showing a rotation effect process. [Figure 75] 10 is a flowchart showing a process for an AT mode. [Figure 76] 11 is a flowchart showing a rotation effect process in the 1a embodiment β. [Figure 77] 10 is a flowchart showing a rotation effect process. [Figure 78] FIG. 1 is a diagram for explaining an overview of a simulated game. [Figure 79]This is a timing chart to explain the timing of the AT mode start effect, rotation effect, and external output in relation to the pseudo game and the pseudo game in progress display. [Figure 80] 10A is a diagram for explaining a modified example of the execution timing of the pseudo game in Modification 1, and FIG. 10B is a diagram for explaining a modified example of the execution timing of the pseudo game in Modification 2. FIG. [Figure 81] (a) is a flowchart showing part of the spin effect processing, (b) is a flowchart showing part of the reel control processing, and (c) to (h) are figures for explaining the outline of the game when a pseudo game is executed during normal play. [Figure 82] FIG. 10 is a diagram for explaining a modified example of notification during pseudo-play in Modification 3. [Figure 83] FIG. 10 is a diagram for explaining changes in the relationship between the winning mode and the award given in embodiment γ of 1a. [Figure 84] 10 is a flowchart showing an AT start notification process. [Figure 85] 10 is a flowchart showing a preparation mode process. [Figure 86] 10A is a flowchart showing a preparation mode effect setting process, and FIG. 10B is a flowchart showing an avoidance effect setting process. [Figure 87] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 88] 10A to 10C are diagrams showing examples of display effects by the auxiliary display unit. [Figure 89] 10 is a flowchart showing the AT lottery process in embodiment δ of 1a. [Figure 90] 10 is a flowchart showing a process for a precursory mode. [Figure 91] A flowchart showing the AT winning notification processing. [Figure 92] 10 is a flowchart showing a CZ mode process. [Figure 93] 10 is a flowchart showing a rotation effect process. [Figure 94]10 is a flowchart illustrating a timer update process. [Figure 95] FIG. 2B is a block diagram showing the electrical configuration of the main control device in the second b embodiment α. [Figure 96] FIG. 2 is a block diagram showing the electrical configuration of the display control device. [Figure 97] 10 is a flowchart showing timer interrupt processing by the main control device. [Figure 98] 10 is a flowchart showing normal processing by the main control device. [Figure 99] 10 is a flowchart showing lottery processing. [Figure 100] FIG. 10 is a diagram showing an example of a lottery table for a normal gaming state when three bets are made. [Figure 101] FIG. 10 is a diagram showing an example of a lottery table for a normal gaming state when two bets are made. [Figure 102] 10 is a flowchart showing a reel control process. [Figure 103] 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 104] 10 is a flowchart showing bonus state processing. [Figure 105] FIG. 10 is a diagram showing an example of a lottery table for a bonus state. [Figure 106] FIG. 2 is an explanatory diagram showing the transition relationship between states. [Figure 107] 10 is a flowchart showing lottery result handling processing. [Figure 108] 10 is a flowchart showing the lottery process for transition to a favorable zone. [Figure 109] 10A and 10B are diagrams showing examples of various transition lottery tables. [Figure 110] 10 is a flowchart showing the AT lottery processing. [Figure 111] 10 is a flowchart showing a continuation determination process. [Figure 112] 10 is a flowchart showing the AT top-up processing. [Figure 113] FIG. 2 is a diagram for explaining an overview of an instruction monitor and a section indicator. [Figure 114] An explanatory diagram showing an overview of the push order notification display performed on the auxiliary display unit. [Figure 115] 10 is a flowchart showing a winning result response process. [Figure 116] 10 is a flowchart showing a process for a precursory mode. [Figure 117] A figure showing an example of the selection rate of the continuation rate of the AT mode. [Figure 118] 10 is a flowchart showing a CZ mode process. [Figure 119] 10 is a flowchart showing a process for an AT mode. [Figure 120] 10 is a flowchart showing a first section display process. [Figure 121] 10 is a flowchart showing a second section display process. [Figure 122] 10 is a flowchart showing a performance setting process performed by a sub-side display control device. [Figure 123] 10 is a flowchart showing a start-up effect setting process. [Figure 124] 10 is a flowchart showing a process for setting effects when all the devices are stopped. [Figure 125] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 126] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 127] 10 is a flowchart showing the AT effect setting process. [Figure 128] 10 is a flowchart showing a specific effect setting process. [Figure 129] FIG. 10 is a diagram for explaining an outline of the confrontation performance. [Figure 130] FIG. 10 is a diagram for explaining an outline of the battle performance. [Figure 131] FIG. 10 is a diagram showing an example of a specific effect table. [Figure 132] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 133] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 134]This is a timing chart to explain the relationship between the occurrence of a specific effect and whether or not the AT mode continues. [Figure 135] This is a timing chart to explain the relationship between the continuation rate of the AT mode and the timing of the occurrence of specific effects. [Figure 136] 10 is a flowchart showing the AT effect setting process in Modification Example 1. [Figure 137] 10 is a flowchart showing a specific effect setting process. [Figure 138] 10 is a flowchart showing the AT top-up processing in Modification 2. [Figure 139] 10 is a flowchart showing a specific effect setting process. [Figure 140] 10 is a flowchart showing the AT effect setting process in variant example 3. [Figure 141] 10 is a flowchart showing the suggestion effect setting process in variant example 4. [Figure 142] FIG. 10 is a diagram showing an example of a suggestion effect table. [Figure 143] FIG. 13 is a diagram showing an example of a display effect by the auxiliary display unit in Modification 5. [Figure 144] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 145] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 146] 10 is a flowchart showing the AT effect setting process. [Figure 147] 10 is a flowchart showing a second specific performance setting process. [Figure 148] 10 is a flowchart showing a standby effect setting process. [Figure 149] FIG. 10 is a diagram showing an example of a second specific effect table. [Figure 150] A diagram to explain the flow of presentation during AT mode in embodiment β of 2b. [Figure 151] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 152] 10 is a flowchart showing a process for a precursory mode. [Figure 153] 10 is a flowchart showing the AT effect setting process. [Fig. 154] 10 is a flowchart showing a third specific effect setting process. [Figure 155] FIG. 10 is a diagram showing an example of a third specific effect table. [Figure 156] 10 is a timing chart for explaining the relationship between the set and pseudo set in the AT mode. [Figure 157] 10 is a flowchart showing a third specific effect setting process in the first modified example. [Figure 158] FIG. 10 is a diagram showing an example of a third specific effect table at the time of update. [Figure 159] 10 is a flowchart showing a third specific effect setting process in Modification Example 2. [Figure 160] FIG. 10 is a diagram showing an example of an ending game number table. [Figure 161] FIG. 10 is a diagram showing an example of a third specific effect table in Modification Example 3. [Figure 162] 10 is a timing chart for explaining the relationship between the continuation rate of the AT mode and a pseudo set. [Figure 163] A diagram to explain the flow of presentation during AT mode in embodiment γ of 2b. [Fig. 164] 10 is a flowchart showing the AT effect setting process. [Figure 165] 10 is a flowchart showing the fourth specific performance setting process. [Figure 166] 10 is a flowchart showing a process for setting the number of games for creating a big win effect. [Figure 167] 10 is a flowchart showing an adjustment process. [Figure 168] 10A and 10B are diagrams showing examples of a jackpot effect game number table and an adjustment game number table. [Figure 169] This is a diagram to explain the flow of the presentation of the final set of AT mode. [Figure 170] FIG. 10 is a front view of a slot machine according to a 3c embodiment. [Figure 171] 1 is a perspective view of the slot machine with the front door closed. FIG. [Fig. 172] 1 is a perspective view of the slot machine with the front door open. FIG. [Figure 173] FIG. [Fig. 174] FIG. [Figure 175] FIG. 10 is a diagram showing the arrangement of symbols on each reel. [Figure 176] 10 is an explanatory diagram showing the relationship between the symbols visible through the display window and the pay lines. FIG. [Figure 177] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 178] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 179] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 180] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 181] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 182] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 183] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 184] FIG. 2 is a block diagram showing the electrical configuration of the main control device. [Figure 185] FIG. 2 is a block diagram showing the electrical configuration of the display control device. [Figure 186] 10 is a flowchart showing timer interrupt processing by the main control device. [Figure 187] 10 is a flowchart showing normal processing by the main control device. [Figure 188] 10 is a flowchart showing lottery processing. [Figure 189] FIG. 10 is a diagram showing an example of a lottery table for a normal gaming state when three bets are made. [Figure 190] FIG. 10 is a diagram showing an example of a lottery table for a normal gaming state when two bets are made. [Figure 191]10 is a flowchart showing a reel control process. [Figure 192] 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 193] 10 is a flowchart showing bonus state processing. [Figure 194] FIG. 10 is a diagram showing an example of a lottery table for a bonus state. [Figure 195] FIG. 2 is an explanatory diagram showing the transition relationship between states. [Figure 196] 10 is a flowchart showing lottery result handling processing. [Figure 197] 10 is a flowchart showing the lottery process for transition to a favorable zone. [Figure 198] 10 is a flowchart showing the AT lottery processing. [Figure 199] This is a flowchart showing the normal AT mode lottery processing. [Figure 200] A flowchart showing the AT mode lottery processing for CZ. [Figure 201] 10 is a flowchart showing a process for setting a precursory mode. [Figure 202] 10A and 10B are diagrams showing examples of various transition lottery tables. [Figure 203] A figure showing an example of an AT mode transition lottery table for CZ. [Figure 204] FIG. 10 is a diagram showing an example of an immediate notification lottery table. [Figure 205] A figure showing an example of a CZ mode game number table and a premonition effect game number table. [Figure 206] 10 is a flowchart showing the AT top-up processing. [Figure 207] FIG. 10 is a diagram showing an example of an additional lottery table. [Figure 208] 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 209] FIG. 2 is a diagram for explaining an overview of an instruction monitor and a section indicator. [Figure 210] An explanatory diagram showing an overview of the push order notification display performed on the auxiliary display unit. [Figure 211] A flowchart showing the process for notifying the order of pressing buttons. [Figure 212] 10 is a flowchart showing a winning result response process. [Figure 213] 10 is a flowchart showing a first number-of-games management process. [Figure 214] 10 is a flowchart showing a second number-of-games management process. [Figure 215] 10 is a flowchart showing a first section display process. [Figure 216] A flowchart showing processing for advantageous zone transition games. [Figure 217] 10 is a flowchart showing a second section display process. [Figure 218] FIG. 10 is a diagram for explaining an overview of transition relationships between display modes. [Figure 219] 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 220] 10 is a flowchart showing a performance setting process performed by a sub-side display control device. [Figure 221] 10 is a flowchart showing a start-up effect setting process. [Figure 222] 10 is a flowchart showing a process for setting effects when all the devices are stopped. [Figure 223] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 224] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 225] 10 is a diagram for explaining an overview of a game status display section and a bet display section. FIG. [Figure 226] 10 is a flowchart showing a bet process. [Figure 227] 10 is a flowchart showing a process for setting replay. [Figure 228] 10 is a flowchart showing a medal insertion response process. [Figure 229] 10 is a flowchart showing a first operation response process. [Figure 230]10 is a flowchart showing a second operation response process. [Figure 231] 10 is a flowchart showing processing for a game status display unit. [Figure 232] 10 is a flowchart showing a bet effect setting process. [Figure 233] 10 is a flowchart showing a single bet effect setting process. [Figure 234] 10 is a flowchart showing consecutive bet effect setting processing. [Figure 235] 10 is a flowchart showing a bet effect setting process for a re-play state. [Figure 236] 10 is a flowchart showing a normal re-play bet effect setting process. [Figure 237] 10 is a flowchart showing a specific re-play bet effect setting process. [Figure 238] 10 is a timing chart for explaining how the pseudo-bet effects are restricted. [Figure 239] 10 is a timing chart for explaining how the pseudo-bet effects are restricted. [Figure 240] 10 is a flowchart showing a standby state setting process. [Figure 241] 10 is a flowchart showing a standby process. [Figure 242] 10 is a timing chart for explaining a provisional standby state and a standby state. [Figure 243] 10 is a timing chart for explaining how the pseudo bet effects are restricted in the first modification example. [Figure 244] 10 is a flowchart showing a specific re-play bet effect setting process. [Figure 245] 10 is a flowchart showing a specific re-play bet effect setting process. [Figure 246] 10 is a flowchart showing a specific re-play bet effect setting process. [Figure 247] 10 is a timing chart for explaining the relationship between the start effect and the pseudo bet effect in Modification 2. [Figure 248]10 is a flowchart showing a specific re-play bet effect setting process. [Figure 249] 10 is a flowchart showing a specific re-play bet effect setting process. [Figure 250] A flowchart showing the setting process for the push order notification effect. [Figure 251] 13 is a flowchart showing a specific re-game bet effect setting process in Modification 3. [Figure 252] 10 is a timing chart for explaining the relationship between the pseudo-bet effect and the freeze effect. [Figure 253] 10 is a flowchart showing a freeze lottery process. [Figure 254] 13 is a timing chart for explaining pseudo-bet effects according to types of bet number operations in Modification 4. [Figure 255] 10 is a flowchart showing a specific re-play bet effect setting process. [Figure 256] 13 is a flowchart showing a standby state setting process in Modification 5. [Figure 257] 10 is a flowchart showing a standby process. [Figure 258] 10 is a timing chart for explaining a provisional standby state and a standby state. [Figure 259] 13 is a flowchart showing a medal return process in Modification 6. [Figure 260] 10 is a flowchart showing a process of producing a presentation when returning a vehicle. [Figure 261] 10 is a timing chart for explaining the relationship between credit settlement and pseudo bet effects. [Figure 262] 13 is a flowchart showing a specific re-game bet effect setting process in Modification 7. [Figure 263] FIG. 4D is an explanatory diagram showing the relationship between the winning modes and the benefits to be awarded in the fourth embodiment. [Figure 264] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 265] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 266] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 267] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 268] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 269] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 270] FIG. 2 is a block diagram showing the electrical configuration of the main control device. [Fig. 271] FIG. 2 is a block diagram showing the electrical configuration of the display control device. [Fig. 272] 10 is a flowchart showing timer interrupt processing by the main control device. [Fig. 273] 10 is a flowchart showing normal processing by the main control device. [Fig. 274] 10 is a flowchart showing lottery processing. [Figure 275] FIG. 10 is a diagram showing an example of a lottery table for a normal gaming state when three bets are made. [Figure 276] FIG. 10 is a diagram showing an example of a lottery table for a normal gaming state when two bets are made. [Figure 277] 10 is a flowchart showing a reel control process. [Fig. 278] 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 279] An explanatory diagram for explaining the operation mode when a special role is won. [Figure 280] 10 is a flowchart showing bonus state processing. [Figure 281] FIG. 10 is a diagram showing an example of a lottery table for a bonus state. [Figure 282] FIG. 2 is an explanatory diagram showing the transition relationship between states. [Figure 283] 10 is a flowchart showing lottery result handling processing. [Fig. 284] 10 is a flowchart showing the lottery process for transition to a favorable zone. [Figure 285] 10A and 10B are diagrams showing examples of various transition lottery tables. [Figure 286] A flowchart showing the processing for the start AT lottery. [Figure 287] 10 is a flowchart showing a continuation determination process. [Figure 288] 10 is a flowchart showing the AT top-up processing. [Figure 289] FIG. 2 is a diagram for explaining an overview of an instruction monitor and a section indicator. [Figure 290] An explanatory diagram showing an overview of the push order notification display performed on the auxiliary display unit. [Figure 291] 10A is a flowchart showing the lottery result command setting process, and FIG. 10B is an explanatory diagram for explaining the relationship between the lottery result command and the push order notification command. [Figure 292] 10 is a flowchart showing a winning result response process. [Figure 293] A flowchart showing the processing for AT lottery at the time of stop. [Fig. 294] 10A and 10B are diagrams showing examples of a ceiling subtraction value table and a stop transition lottery table. [Figure 295] This is an explanatory diagram to explain the trigger for winning AT or CZ. [Figure 296] 10 is a flowchart showing a process for the number of premonition games. [Figure 297] A figure showing an example of the selection rate of the continuation rate of the AT mode. [Figure 298] A flowchart showing processing for the number of CZ games. [Figure 299] A flowchart showing processing for the number of AT games. [Figure 300] 10 is a flowchart showing a first section display process. [Figure 301] 10 is a flowchart showing a second section display process. [Figure 302] 10 is a flowchart showing a performance setting process performed by a sub-side display control device. [Figure 303] 10 is a flowchart showing a start-up effect setting process. [Figure 304]10 is a flowchart showing a process for setting effects when all the devices are stopped. [Figure 305] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 306] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 307] A flowchart showing the start-up CZ effect setting processing. [Figure 308] A flowchart showing the CZ effect setting process at stop. [Figure 309] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 310] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 311] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 312] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 313] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 314] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 315] This is a timing chart to explain the timing at which the effects of each game occur during CZ mode. [Figure 316] An explanatory diagram to explain the relationship between the timing of execution of the stop CZ effect setting process and the occurrence rate of explosion effects. [Figure 317] FIG. 10 is a diagram showing an example of a premonition game number table. [Figure 318] 10 is a flowchart showing a start-time premonition effect setting process. [Figure 319] 10 is a flowchart showing a process for setting a premonition effect at the time of stopping. [Figure 320] 10 is a flowchart showing a number-of-games management process. [Figure 321] FIG. 10 is a diagram for explaining the difference between the displayed number of games and the actual number of games to reach the ceiling. [Figure 322] 10 is a flowchart showing the first stop ON effect setting process in Modification 1. [Figure 323] A flowchart showing the start AT lottery processing in variant example 2. [Figure 324] 10 is a flowchart showing the AT top-up processing. [Figure 325] This is a diagram to explain how AT winning notification is made in a special role winning game. [Figure 326] In the third modification, (a) is a flowchart showing the first stop ON time effect setting process, and (b) and (c) are diagrams for explaining how the final effect is performed. [Figure 327] A flowchart showing part of the start AT lottery processing in variant example 4. [Figure 328] 10 is a flowchart showing a preliminary determination process. [Figure 329] A flowchart showing the start-up CZ effect setting processing. [Figure 330] 13 is a flowchart showing a navigation mode process in Modification 5. [Figure 331] 10 is a flowchart showing a specific notification process. [Figure 332] FIG. 10 is a diagram for explaining an overview of a specific notification effect. [Figure 333] In variant example 6, (a) is a flowchart showing part of the processing for the number of AT games, and (b) is a flowchart showing the processing for adding AT at the time of stop. [Figure 334] A figure showing an example of each additional lottery table. [Figure 335] This is a flowchart showing part of the process for the AT addition lottery at the start. [Figure 336] 10 is a flowchart showing an additional advance determination process. [Figure 337] (a) is a flowchart showing part of the start-up effect setting process, and (b) and (c) are figures for explaining the outline of specific notification effects during AT. [Figure 338] In the seventh modification, (a) is a flowchart showing a part of the lottery result response process, and (b) is a diagram showing an example of the notification small winnings lottery table. [Figure 339] In the eighth modification, (a) is a flowchart showing the lottery for shifting to an advantageous zone, and (b) is a diagram showing an example of the lottery table for announcing small winnings. [Figure 340] FIG. 13 is a diagram for explaining an outline of the notification small winnings lottery in variant example 9. [Figure 341] 20 is a flowchart showing a second section display process in Modification 10. [Figure 342] 10 is a flowchart showing the lottery process for transition to a favorable zone. [Figure 343] This is a flowchart showing the processing when transitioning to a favorable zone. [Figure 344] This is a diagram to explain the relationship between the operation mode and the degree of advantage when a special role is won in the normal area. [Figure 345] An explanatory diagram for explaining each special role in variant example 11. [Figure 346] This is an explanatory diagram to explain the relationship between the push order notification effect when the push order bell is won and the push order notification effect when a special role is won. [Figure 347] 10 is a flowchart showing a part of a lottery result response process. [Figure 348] An explanatory diagram for explaining the processing related to the instruction function of each special role in variant example 12. [Figure 349] FIG. 10 is a diagram showing an example of an additional lottery table. [Figure 350] FIG. 5e is a block diagram showing the electrical configuration of a main control device in the fifth embodiment. [Figure 351] FIG. 2 is a block diagram showing the electrical configuration of the display control device. [Figure 352] 10 is a flowchart showing timer interrupt processing by the main control device. [Figure 353] 10 is a flowchart showing normal processing by the main control device. [Figure 354] 10 is a flowchart showing lottery processing. [Figure 355] FIG. 10 is a diagram showing an example of a lottery table for a normal gaming state when three bets are made. [Figure 356]FIG. 10 is a diagram showing an example of a lottery table for a normal gaming state when two bets are made. [Figure 357] 10 is a flowchart showing a reel control process. [Figure 358] 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 359] 10 is a flowchart showing bonus state processing. [Figure 360] FIG. 10 is a diagram showing an example of a lottery table for a bonus state. [Figure 361] FIG. 2 is an explanatory diagram showing the transition relationship between states. [Figure 362] 10 is a flowchart showing lottery result handling processing. [Figure 363] 10 is a flowchart showing the lottery process for transition to a favorable zone. [Figure 364] FIG. 10A is a diagram showing an example of various transition lottery tables, and FIG. 10B is a diagram showing an example of a loop lottery table. [Figure 365] 10 is a flowchart showing the AT lottery processing. [Figure 366] 10 is a flowchart showing a continuation determination process. [Figure 367] 10 is a flowchart showing the AT top-up processing. [Figure 368] 10 is a flowchart showing an additional loop process. [Figure 369] 10 is a flowchart showing an operation instruction performance setting process. [Figure 370] 10 is a flowchart showing a pseudo operation instruction performance setting process. [Figure 371] 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 372] FIG. 2 is a diagram for explaining an overview of an instruction monitor and a section indicator. [Figure 373] An explanatory diagram showing an overview of the push order notification display performed on the auxiliary display unit. [Figure 374] 10 is a flowchart showing a winning result response process. [Figure 375]10 is a flowchart showing a process for a precursory mode. [Figure 376] A figure showing an example of the selection rate of the continuation rate of the AT mode. [Figure 377] 10 is a flowchart showing a CZ mode process. [Figure 378] 10 is a flowchart showing a process for an AT mode. [Figure 379] 10 is a flowchart showing a first section display process. [Figure 380] 10 is a flowchart showing a second section display process. [Figure 381] 10 is a flowchart showing a performance setting process performed by a sub-side display control device. [Figure 382] 10 is a flowchart showing a start-up effect setting process. [Figure 383] 10 is a flowchart showing a process for setting effects when all the devices are stopped. [Figure 384] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 385] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 386] 10 is a flowchart showing the AT effect setting process. [Figure 387] 10 is a flowchart showing a specific effect setting process. [Figure 388] FIG. 10 is a diagram for explaining an outline of the confrontation performance. [Figure 389] FIG. 10 is a diagram for explaining an outline of the battle performance. [Figure 390] FIG. 10 is a diagram showing an example of a specific effect table. [Figure 391] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 392] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 393] 10 is a flowchart showing a stepping motor control process. [Figure 394] 10 is a flowchart showing a motor control process. [Figure 395] 10 is a flowchart showing a rotation start process. [Figure 396] FIG. 10 is a diagram illustrating an example of a normal rotary table. [Figure 397] 10 is a flowchart showing a rotation performance command setting process. [Figure 398] 10 is a flowchart showing a rotation effect process. [Figure 399] 10 is a flowchart showing a first rotation control process. [Figure 400] FIG. 10 is a diagram illustrating an example of a special rotary table. [Figure 401] 10 is a flowchart showing a second rotation control process. [Figure 402] 10 is a flowchart showing a rotation effect preparation process. [Figure 403] 10 is a flowchart showing a rotation effect process. [Figure 404] 10 is a flowchart showing a first rotation effect process. [Figure 405] 10 is a flowchart showing a second rotation effect process. [Figure 406] FIG. 10 is a diagram for explaining an outline of the rotation effect. [Figure 407] FIG. 10 is a diagram for explaining an outline of the rotation effect. [Figure 408] FIG. 10 is a diagram for explaining an outline of the rotation effect. [Figure 409] FIG. 10 is a diagram for explaining an outline of the rotation effect. [Figure 410] FIG. 10 is a diagram for explaining an outline of the rotation effect. [Figure 411] FIG. 10 is a diagram for explaining an outline of the rotation effect. [Figure 412] 10 is a diagram illustrating the difference between a rotation effect produced by a first rotation motion and a rotation effect produced by a restricted motion. FIG. [Figure 413] 10 is a flowchart showing a rotation performance command setting process in Modification 1. [Figure 414] 10 is a flowchart showing a second rotation control process. [Figure 415] FIG. 10 is a diagram showing an example of a stop rotary table. [Figure 416]10 is a flowchart showing a second rotation effect process. [Figure 417] FIG. 10 is a diagram for explaining an outline of the rotation effect. [Figure 418] 10 is a flowchart showing an additional loop process in Modification 2. [Fig. 419] 10 is a flowchart showing a first rotation control process. [Figure 420] 10 is a flowchart showing a second rotation control process. [Figure 421] 10 is a flowchart showing a rotation performance command setting process. [Figure 422] 10 is a flowchart showing a rotation effect process. [Figure 423] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 424] 13 is a flowchart showing a part of the first rotation effect process in Modification 3. [Figure 425] FIG. 10A is a diagram showing an example of a special effect table, and FIG. 10B is a diagram showing an example of a display effect by the auxiliary display unit. [Figure 426] 13 is a flowchart showing an operation instruction performance setting process in Modification 4. [Figure 427] 10 is a flowchart showing a rotation performance command setting process. [Figure 428] 10A is a flowchart showing the rotation effect preparation process, and FIG. 10B is an explanatory diagram for explaining an outline of each rotation effect. [Figure 429] FIG. 10 is a diagram for explaining an outline of the rotation effect. [Fig. 430] FIG. 10 is a diagram for explaining an outline of the rotation effect. [Figure 431] FIG. 10 is a diagram for explaining an outline of the rotation effect. [Figure 432] 13 is a flowchart showing a second rotation control process in Modification 5. [Figure 433] FIG. 10 is a diagram showing an example of a second special rotary table. [Fig. 434] FIG. 10 is a diagram for explaining an outline of the rotation effect. [Figure 435] In Modification 6, (a) is a flowchart showing the rotation effect processing, (b) is a flowchart showing a part of the rotation effect processing, and (c) is a flowchart showing a part of the second rotation effect processing. [Figure 436] 13 is a flowchart showing a first rotation control process in Modification 7. [Figure 437] 10 is a flowchart showing a second rotation control process. [Fig. 438] FIG. 10 is a diagram for explaining an outline of the rotation effect. [Figure 439] FIG. 20 is a diagram for explaining an outline of a rotation effect in Modification 8. [Fig. 440] FIG. 10 is a front view of a slot machine according to a 6f embodiment. [Figure 441] 1 is a perspective view of the slot machine with the front door closed. FIG. [Figure 442] 1 is a perspective view of the slot machine with the front door open. FIG. [Figure 443] FIG. [Figure 444] FIG. [Figure 445] FIG. 10 is a diagram showing the arrangement of symbols on each reel. [Figure 446] 10 is an explanatory diagram showing the relationship between the symbols visible through the display window and the pay lines. FIG. [Figure 447] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 448] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 449] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 450] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 451] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 452] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 453] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 454] FIG. 2 is a block diagram showing the electrical configuration of the main control device. [Figure 455] FIG. 2 is a block diagram showing the electrical configuration of the display control device. [Figure 456] 10 is a flowchart showing timer interrupt processing by the main control device. [Figure 457] 10 is a flowchart showing normal processing by the main control device. [Figure 458] 10 is a flowchart showing lottery processing. [Fig. 459] FIG. 10 is a diagram showing an example of a lottery table for a normal gaming state when three bets are made. [Figure 460] FIG. 10 is a diagram showing an example of a lottery table for a normal gaming state when two bets are made. [Figure 461] 10 is a flowchart showing a reel control process. [Figure 462] 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 463] 10 is a flowchart showing bonus state processing. [Fig. 464] FIG. 10 is a diagram showing an example of a lottery table for a bonus state. [Figure 465] FIG. 2 is an explanatory diagram showing the transition relationship between states. [Figure 466] 10 is a flowchart showing lottery result handling processing. [Figure 467] 10 is a flowchart showing the lottery process for transition to a favorable zone. [Fig. 468] 10A and 10B are diagrams showing examples of various transition lottery tables. [Figure 469] 10 is a flowchart showing the AT lottery processing. [Figure 470] 10 is a flowchart showing a continuation determination process. [Figure 471] 10 is a flowchart showing the AT top-up processing. [Figure 472] FIG. 2 is a diagram for explaining an overview of an instruction monitor and a section indicator. [Fig. 473] An explanatory diagram showing an overview of the push order notification display performed on the auxiliary display unit. [Fig. 474] 10 is a flowchart showing a winning result response process. [Figure 475] 10 is a flowchart showing a process for a precursory mode. [Figure 476] A figure showing an example of the selection rate of the continuation rate of the AT mode. [Figure 477] 10 is a flowchart showing a CZ mode process. [Figure 478] 10 is a flowchart showing a process for an AT mode. [Figure 479] 10 is a flowchart showing a first section display process. [Figure 480] 10 is a flowchart showing a second section display process. [Figure 481] 10 is a flowchart showing a performance setting process performed by a sub-side display control device. [Figure 482] FIG. 2 is a diagram for explaining an overview of a game status display section and a bet display section. [Figure 483] 10 is a flowchart showing a start waiting process. [Figure 484] 10 is a flowchart showing a bet operation response process. [Figure 485] 10 is a flowchart showing a medal insertion monitoring process. [Figure 486] 10 is a flowchart showing a first storage return process. [Figure 487] 10 is a flowchart showing a second storage and return process. [Figure 488] FIG. 10 is a diagram for explaining an overview of a first confirmation process and a first correction process. [Figure 489] FIG. 10 is a diagram for explaining an overview of a second confirmation process and a second correction process. [Figure 490] FIG. 10 is a diagram for explaining an overview of a second confirmation process and a second correction process. [Figure 491] 10 is a flowchart showing a part of a bet operation response process in Modification 1. [Figure 492] 10 is a flowchart showing a part of a bet operation response process in Modification 2. [Figure 493] In the third modification, (a) is a flowchart showing a part of the bet operation response process, and (b) is a flowchart showing a part of the first storage return process. [Figure 494] 10A is a flowchart showing a part of the second reserved return process, FIG. 10B is a flowchart showing the bet increase process, and FIG. 10C is a diagram for explaining an outline of each bet effect sound. [Figure 495] In Modification 4, (a) is a flowchart showing a part of the first storage and return process, and (b) is a flowchart showing a part of the second storage and return process. [Figure 496] 19 is a flowchart showing a part of a bet operation response process in Modification 5. [Figure 497] In Modification 6, (a) is a flowchart showing a part of the first storage and return process, and (b) is a flowchart showing a part of the second storage and return process. [Figure 498] 10 is a flowchart showing a part of a bet operation response process. [Figure 499] 10 is a flowchart showing a stored medal settlement process. [Figure 500] 19 is a flowchart showing a part of a bet operation response process in Modification 7. [Figure 501] 10A is a flowchart showing a process for notifying completion of a non-performing account, and FIG. 10B is a diagram showing an example of a special notification table. [Figure 502] In the eighth modification, (a) is a flowchart showing the payout determination process, and (b) is a flowchart showing the process for the unsettled counter. [Figure 503] FIG. 7G is a front view of a slot machine according to an embodiment. [Figure 504] 1 is a perspective view of the slot machine with the front door closed. FIG. [Figure 505] 1 is a perspective view of the slot machine with the front door open. FIG. [Figure 506] FIG. [Figure 507] FIG. [Figure 508] FIG. 10 is a diagram showing the arrangement of symbols on each reel. [Figure 509] 10 is an explanatory diagram showing the relationship between the symbols visible through the display window and the pay lines. FIG. [Figure 510] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 511] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 512] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 513] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 514] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 515] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 516] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 517] FIG. 1 is a diagram illustrating an overview of a backlight device. [Figure 518] FIG. 2 is a block diagram showing the electrical configuration of the main control device. [Figure 519] FIG. 2 is a block diagram showing the electrical configuration of the display control device. [Figure 520] 10 is a flowchart showing timer interrupt processing by the main control device. [Figure 521] 10 is a flowchart showing normal processing by the main control device. [Figure 522] 10 is a flowchart showing lottery processing. [Figure 523] FIG. 10 is a diagram showing an example of a lottery table for a normal gaming state when three bets are made. [Figure 524] 10 is a flowchart showing a reel control process. [Figure 525] 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 526] 10 is a flowchart showing bonus state processing. [Figure 527]FIG. 10 is a diagram showing an example of a lottery table for a bonus state. [Figure 528] 10 is a flowchart showing lottery result handling processing. [Figure 529] 10 is a flowchart showing the lottery process for transition to a favorable zone. [Fig. 530] 10 is a flowchart showing the AT lottery processing. [Figure 531] This is a flowchart showing the normal AT mode lottery processing. [Fig. 532] A flowchart showing the AT mode lottery processing for CZ. [Figure 533] 10 is a flowchart showing a process for setting a precursory mode. [Fig. 534] 10A and 10B are diagrams showing examples of various transition lottery tables. [Fig. 535] A figure showing an example of an AT mode transition lottery table for CZ. [Fig. 536] FIG. 10 is a diagram showing an example of an immediate notification lottery table. [Figure 537] A figure showing an example of a CZ mode game number table and a premonition effect game number table. [Figure 538] 10 is a flowchart showing the AT top-up processing. [Fig. 539] FIG. 10 is a diagram showing an example of an additional lottery table. [Fig. 540] 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 541] FIG. 2 is a diagram for explaining an overview of an instruction monitor and a section indicator. [Fig. 542] An explanatory diagram showing an overview of the push order notification display performed on the auxiliary display unit. [Figure 543] A flowchart showing the process for notifying the order of pressing buttons. [Fig. 544] 10 is a flowchart showing a winning result response process. [Figure 545] 10 is a flowchart showing a first number-of-games management process. [Figure 546] 10 is a flowchart showing a second number-of-games management process. [Figure 547] 10 is a flowchart showing a first section display process. [Figure 548] A flowchart showing processing for advantageous zone transition games. [Fig. 549] 10 is a flowchart showing a second section display process. [Fig. 550] FIG. 10 is a diagram for explaining an overview of transition relationships between display modes. [Figure 551] 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 552] 10 is a flowchart showing a performance setting process performed by a sub-side display control device. [Figure 553] 10 is a flowchart showing a start-up effect setting process. [Figure 554] 10 is a flowchart showing a process for setting effects when all the devices are stopped. [Figure 555] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 556] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 557] FIG. 2 is a diagram for explaining the arrangement of backlights in a backlight device. [Figure 558] 10A and 10B are diagrams for explaining the effect patterns of flash effects. [Figure 559] 10A and 10B are diagrams for explaining the effect patterns of flash effects. [Fig. 560] 10A and 10B are diagrams for explaining the effect patterns of flash effects. [Fig. 561] 10A and 10B are diagrams for explaining the effect patterns of flash effects. [Fig. 562] 10A and 10B are diagrams for explaining the effect patterns of flash effects. [Fig. 563] 10A and 10B are diagrams for explaining the effect patterns of flash effects. [Fig. 564] FIG. 10 is a diagram for explaining an outline of the light-off effect. [Figure 565] 10 is a flowchart showing a freeze lottery process. [Fig. 566] FIG. 10 is a diagram showing an example of a normal flash freeze table. [Fig. 567] FIG. 10 is a diagram showing an example of a carryover flash freeze table. [Fig. 568] 10 is a flowchart showing a flash standby process. [Fig. 569] 10 is a flowchart showing a flash effect control process. [Fig. 570] 10 is a flowchart showing a normal flash setting process. [Figure 571] FIG. 10 is a diagram illustrating an example of a flash pattern data table. [Figure 572] 10 is a flowchart showing a process for flash effect during stop. [Figure 573] 10 is a flowchart showing a special flash setting process. [Figure 574] 10 is a flowchart showing a first special setting process. [Figure 575] 10 is a flowchart showing a second special setting process. [Fig. 576] 10 is a flowchart showing a third special setting process. [Figure 577] 10 is a flowchart showing a fourth special setting process. [Figure 578] 10 is a flowchart showing a fifth special setting process. [Figure 579] 10 is a flowchart showing a sixth special setting process. [Fig. 580] 10 is a flowchart showing a flash effect ending process. [Figure 581] 10 is a flowchart showing a termination adjustment process. [Fig. 582] 10 is a flowchart showing a process for outputting a dispensing sound. [Fig. 583] 10 is a flowchart showing a process for adjustment during flash. [Fig. 584] 10 is a timing chart showing how a flash effect is performed. [Figure 585]10 is a timing chart showing how a flash effect is performed. [Fig. 586] 10 is a timing chart showing how a flash effect is performed. [Figure 587] 10 is a timing chart showing how a flash effect is performed. [Figure 588] 10 is a timing chart showing how a flash effect is performed. [Figure 589] 10 is a timing chart showing how a flash effect is performed. [Fig. 590] 10 is a flowchart showing a bet process. [Fig. 591] 10 is a flowchart showing a bet effect setting process. [Fig. 592] 10 is a flowchart showing a single bet effect setting process. [Fig. 593] 10 is a flowchart showing consecutive bet effect setting processing. [Fig. 594] 10 is a flowchart showing a bet effect setting process for a re-play state. [Fig. 595] 10 is a flowchart showing a re-bet effect process for normal re-play. [Fig. 596] 10 is a flowchart showing a re-bet effect process for a specific re-game. [Figure 597] 10 is a flowchart showing a sub-flash re-bet effect process. [Fig. 598] 10 is a timing chart for explaining the relationship between the flash effect and the bet process and the bet effect. [Figure 599] 10 is a timing chart for explaining the relationship between the flash effect and the bet process and the bet effect. [Figure 600] 10 is a timing chart for explaining the relationship between the flash effect and the bet process and the bet effect. [Figure 601] 10 is a timing chart for explaining the relationship between the flash effect and the bet process and the bet effect. [Figure 602]10A is a flowchart showing the process for flash effects at the start, and FIG. 10B is a timing chart for explaining the relationship between the flash effects and the start operation. [Figure 603] 10 is a flowchart showing a process for adjustment during flash in Modification 1. [Figure 604] 10 is a timing chart for explaining the relationship between the flash effect and the confirmation effect. [Figure 605] In Modification 2, (a) is a flowchart showing a part of the flash standby process, (b) is a flowchart showing the invalid period process, and (c) is a flowchart showing a part of the during-flash adjustment process. [Figure 606] 10 is a timing chart for explaining how a flash effect is canceled. [Figure 607] 13 is a flowchart showing a process for adjustment during flash in Modification 3. [Figure 608] 10 is a flowchart showing a sub-flash re-bet effect process. [Figure 609] 10 is a timing chart for explaining the relationship between the flash effect and the bet process and the bet effect. [Figure 610] 13 is a flowchart showing a flash effect control process in Modification 4. [Figure 611] 13 is a flowchart showing a flash effect control process in Modification 5. [Figure 612] 13 is a flowchart showing a flash effect control process in Modification 6. [Figure 613] FIG. 10 is a diagram showing an example of an execution lottery table. [Figure 614] In the seventh modification, (a) is a flowchart showing a part of the start-time effect setting process, and (b) is a diagram showing an example of a specific role informing effect lottery table. [Figure 615]In Modification 8, (a) is a flowchart showing the continuous effect setting process, (b) is a diagram for explaining the effect patterns of each game of the continuous effects, and (c) is a diagram showing an example of a continuous effect table. [Figure 616] FIG. 10 is a front view of a slot machine according to an 8h embodiment. [Figure 617] 1 is a perspective view of the slot machine with the front door closed. FIG. [Figure 618] 1 is a perspective view of the slot machine with the front door open. FIG. [Figure 619] FIG. [Figure 620] FIG. [Figure 621] FIG. 10 is a diagram showing the arrangement of symbols on each reel. [Figure 622] 10 is an explanatory diagram showing the relationship between the symbols visible through the display window and the pay lines. FIG. [Figure 623] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 624] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 625] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 626] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 627] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 628] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 629] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 630] FIG. 2 is a block diagram showing the electrical configuration of the main control device. [Figure 631] FIG. 2 is a block diagram showing the electrical configuration of the display control device. [Figure 632] 10 is a flowchart showing timer interrupt processing by the main control device. [Figure 633] 10 is a flowchart showing normal processing by the main control device. [Figure 634]10 is a flowchart showing lottery processing. [Figure 635] FIG. 10 is a diagram showing an example of a lottery table for a normal gaming state when three bets are made. [Figure 636] FIG. 10 is a diagram showing an example of a lottery table for a normal gaming state when two bets are made. [Figure 637] 10 is a flowchart showing a reel control process. [Figure 638] 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 639] 10 is a flowchart showing bonus state processing. [Figure 640] FIG. 10 is a diagram showing an example of a lottery table for a bonus state. [Figure 641] FIG. 2 is an explanatory diagram showing the transition relationship between states. [Figure 642] 10 is a flowchart showing lottery result handling processing. [Figure 643] 10 is a flowchart showing the lottery process for transition to a favorable zone. [Figure 644] 10A and 10B are diagrams showing examples of various transition lottery tables. [Figure 645] 10 is a flowchart showing the AT lottery processing. [Figure 646] 10 is a flowchart showing a continuation determination process. [Figure 647] 10 is a flowchart showing the AT top-up processing. [Figure 648] FIG. 2 is a diagram for explaining an overview of an instruction monitor and a section indicator. [Figure 649] An explanatory diagram showing an overview of the push order notification display performed on the auxiliary display unit. [Figure 650] 10A is a flowchart showing lottery result command processing, and FIG. 10B is an explanatory diagram for explaining the relationship between the lottery result command and the push order notification command. [Figure 651] 10 is a flowchart showing a winning result response process. [Figure 652] 10 is a flowchart showing a process for a precursory mode. [Figure 653]A figure showing an example of the selection rate of the continuation rate of the AT mode. [Figure 654] 10 is a flowchart showing a CZ mode process. [Figure 655] 10 is a flowchart showing a process for an AT mode. [Figure 656] 10 is a flowchart showing a first section display process. [Figure 657] 10 is a flowchart showing a second section display process. [Figure 658] 10 is a flowchart showing a performance setting process performed by a sub-side display control device. [Figure 659] 10 is a flowchart showing a rotation start process. [Figure 660] This is a diagram to explain the overview and storage area of each push order information. [Figure 661] 10 is a flowchart showing a payout determination process. [Figure 662] 10 is a flowchart showing a medal payout process. [Figure 663] 10 is a flowchart showing a segment data setting process. [Figure 664] 10 is a flowchart showing RAM clear processing for each game. [Figure 665] 10 is a diagram for explaining the relationship between various information stored in the RAM and clearing triggers. FIG. [Figure 666] This is a timing chart to explain the relationship between the timing of executing the push order notification and the timing of clearing the push order information. [Figure 667] In Modification 1, (a) is a flowchart showing a part of the payout determination process, (b) is a flowchart showing a part of the medal payout process, and (c) is a flowchart showing a part of the segment setting process. [Figure 668] 10 is a flowchart showing lottery result response processing in Modification 2. [Figure 669] 10 is a flowchart showing a segment data setting process. [Figure 670] 10 is a diagram for explaining the relationship between various information stored in the RAM and clearing triggers. FIG. [Figure 671] 13 is a flowchart showing a rotation start process in Modification 3. [Figure 672] FIG. 1 is a diagram for explaining an overview of a shared counter. [Figure 673] 10 is a flowchart showing a segment data setting process. [Figure 674] 10A is a flowchart showing a part of the payout determination process, and FIG. 10B is a flowchart showing the medal payout process. [Figure 675] 10 is a diagram for explaining the relationship between various information stored in the RAM and clearing triggers. FIG. [Figure 676] 13 is a flowchart showing lottery result response processing in Modification 4. [Figure 677] 10 is a flowchart showing a segment data setting process. [Figure 678] 10 is a diagram for explaining the relationship between various information stored in the RAM and clearing triggers. FIG. [Figure 679] In the fifth modification, (a) is a flowchart showing the rotation start process, (b) is a flowchart showing a part of the payout determination process, and (c) is a flowchart showing a part of the AT mode process. [Figure 680] This is a timing chart to explain the relationship between the timing of executing the push order notification and the timing of clearing the push order information. [Figure 681] In variant example 6, (a) is a flowchart showing part of the processing for AT mode, and (b) is a timing chart to explain how, after the push order notification, the presentation at the end of AT mode is executed and then medals are paid out. [Figure 682] In the seventh modification, (a) is a flowchart showing the RAM clearing process for each game, and (b) is a diagram for explaining the relationship between various information stored in the RAM and the clearing trigger. [Figure 683] In variant example 8, (a) is a flowchart showing the initialization process for advantageous zone information, and (b) is a flowchart showing the initialization process at the time of reset. [Figure 684] 13 is a flowchart showing RAM clear processing for each game in Modification 9. [Figure 685] 10 is a diagram for explaining the relationship between various information stored in the RAM and clearing triggers. FIG. [Figure 686] FIG. 11 is a front view of a slot machine according to the 9ith embodiment. [Figure 687] 1 is a perspective view of the slot machine with the front door closed. FIG. [Figure 688] 1 is a perspective view of the slot machine with the front door open. FIG. [Figure 689] FIG. [Fig. 690] FIG. [Figure 691] FIG. 10 is a diagram showing the arrangement of symbols on each reel. [Figure 692] 10 is an explanatory diagram showing the relationship between the symbols visible through the display window and the pay lines. FIG. [Figure 693] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 694] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 695] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 696] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 697] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 698] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 699] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 700] FIG. 2 is a block diagram showing the electrical configuration of the main control device. [Figure 701] FIG. 2 is a block diagram showing the electrical configuration of the display control device. [Figure 702] 10 is a flowchart showing timer interrupt processing by the main control device. [Fig. 703] 10 is a flowchart showing normal processing by the main control device. [Fig. 704] 10 is a flowchart showing lottery processing. [Figure 705] FIG. 10 is a diagram showing an example of a lottery table for a normal gaming state. [Figure 706] 10 is a flowchart showing a reel control process. [Fig. 707] FIG. 10 is an explanatory diagram showing the relationship between the operation sequence of the stop switches and the winning patterns that are achieved. [Fig. 708] 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 709] This is a diagram to explain the stopping pattern when the push order bell is won. [Fig. 710] This is a diagram to explain the stopping pattern when the push order bell is won. [Figure 711] 10 is a flowchart showing bonus state processing. [Fig. 712] FIG. 10 is a diagram showing an example of a lottery table for a bonus state. [Fig. 713] 10 is a flowchart showing lottery result handling processing. [Fig. 714] 10 is a flowchart showing the lottery process for transition to a favorable zone. [Fig. 715] 10A and 10B are diagrams showing examples of various transition lottery tables. [Fig. 716] A flowchart showing the processing for the start AT lottery. [Fig. 717] 10 is a flowchart showing a continuation determination process. [Fig. 718] 10 is a flowchart showing the AT top-up processing. [Fig. 719] 10 is a flowchart showing the processing for an additional challenge. [Fig. 720] FIG. 10 is a diagram for explaining the occurrence rate of additional challenges, etc. [Fig. 721] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Fig. 722] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Fig. 723] FIG. 2 is a diagram for explaining an overview of an instruction monitor and a section indicator. [Fig. 724] An explanatory diagram showing an overview of the push order notification display performed on the auxiliary display unit. [Fig. 725] A flowchart showing the process for notifying the order of pressing buttons. [Fig. 726] 10 is a flowchart showing a challenge process. [Fig. 727] 10 is a flowchart showing a navigation lottery process. [Fig. 728] FIG. 2 is a diagram for explaining each navigation state. [Fig. 729] 10 is a flowchart showing a lottery result command setting process. [Fig. 730] An explanatory diagram to explain the relationship between the lottery result command and the push order notification command. [Fig. 731] 10 is a flowchart showing a winning result response process. [Fig. 732] A flowchart showing the processing for AT lottery at the time of stop. [Fig. 733] 10A and 10B are diagrams showing examples of a ceiling subtraction value table and a stop transition lottery table. [Fig. 734] 10 is a flowchart showing a process for a precursory mode. [Fig. 735] A figure showing an example of the selection rate of the continuation rate of the AT mode. [Fig. 736] 10 is a flowchart showing a CZ mode process. [Fig. 737] 10 is a flowchart showing a process for an AT mode. [Fig. 738] 10 is a flowchart showing a challenge result process. [Fig. 739] 10 is a flowchart showing a first challenge result process. [Fig. 740] 10 is a flowchart showing a second challenge result process. [Fig. 741] 10 is a flowchart showing a third challenge result process. [Fig. 742] 10 is a flowchart showing a first section display process. [Fig. 743]10 is a flowchart showing a second section display process. [Fig. 744] 10 is a flowchart showing a performance setting process performed by a sub-side display control device. [Fig. 745] 10 is a flowchart showing a start-up effect setting process. [Fig. 746] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Fig. 747] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Fig. 748] A diagram to explain the relationship between operation order and push order notification. [Fig. 749] This is a diagram to explain the relationship between the execution mode of the push order notification and the results that trigger the push order notification. [Fig. 750] FIG. 10 is a diagram showing an example of a lottery table for a normal gaming state in Modification 1. [Fig. 751] 10 is a flowchart showing a navigation lottery process. [Fig. 752] This is a diagram to explain the execution rate of push order notifications in each navigation state. [Fig. 753] A diagram to explain the number of values that will prevent a push order notification from occurring. [Fig. 754] This is a diagram to explain the rate at which the first operation mode is achieved when no push order notification occurs. [Fig. 755] A diagram to explain the rate at which the first operation mode is selected when an additional challenge occurs. [Fig. 756] A diagram for explaining the rate at which the first operation mode is selected when an additional challenge occurs in variant example 2. [Fig. 757] FIG. 10 is a diagram for explaining an additional challenge in variant example 3. [Fig. 758] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Fig. 759] A diagram to explain the rate at which the first operation mode is selected when an additional challenge occurs. [Fig. 760] A flowchart showing the processing for the AT lottery at the time of stop in variant example 4. [Fig. 761] A flowchart showing the process for notifying the order of pressing buttons. [Fig. 762] 10 is a flowchart showing a challenge process. [Fig. 763] This is a diagram to explain the relationship between the execution mode of the push order notification and the results that trigger the push order notification. [Fig. 764] A flowchart showing the processing for the AT lottery at the time of stop in variant example 5. [Fig. 765] A flowchart showing the process for notifying the order of pressing buttons. [Fig. 766] This is a diagram to explain the relationship between the execution mode of the push order notification and the results that trigger the push order notification. [Fig. 767] A figure to explain a modified example of the biased bell notification presentation in variant example 6. [Fig. 768] A figure to explain a modified example of the biased bell notification presentation in variant example 7. [Fig. 769] FIG. 20 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded in Modification 8. [Fig. 770] FIG. 10 is a diagram showing an example of a lottery table for a normal gaming state. [Fig. 771] FIG. 10 is an explanatory diagram showing the relationship between the operation sequence of the stop switches and the winning patterns that are achieved. [Fig. 772] FIG. 10 is an explanatory diagram showing the relationship between the operation sequence of the stop switches and the winning patterns that are achieved. [Fig. 773] FIG. 10 is an explanatory diagram showing the relationship between the operation order of the stop switch and the benefits that can be expected to be awarded. [Fig. 774] A flowchart showing part of the start AT lottery processing. [Fig. 775] 10A and 10B are diagrams showing examples of various transition lottery tables. [Fig. 776] FIG. 10 is a diagram showing the relationship between lottery results and challenge types. [Fig. 777] 10 is a flowchart showing the AT top-up processing. [Fig. 778] 10 is a flowchart showing an AT challenge process. [Fig. 779] 10 is a flowchart showing a winning result response process. [Fig. 780] 10 is a flowchart showing a challenge preparation process. [Fig. 781] 10 is a flowchart showing a normal challenge result process. [Fig. 782] 10 is a flowchart showing processing for AT challenge results. [Fig. 783] A flowchart showing the processing for AT lottery at the time of stop. [Fig. 784] 10 is a flowchart showing a restriction target determination process. [Fig. 785] 10A and 10B are diagrams showing examples of a ceiling subtraction value table and a stop transition lottery table for the normal mode. [Fig. 786] A figure showing an example of a ceiling subtraction value table and a stop transition lottery table for CZ mode. [Fig. 787] 10A and 10B are diagrams showing examples of a ceiling subtraction value table and a stop transition lottery table for the normal challenge mode. [Fig. 788] FIG. 2 is a diagram for explaining an overview of an instruction monitor and a section indicator. [Fig. 789] FIG. 2 is a diagram for explaining an overview of an instruction monitor and a section indicator. [Fig. 790] 10 is a flowchart showing an instruction number transmission process. [Fig. 791] 10A and 10B are diagrams illustrating an example of a result number table and an instruction number table. [Fig. 792] 10 is a flowchart showing a lottery result command setting process. [Fig. 793] 10 is a flowchart showing a start-up effect setting process. [Fig. 794] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Fig. 795] 10 is a flowchart showing a first section display process. [Fig. 796] 10 is a flowchart showing a second section display process. [Fig. 797]10 is a flowchart showing the processing for the ratio of instructed game devices. [Fig. 798] A diagram showing the relationship between the result number table and instruction number table for normal mode, the operation sequence of the stop switch, and the expected payout number. [Figure 799] This is a diagram showing the relationship between the result number table and instruction number table for CZ mode, the operation sequence of the stop switch, and the expected payout number. [Figure 800] A diagram showing the relationship between the result number table and instruction number table for a normal challenge, the operation sequence of the stop switch, and the expected payout number. [Figure 801] This is a diagram showing the relationship between the result number table and instruction number table for AT mode, the operation sequence of the stop switch, and the expected payout number. [Figure 802] This is a diagram showing the relationship between the result number table and instruction number table for AT challenge, the operation sequence of the stop switch, and the expected payout number. [Figure 803] This is a diagram to explain the relationship between the number of coins paid out as a result of grouping with a biased bell, the winning probability, and the specific number. [Figure 804] This is a diagram for explaining the outline of the ratio of instructed devices. [Figure 805] 10A and 10B are diagrams for explaining the relationship between the display contents on the payout number display section and the auxiliary display section and the lottery results. [Figure 806] 10A and 10B are diagrams for explaining the relationship between the display contents on the payout number display section and the auxiliary display section and the lottery results. [Figure 807] 10A and 10B are diagrams for explaining the relationship between the display contents on the payout number display section and the auxiliary display section and the lottery results. [Figure 808] FIG. 20 is a diagram showing the relationship between the result number table and command number table for CZ mode, the operation sequence of the stop switch, and the expected payout number in variant example 9. [Figure 809] 10A and 10B are diagrams for explaining the relationship between the display contents on the payout number display section and the auxiliary display section and the lottery results. [Figure 810]FIG. 16 is a diagram showing the relationship between the result number table and command number table for normal mode, the operation sequence of the stop switch, and the expected payout number in Modification 10. [Figure 811] FIG. 20 is a diagram for explaining the configuration of a biased bell in Modification 11. [Figure 812] FIG. 16 is a diagram showing the relationship between the result number table and command number table for normal mode, the operation sequence of the stop switch, and the expected payout number in Modification 12. [Figure 813] In variant 13, (a) is a flowchart showing the process for setting the presentation of each mode, and (b) to (d) are figures for explaining the relationship between the display contents in the payout number display section and auxiliary display section and the lottery results. [Fig. 814] 19A and 19B are diagrams showing examples of a result number table and an instruction number table in Modification 14. FIG. [Fig. 815] A diagram showing the relationship between the result number table and instruction number table for normal mode, the operation sequence of the stop switch, and the expected payout number. [Figure 816] A diagram showing the relationship between the result number table and instruction number table for normal mode, the operation sequence of the stop switch, and the expected payout number. [Fig. 817] A diagram showing the relationship between the result number table and instruction number table for normal mode, the operation sequence of the stop switch, and the expected payout number. [Fig. 818] A diagram showing the relationship between the result number table and instruction number table for normal mode, the operation sequence of the stop switch, and the expected payout number. [Fig. 819] 10A is a flowchart showing a part of the interval display first process, and FIGS. 10B and 10C are diagrams for explaining the relationship between the display content on the payout number display section and the lottery result. [Fig. 820] FIG. 23 is an explanatory diagram showing the relationship between winning modes and the benefits awarded in Modification 15. [Fig. 821] FIG. 10 is a diagram showing an example of a lottery table for a normal gaming state. [Figure 822] 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 823] FIG. 10 is an explanatory diagram showing the relationship between the operation order of the stop switch and the benefits that can be expected to be awarded. [Fig. 824] 10A and 10B are diagrams illustrating an example of a result number table and an instruction number table. [Figure 825] FIG. 10 is a diagram showing the relationship between the result number table and command number table for the first game state, the operation sequence of the stop switch, and the expected payout number. [Figure 826] FIG. 10 is a diagram showing the relationship between the result number table and command number table for the second game state, the operation sequence of the stop switch, and the expected payout number. [Figure 827] A diagram showing the relationship between the result number table and command number table for the third game state, the operation sequence of the stop switch, and the expected payout number. [Fig. 828] A diagram showing the relationship between the result number table and command number table for the fourth game state, the operation sequence of the stop switch, and the expected payout number. [Fig. 829] A diagram showing the relationship between the result number table and command number table for the fifth game state, the operation sequence of the stop switch, and the expected payout number. [Fig. 830] A diagram showing the relationship between the result number table and instruction number table for the sixth game state, the operation sequence of the stop switch, and the expected payout number. [Figure 831] 10 is a flowchart showing the processing for the ratio of instructed game devices. [Figure 832] A flowchart showing the processing for the stop-time AT lottery in variant example 16. [Figure 833] A diagram showing the relationship between the result number table and command number table for the seventh game state, the operation sequence of the stop switch, and the expected payout number. [Fig. 834] FIG. 21 is a diagram showing an example of a lottery table for a normal gaming state in Modification Example 17. [Fig. 835] FIG. 10 is a diagram showing the relationship between the result number table and command number table for the first game state, the operation sequence of the stop switch, and the expected payout number. [Fig. 836]FIG. 23 is a diagram showing the relationship between the result number table and command number table for the eighth game state, the operation sequence of the stop switch, and the expected payout number in Modification 18. [Fig. 837] 10A is a flowchart showing a part of the first section display process, and FIG. 10B is a diagram for explaining the relationship between the display content in the dispensed coin number display section and the result number. [Fig. 838] FIG. 10j is a front view of a slot machine according to the embodiment. [Fig. 839] 1 is a perspective view of the slot machine with the front door closed. FIG. [Fig. 840] 1 is a perspective view of the slot machine with the front door open. FIG. [Fig. 841] FIG. [Fig. 842] FIG. [Fig. 843] FIG. 10 is a diagram illustrating a device for detecting inserted medals. [Fig. 844] FIG. 10 is a diagram showing the arrangement of symbols on each reel. [Fig. 845] 10 is an explanatory diagram showing the relationship between the symbols visible through the display window and the pay lines. FIG. [Fig. 846] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Fig. 847] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Fig. 848] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Fig. 849] FIG. 10 is a diagram illustrating an example of a winning mode. [Fig. 850] FIG. 10 is a diagram illustrating an example of a winning mode. [Fig. 851] FIG. 10 is a diagram illustrating an example of a winning mode. [Fig. 852] FIG. 10 is a diagram illustrating an example of a winning mode. [Fig. 853] FIG. 2 is a block diagram showing the electrical configuration of the main control device. [Fig. 854] FIG. 2 is a block diagram showing the electrical configuration of the display control device. [Figure 855] 10 is a flowchart showing timer interrupt processing by the main control device. [Figure 856] 4 is a flowchart showing main processing by the main control device. [Fig. 857] 10 is a flowchart showing a normal process. [Fig. 858] 10 is a flowchart showing lottery processing. [Fig. 859] FIG. 10 is a diagram showing an example of a lottery table for a normal gaming state when three bets are made. [Fig. 860] FIG. 10 is a diagram showing an example of a lottery table for a normal gaming state when two bets are made. [Figure 861] 10 is a flowchart showing a reel control process. [Figure 862] 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 863] 10 is a flowchart showing bonus state processing. [Fig. 864] FIG. 10 is a diagram showing an example of a lottery table for a bonus state. [Figure 865] FIG. 2 is an explanatory diagram showing the transition relationship between states. [Figure 866] 10 is a flowchart showing lottery result handling processing. [Figure 867] 10 is a flowchart showing the lottery process for transition to a favorable zone. [Fig. 868] 10A and 10B are diagrams showing examples of various transition lottery tables. [Fig. 869] 10 is a flowchart showing the AT lottery processing. [Fig. 870] 10 is a flowchart showing a continuation determination process. [Figure 871] 10 is a flowchart showing the AT top-up processing. [Figure 872] 10 is a flowchart showing a lottery process at the time of stop. [Figure 873] FIG. 2 is a diagram for explaining an overview of an instruction monitor and a section indicator. [Fig. 874]An explanatory diagram showing an overview of the push order notification display performed on the auxiliary display unit. [Figure 875] 10A is a flowchart showing lottery result command processing, and FIG. 10B is an explanatory diagram for explaining the relationship between the lottery result command and the push order notification command. [Figure 876] 10 is a flowchart showing a winning result response process. [Figure 877] 10 is a flowchart showing a process for a precursory mode. [Figure 878] A figure showing an example of the selection rate of the continuation rate of the AT mode. [Figure 879] 10 is a flowchart showing a CZ mode process. [Fig. 880] 10 is a flowchart showing a process for an AT mode. [Figure 881] 10 is a flowchart showing a first section display process. [Figure 882] 10 is a flowchart showing a second section display process. [Figure 883] 10 is a flowchart showing a performance setting process performed by a sub-side display control device. [Figure 884] 10 is a flowchart showing a rotation start process. [Figure 885] This is a diagram to explain the overview and storage area of each push order information. [Figure 886] 10 is a flowchart showing a payout determination process. [Figure 887] 10 is a flowchart showing a medal payout process. [Figure 888] 10 is a flowchart showing a segment data setting process. [Figure 889] This is a timing chart to explain the relationship between the timing of executing the push order notification and the timing of clearing the push order information. [Fig. 890] FIG. 10 is a diagram illustrating various errors. [Figure 891] 10 is a flowchart showing a start waiting process. [Fig. 892] 10 is a flowchart showing a bet operation response process. [Figure 893] 10 is a flowchart showing a medal insertion monitoring process. [Fig. 894] 10 is a flowchart showing a gate determination process. [Fig. 895] 10 is a flowchart showing a sensor monitoring process. [Figure 896] 10 is a flowchart showing a process of monitoring a connection sensor. [Figure 897] 10 is a flowchart showing a process of grasping the progress of input; [Fig. 898] 10 is a flowchart showing a first passage sensor monitoring process. [Figure 899] 10 is a flowchart showing a second passage sensor monitoring process. [Figure 900] 10 is a flowchart showing an error determination process. [Figure 901] 10 is a flowchart showing an error handling process. [Figure 902] 10 is a timing chart for explaining the relationship between the timing of an error occurrence and the timing of error notification. [Figure 903] 10 is a timing chart for explaining the relationship between the timing of an error occurrence and the timing of error notification. [Figure 904] 10 is a flowchart showing a dispensing drive process. [Figure 905] 10 is a flowchart showing a dispensing sensor monitoring process. [Figure 906] 10 is a flowchart showing a dispensing progress grasping process. [Figure 907] 10 is a flowchart showing a first dispensing sensor monitoring process. [Figure 908] 10 is a flowchart showing a second dispensing sensor monitoring process. [Figure 909] 10 is a timing chart for explaining the relationship between the timing of an error occurrence and the timing of error notification. [Figure 910] 10 is a timing chart for explaining the relationship between the timing of an error occurrence and the timing of error notification. [Figure 911]10 is a flowchart showing a spare tank sensor monitoring process. [Figure 912] 10 is a flowchart showing a lottery random number acquisition process. [Figure 913] 10 is a timing chart for explaining the relationship between the timing of an error occurrence and the timing of error notification. [Fig. 914] 10 is a timing chart for explaining the relationship between the timing of an error occurrence and the timing of error notification. [Fig. 915] FIG. 10 is a block diagram for explaining an inserted medal detection device, a paid-out medal detection device, and a random number generation device in Modification 1. [Figure 916] 10 is a flowchart showing a process for the input sensor by the input CPU. [Fig. 917] 10 is a flowchart showing an input grasping process. [Fig. 918] 10 is a flowchart showing a process of monitoring a connection sensor. [Figure 919] 10 is a flowchart showing processing for a dispensing sensor by a dispensing CPU. [Fig. 920] 10 is a flowchart showing a dispensing sensor monitoring process. [Figure 921] 10A is a flowchart showing the lottery random number acquisition process, and FIG. 10B is a flowchart showing the lottery random number process by the random number CPU. [Figure 922] 10 is a flowchart showing an error determination process. [Fig. 923] 10 is a flowchart showing a timer interrupt process in Modification 2. [Fig. 924] 10A is a flowchart showing a part of the lottery result processing, and FIG. 10B is a flowchart showing a part of the medal payout processing. [Fig. 925] 10 is a timing chart for explaining the relationship between the timing of an error occurrence and the timing of error notification. [Figure 926] 13 is a flowchart showing a stop time lottery process in Modification 3. [Figure 927]10 is a timing chart for explaining the relationship between the timing of an error occurrence and the timing of error notification. [Figure 928] In the fourth modification, (a) is a flowchart showing a sensor monitoring process, and (b) is a flowchart showing an error command handling process. [Figure 929] 10 is a timing chart for explaining the relationship between the timing of an error occurrence and the timing of error notification execution, as well as the error notification presentation on the auxiliary display unit. [Fig. 930] 13 is a flowchart showing a segment data setting process in Modification 5. [Figure 931] 10 is a timing chart for explaining the relationship between the timing of an error occurrence and the timing of error notification. [Figure 932] FIG. 11 is a front view of a slot machine according to the 11kth embodiment. [Fig. 933] 1 is a perspective view of the slot machine with the front door closed. FIG. [Fig. 934] 1 is a perspective view of the slot machine with the front door open. FIG. [Fig. 935] FIG. [Fig. 936] FIG. [Fig. 937] FIG. 10 is a diagram showing the arrangement of symbols on each reel. [Fig. 938] 10 is an explanatory diagram showing the relationship between the symbols visible through the display window and the pay lines. FIG. [Fig. 939] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Fig. 940] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Fig. 941] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Fig. 942] FIG. 10 is a diagram illustrating an example of a winning mode. [Fig. 943] FIG. 10 is a diagram illustrating an example of a winning mode. [Fig. 944] FIG. 10 is a diagram illustrating an example of a winning mode. [Fig. 945] FIG. 10 is a diagram illustrating an example of a winning mode. [Fig. 946] FIG. 2 is a block diagram showing the electrical configuration of the main control device. [Fig. 947] FIG. 2 is a block diagram showing the electrical configuration of the display control device. [Fig. 948] 10 is a flowchart showing timer interrupt processing by the main control device. [Fig. 949] 10 is a flowchart showing normal processing by the main control device. [Fig. 950] 10 is a flowchart showing a lottery process for normal play. [Figure 951] FIG. 10 is a diagram showing an example of a lottery table for a normal gaming state when three bets are made. [Fig. 952] FIG. 10 is a diagram showing an example of a lottery table for a normal gaming state when two bets are made. [Fig. 953] 10 is a flowchart showing a reel control process. [Fig. 954] 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 955] 10 is a flowchart showing bonus state processing. [Figure 956] FIG. 10 is a diagram showing an example of a lottery table for a bonus state. [Fig. 957] FIG. 2 is an explanatory diagram showing the transition relationship between states. [Fig. 958] 10 is a flowchart showing lottery result handling processing. [Figure 959] 10 is a flowchart showing the lottery process for transition to a favorable zone. [Fig. 960] 10A and 10B are diagrams showing examples of various transition lottery tables. [Figure 961] 10 is a flowchart showing the AT lottery processing. [Figure 962] 10 is a flowchart showing the AT top-up processing. [Figure 963] FIG. 10 is a diagram showing an example of an additional lottery table. [Fig. 964]FIG. 2 is a diagram for explaining an overview of an instruction monitor and a section indicator. [Figure 965] An explanatory diagram showing an overview of the push order notification display performed on the auxiliary display unit. [Figure 966] 10 is a flowchart showing an AT start notification process. [Figure 967] 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 968] 10 is a flowchart showing a winning result response process. [Figure 969] 10 is a flowchart showing a process for a precursory mode. [Fig. 970] 10 is a flowchart showing an AT type determination process. [Figure 971] 10 is a flowchart showing a CZ mode process. [Figure 972] 10 is a flowchart showing a process for an AT mode. [Figure 973] 10 is a flowchart showing a preparation mode process. [Figure 974] FIG. 10 is a diagram showing an example of a promotion lottery table. [Figure 975] 10 is a flowchart showing a first section display process. [Figure 976] 10 is a flowchart showing a second section display process. [Figure 977] 10 is a flowchart showing a performance setting process performed by a sub-side display control device. [Figure 978] 10 is a flowchart showing a start-up effect setting process. [Figure 979] 10 is a flowchart showing a process for setting effects when all the devices are stopped. [Figure 980] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 981] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 982] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 983] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 984] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 985] 10 is a flowchart showing the preparation process for transition to pseudo-game play. [Figure 986] FIG. 10 is a diagram showing an additional point lottery table. [Figure 987] 10 is a flowchart showing a lottery process for a pseudo game. [Figure 988] FIG. 10 is a diagram showing an example of a type lottery table for pseudo games. [Figure 989] 10 is a flowchart showing a pseudo-gaming reel control process. [Figure 990] 10 is a flowchart showing a pseudo-game presentation process. [Figure 991] This is a diagram illustrating the flow of display effects when a specific role is won in AT mode. [Figure 992] A diagram illustrating the flow of display effects when transitioning to pseudo-game play in AT mode. [Figure 993] FIG. 2 is a schematic diagram showing various storage areas provided in the ROM of the main control device. [Figure 994] FIG. 2 is a schematic diagram showing various storage areas provided in the RAM of the main control device. [Figure 995] FIG. 10 is a diagram showing the relationship between winning combination names and winning combination numbers. [Figure 996] FIG. 10 is a diagram showing a transmission number conversion table for converting a winning combination number into a transmission number. [Figure 997] A figure showing a lottery number conversion table for converting winning combination numbers into additional lottery numbers. [Figure 998] 10 is a flowchart showing the conversion process for pseudo specific roles. [Figure 999] FIG. 10 is a diagram showing a conversion table of type numbers. [Figure 1000] 10A is a diagram illustrating the flow of conversion of winning combination numbers, and FIG. 10B is a diagram illustrating the flow of conversion of type numbers. [Figure 1001] FIG. 10 is a diagram illustrating an example of transmission and reception of commands. [Figure 1002]FIG. 10 is a diagram illustrating the flow of number transfer between areas. [Figure 1003] 13 is a flowchart showing a preparation mode process in Modification 7. [Figure 1004] FIG. 2 is a schematic diagram showing various storage areas provided in the RAM of the main control device. [Figure 1005] 10 is a flowchart showing a lottery process for a pseudo game. [Figure 1006] 10A is a flowchart showing a process for producing a pseudo winning role suggestion, and FIG. 10B is a diagram showing an example of the pseudo winning role suggestion. [Figure 1007] A diagram showing the form of a pseudo-winning role suggestion presentation. [Figure 1008] In the seventeenth modification, (a) is a diagram showing the relationship between the name of the selected role and the winning role number, and (b) is a diagram showing the conversion mode of the type number. [Figure 1009] In the modified example 19, (a) is a diagram showing the relationship between the winning combination name and the winning combination number, and (b) is a diagram showing the relationship between the pseudo winning combination name and the type number. [Figure 1010] 10A is a diagram illustrating the flow of conversion of winning combination numbers, and FIG. 10B is a diagram illustrating the flow of conversion of type numbers. [Figure 1011] FIG. 26 is a block diagram showing a CPU and related configurations in Modification 20. [Figure 1012] (a) is a diagram showing an overview of the control flow until an additional lottery is executed during normal play in AT mode, and (b) is a diagram showing an overview of the control flow until an additional lottery is executed during pseudo play in AT mode. [Figure 1013] FIG. 10 is a diagram showing a pseudo-game type lottery table. [Figure 1014] FIG. 10 is a diagram illustrating a type conversion table. [Figure 1015] FIG. [Figure 1016] FIG. 23 is a diagram showing an outline of the control flow in Modification 23. [Figure 1017] 29 is a flowchart showing the AT top-up processing in the twenty-ninth modified example. [Figure 1018] FIG. 12 is a front view of a slot machine according to a 12mth embodiment. [Figure 1019] 1 is a perspective view of the slot machine with the front door closed. FIG. [Figure 1020] 1 is a perspective view of the slot machine with the front door open. FIG. [Figure 1021] FIG. [Figure 1022] FIG. [Figure 1023] FIG. 10 is a diagram illustrating a device for detecting inserted medals. [Figure 1024] FIG. 10 is a diagram showing the arrangement of symbols on each reel. [Figure 1025] 10 is an explanatory diagram showing the relationship between the symbols visible through the display window and the pay lines. FIG. [Figure 1026] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 1027] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 1028] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 1029] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 1030] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 1031] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 1032] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 1033] FIG. 2 is a block diagram showing the electrical configuration of the main control device. [Figure 1034] FIG. 2 is a block diagram showing the electrical configuration of the display control device. [Figure 1035] 10 is a flowchart showing timer interrupt processing by the main control device. [Figure 1036] 4 is a flowchart showing main processing by the main control device. [Figure 1037] 10 is a flowchart showing a normal process. [Figure 1038]10 is a flowchart showing lottery processing. [Figure 1039] FIG. 10 is a diagram showing an example of a lottery table for a normal gaming state when three bets are made. [Figure 1040] FIG. 10 is a diagram showing an example of a lottery table for a normal gaming state when two bets are made. [Figure 1041] 10 is a flowchart showing a reel control process. [Figure 1042] 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 1043] 10 is a flowchart showing bonus state processing. [Figure 1044] FIG. 10 is a diagram showing an example of a lottery table for a bonus state. [Figure 1045] FIG. 2 is an explanatory diagram showing the transition relationship between states. [Figure 1046] 10 is a flowchart showing lottery result handling processing. [Figure 1047] 10 is a flowchart showing the lottery process for transition to a favorable zone. [Figure 1048] 10A and 10B are diagrams showing examples of various transition lottery tables. [Figure 1049] 10 is a flowchart showing the AT lottery processing. [Figure 1050] 10 is a flowchart showing a continuation determination process. [Figure 1051] 10 is a flowchart showing the AT top-up processing. [Figure 1052] 10 is a flowchart showing a lottery process at the time of stop. [Figure 1053] FIG. 2 is a diagram for explaining an overview of an instruction monitor and a section indicator. [Figure 1054] An explanatory diagram showing an overview of the push order notification display performed on the auxiliary display unit. [Figure 1055] 10A is a flowchart showing lottery result command processing, and FIG. 10B is an explanatory diagram for explaining the relationship between the lottery result command and the push order notification command. [Figure 1056] 10 is a flowchart showing a winning result response process. [Figure 1057]10 is a flowchart showing a process for a precursory mode. [Figure 1058] A figure showing an example of the selection rate of the continuation rate of the AT mode. [Figure 1059] 10 is a flowchart showing a CZ mode process. [Figure 1060] 10 is a flowchart showing a process for an AT mode. [Figure 1061] 10 is a flowchart showing a first section display process. [Figure 1062] 10 is a flowchart showing a second section display process. [Figure 1063] 10 is a flowchart showing a rotation start process. [Figure 1064] This is a diagram to explain the overview and storage area of each push order information. [Figure 1065] 10 is a flowchart showing a payout determination process. [Figure 1066] 10 is a flowchart showing a medal payout process. [Figure 1067] 10 is a flowchart showing a segment data setting process. [Figure 1068] This is a timing chart to explain the relationship between the timing of executing the push order notification and the timing of clearing the push order information. [Figure 1069] FIG. 10 is a diagram illustrating various errors. [Figure 1070] 10 is a flowchart showing a display main process performed by the sub-side display control device. [Figure 1071] 10 is a flowchart showing a performance setting process. [Figure 1072] 10 is a flowchart showing a sound output setting process. [Figure 1073] 10 is a flowchart showing a sub-operation handling process. [Figure 1074] 10 is a flowchart showing a process for handling an operation while a menu is being displayed. [Figure 1075] 10 is a flowchart showing an operation response process during item display. [Figure 1076] 10 is a flowchart showing a character selection screen display process. [Figure 1077] 10 is a flowchart showing a character selection operation response process. [Figure 1078] 10 is a flowchart showing a history check screen display process. [Figure 1079] 10 is a flowchart showing a history checking operation response process; [Figure 1080] 10 is a flowchart showing a volume setting screen display process. [Figure 1081] 10 is a flowchart showing a volume setting operation response process. [Figure 1082] 10 is a flowchart illustrating a standby mode management process. [Figure 1083] 10 is a flowchart showing a volume setting process at startup. [Figure 1084] 10 is a flowchart showing a board-side volume setting process. [Figure 1085] FIG. 2(a) is a diagram showing an overview of a first adjustment switch, and FIG. 2(b) is a diagram showing an overview of a second adjustment switch. [Figure 1086] 10A is a diagram illustrating the relationship between the memory of the second adjustment switch and the volume, and FIG. 10B is a diagram illustrating the relationship between performance data, an execution state, and the volume. [Figure 1087] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 1088] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 1089] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 1090] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 1091] 10 is a timing chart for explaining the timing of setting and canceling a specific volume. [Figure 1092] 10 is a timing chart for explaining an event in which the value of one of the liquid crystal volume counter and the board volume counter is set to the volume. [Figure 1093] FIG. 10 is a diagram illustrating the difference between a normal operation and a shortcut operation. [Figure 1094]FIG. 10 is a diagram illustrating the difference between a normal operation and a shortcut operation. [Figure 1095] 10 is a flowchart showing a volume setting process at startup in the first modification. [Figure 1096] In the second modification, (a) is a flowchart showing a part of the main processing, and (b) is a flowchart showing the volume setting processing at startup. [Figure 1097] 13 is a flowchart showing a board-side volume setting process in Modification 3. [Figure 1098] 10 is a flowchart showing a change handling process. [Figure 1099] 13 is a flowchart showing a change handling process in Modification 4. [Figure 1100] FIG. 10 is a diagram illustrating how a volume change operation is performed. [Figure 1101] 13 is a flowchart showing a change handling process in Modification 5. [Figure 1102] 10A and 10B are diagrams for explaining the relationship between effect data and the timing at which a volume change operation is enabled. [Figure 1103] In the sixth modification, (a) is a flowchart showing an error notification setting process, and (b) is a flowchart showing a volume setting process. [Figure 1104] 10A and 10B are diagrams for explaining the relationship between the type of error and whether or not the volume can be changed. [Figure 1105] FIG. 20 is a diagram for explaining the relationship between the type of error, whether or not the volume can be changed, and the timing at which the change becomes effective in Modification Example 7. [Figure 1106] 19 is a flowchart showing a standby mode setting process in Modification 8. [Figure 1107] 10A and 10B are diagrams illustrating an example of a sub-volume image and a shortcut operation image. [Figure 1108] FIG. 20 is a diagram for explaining the relationship between the liquid crystal volume counter and the board volume counter in Modification 9. [Figure 1109] 10 is a flowchart showing a volume setting process at startup. [Figure 1110]10 is a flowchart showing a sound output setting process. [Figure 1111] 10A is a flowchart showing a volume setting screen display process, and FIG. 10B is a flowchart showing a standby mode management process. [Figure 1112] 10 is a flowchart showing a volume setting operation response process. [Figure 1113] 10 is a flowchart showing a board-side volume setting process. [Figure 1114] 10 is a flowchart showing a change handling process. [Figure 1115] 10A and 10B are diagrams for explaining a change in volume and a sub-volume image when a volume change is performed. [Figure 1116] 10A and 10B are diagrams for explaining a change in volume and a sub-volume image when a volume change is performed. DETAILED DESCRIPTION OF THE INVENTION
[0010] <1a embodiment α> An embodiment of the present invention, which is applied to a reel-type gaming machine, specifically a slot machine, will be described in detail below with reference to the drawings. Figure 1 is a front view of the slot machine 10, Figure 2 is a perspective view of the slot machine 10 with the front door 12 closed, Figure 3 is a perspective view of the slot machine 10 with the front door 12 open, Figure 4 is a rear view of the front door 12, and Figure 5 is a front view of the cabinet 11.
[0011] As shown in Figures 1 to 5, the slot machine 10 has a housing 11 that forms its outer shell. The housing 11 is formed in a box shape with an open front as a whole, and is attached to so-called island equipment by nailing it when installed in an amusement hall.
[0012] A front door 12 is attached to the front side of the housing 11 in an openable and closable manner. A pair of upper and lower support shafts 13a and 13b are provided on the left side of the housing 11 when viewed from the front. The front door 12 is provided with bearings 14a and 14b at positions corresponding to the support shafts 13a and 13b. When the support shafts 13a and 13b are inserted into the bearings 14a and 14b, the front door 12 is rotatably supported relative to the housing 11 about an opening / closing axis extending in the vertical direction connecting the support shafts 13a and 13b. Rotation of the front door 12 allows the front open side of the housing 11 to be opened or closed. The front door 12 is locked and cannot be opened by a locking device 20 provided on its back surface. A key cylinder 21 integrated with the locking device 20 is provided at the upper right end of the front door 12. The locked state is released by operating a predetermined key on the key cylinder 21.
[0013] A game panel 25 that notifies the player of the game status is provided near the upper center of the front door 12. The game panel 25 has three vertically long display windows 26L, 26M, and 26R formed side by side, and the interior of the slot machine 10 can be seen through each of the display windows 26L, 26M, and 26R. The display windows 26L, 26M, and 26R may be combined into one common display window.
[0014] As shown in FIG. 3, the interior of the housing 11 is divided into two sections, upper and lower, by a partition plate 30, and a reel unit 31 constituting a variable display means is attached to the upper part of the partition plate 30. The reel unit 31 includes a left reel 32L, a center reel 32M, and a right reel 32R, each formed in a cylindrical (annular) shape. Each reel 32L, 32M, and 32R is rotatably supported so that its central axis coincides with the axis of rotation of the reel. The axes of rotation of the reels 32L, 32M, and 32R are arranged on the same axis extending substantially horizontally, and each reel 32L, 32M, and 32R corresponds one-to-one to each display window 26L, 26M, and 26R. Therefore, a portion of the surface of each reel 32L, 32M, and 32R is visible through the corresponding display window 26L, 26M, and 26R. Furthermore, when the reels 32L, 32M, and 32R rotate forward, the surfaces of the reels 32L, 32M, and 32R are projected through the respective display windows 26L, 26M, and 26R as if they were moving from top to bottom.
[0015] Here, the configuration of the reel unit 31 will be briefly described.
[0016] Each of the reels 32L, 32M, and 32R is connected to a stepping motor, and each of the reels 32L, 32M, and 32R can be rotated individually, i.e., independently, by driving each stepping motor. The stepping motor is set to rotate once by applying a drive signal (hereinafter also referred to as an excitation pulse) of, for example, 500 pulses, and this excitation pulse controls the rotational position of the stepping motor, i.e., the rotational position of the reel. Furthermore, the reel unit 31 is provided with a reel index sensor on each of the reels 32L, 32M, and 32R to detect when the reel has rotated once. Each time the reel index sensor detects that the reel has rotated once, it outputs a detection signal to the main control device 101, which will be described later. Therefore, the main control unit 101 can check and correct the angular position of each reel 32L, 32M, 32R for each rotation based on the detection signal of the reel index sensor and the number of excitation pulses output before the detection signal is input.
[0017] On the outer periphery of each reel 32L, 32M, 32R, a plurality of symbols are drawn along the long side (circumference direction) of the reel, serving as identification information. More specifically, 20 symbols are drawn at equal intervals. Therefore, to switch from one symbol to the next symbol at a predetermined position, 25 excitation pulses (= 500 pulses ÷ 20 symbols) must be output. Furthermore, the main control device 101 can determine which symbols are visible through the display windows 26L, 26M, 26R, and can stop a predetermined symbol at a position visible through the display windows 26L, 26M, 26R, based on the number of excitation pulses output after the reel index sensor detection signal is input.
[0018] Next, the symbols depicted on the reels 32L, 32M, and 32R will be described.
[0019] FIG. 6 shows the arrangement of symbols on the left reel 32L, center reel 32M, and right reel 32R. As shown in FIG. 6, 20 symbols are arranged in a row on each of the reels 32L, 32M, and 32R. Numbers ranging from 0 to 19 are assigned to the reels 32L, 32M, and 32R, respectively. However, these numbers are used by the main control device 101 to identify the symbols visible through the display windows 26L, 26M, and 26R, and are not actually assigned to the reels 32L, 32M, and 32R. However, these numbers will be used in the following explanation.
[0020] There are ten types of symbols: a "bell" symbol (e.g., the first symbol on the left reel 32L), a "replay" symbol (e.g., the zeroth symbol on the left reel 32L), a "red 7" symbol (e.g., the fourteenth symbol on the left reel 32L), a "watermelon" symbol (e.g., the second symbol on the left reel 32L), a "cherry" symbol (e.g., the eighth symbol on the left reel 32L), a "bar" symbol (e.g., the ninth symbol on the left reel 32L), a "white 7" symbol (e.g., the third symbol on the left reel 32L), a "youth" symbol (e.g., the eighteenth symbol on the left reel 32L), a "red shell" symbol (e.g., the fourth symbol on the left reel 32L), and a "white shell" symbol (e.g., the nineteenth symbol on the left reel 32L). As shown in Figure 6, the number and arrangement order of the various symbols are completely different on each of the reels 32L, 32M, and 32R.
[0021] Each of the display windows 26L, 26M, and 26R is formed so that only three of the 20 symbols on the corresponding reel are visible in their entirety. Therefore, when each of the reels 32L, 32M, and 32R is stopped, 3 x 3 = 9 symbols are visible through the display windows 26L, 26M, and 26R.
[0022] In the slot machine 10, the game result of each game is announced using a combination of three symbols, one for each of the reels 32L, 32M, and 32R, among the visible symbols. As described above, 3 × 3 = 9 symbols are visible, and as combinations of these three symbols, for example, as shown in Fig. 7, there are combinations of symbols that stop on an upper line L1 connecting the upper symbols of the reels 32L, 32M, and 32R, combinations of symbols that stop on a middle line L2 connecting the middle symbols of the reels 32L, 32M, and 32R, and combinations of symbols that stop on a lower line L3 connecting the lower symbols of the reels 32L, 32M, and 32R. There are also combinations of symbols that stop on a downward-sloping line L4 connecting the top symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the bottom symbol on the right reel 32R, and combinations of symbols that stop on an upward-sloping line L5 connecting the bottom symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the top symbol on the right reel 32R. There are also combinations of symbols that stop on a curved line L6 connecting the middle symbol on the left reel 32L, the top symbol on the middle reel 32M, and the top symbol on the right reel 32R. The above lines L1 to L5 are straight lines when the symbols are lined up, while the curved line L6 is a line that bends when the symbols are lined up. There are other combinations of symbols that stop on curved lines besides the curved line L6, but we will not explain them here.
[0023] Of these lines L1 to L6, some are activated by betting medals, and some are not, and when symbols stop in a predetermined combination on an activated line, i.e., an activated line, a win is achieved and a bonus is awarded in which a predetermined number of medals, which are game media, are paid out, or a bonus is awarded in which the game state is changed.On the other hand, when symbols stop in a predetermined combination on an inactivated line, a win is not achieved and the bonus is not awarded.
[0024] In the slot machine 10, of the above lines L1 to L6, the bent line L6 is set as the pay line. More specifically, in the slot machine 10, there are cases where a game is started by betting three medals or two medals. When a game is started by betting three or two medals, only the bent line L6 is set as the pay line, and the other lines L1 to L5 are not set as pay lines. In the following description, the bent line L6 may be referred to as the pay line ML. Also, hereinafter, a game that starts by betting three medals is also referred to as a 3-bet game, a game that starts by betting two medals is also referred to as a 2-bet game, and a game that starts by betting one medal is also referred to as a 1-bet game. In this embodiment, a 1-bet game is not set.
[0025] 8 to 10 are diagrams showing the correspondence between winning symbol combinations and the benefits awarded when a winning symbol combination is obtained.
[0026] The small prize winnings that result in medal payouts include the 1st small prize winning to the 32nd small prize winning.
[0027] When the "Replay" symbol on the left reel 32L, the "Replay" symbol on the middle reel 32M, and the "Replay" symbol on the right reel 32R stop on the active line ML, the first small win is achieved. When the first small win is achieved, 13 medals are paid out in a 3-bet game, and 5 medals are paid out in a 2-bet game.
[0028] As shown in Figure 11(a), when the symbol corresponding to the first small win stops on the activated line ML, the "bell" symbol stops in a line sloping downward to the right L4. Therefore, the player can easily understand that the small win corresponding to the bell has been achieved.
[0029] If the "Replay" symbol on the left reel 32L, the "Bell" symbol on the middle reel 32M, and the "Bell" symbol on the right reel 32R stop on the active line ML, the second small win will be awarded. If the second small win is awarded, 13 medals will be paid out in a 3-bet game, and 5 medals will be paid out in a 2-bet game.
[0030] As shown in Figure 11(b), when the symbol corresponding to the second small win stops on the activated line ML, the "bell" symbol stops in line on the upper line L1. Therefore, the player can easily understand that the small win corresponding to the bell has been achieved, and also understand that a small win different from the first small win has been achieved because of the difference in the line on which the "bell" symbol is aligned.
[0031] When the "bell" symbol on the left reel 32L, the "replay" symbol on the middle reel 32M, and the "watermelon" or "ark shell" symbol on the right reel 32R stop on the active line ML, the third small win is achieved. When the third small win is achieved, 13 medals are paid out in a 3-bet game, and 5 medals are paid out in a 2-bet game.
[0032] As shown in Figure 11(c), when the symbol corresponding to the third small win stops on the activated line ML, the "bell" symbol stops in alignment on the middle line L2. Therefore, the player can easily understand that the small win corresponding to the bell has been achieved, and also understand that a small win different from the first and second small wins has been achieved because of the difference in the line on which the "bell" symbol is aligned.
[0033] When the "watermelon" symbol on the left reel 32L, the "replay" symbol on the middle reel 32M, and the "bell" symbol on the right reel 32R stop on the active line ML, the fourth small win is achieved. When the fourth small win is achieved, 13 medals are paid out in a 3-bet game, and 5 medals are paid out in a 2-bet game.
[0034] As shown in Figure 11(d), when the symbol corresponding to the fourth small win stops on the activated line ML, the "bell" symbols stop in alignment on the right-sloping line L5. Therefore, the player can easily understand that the small win corresponding to the bell has been achieved, and also understand that a small win different from the first to third small wins has been achieved because of the difference in the line on which the "bell" symbols are aligned.
[0035] When the "watermelon" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "replay" symbol on the right reel 32R stop on the active line ML, the 5th small win is achieved. When the 5th small win is achieved, 13 medals are paid out in a 3-bet game, and 5 medals are paid out in a 2-bet game.
[0036] As shown in Figure 11(e), when the symbol corresponding to the fifth small win stops on the activated line ML, the "bell" symbol stops in alignment on the lower line L3. Therefore, the player can easily understand that the small win corresponding to the bell has been achieved, and also understand that a small win different from the first to fourth small wins has been achieved because of the difference in the line on which the "bell" symbol is aligned.
[0037] When the "watermelon" symbol on the left reel 32L, the "replay" symbol on the middle reel 32M, and the "replay" symbol on the right reel 32R stop on the active line ML, the 6th small win is achieved. When the 6th small win is achieved, 13 medals are paid out in a 3-bet game, and 5 medals are paid out in a 2-bet game.
[0038] As shown in Figure 11 (f), when the symbol corresponding to the sixth small win stops on the activated line ML, "bell" symbols stop (in a small mountain shape) on the bottom of the left reel 32L, the middle of the middle reel 32M, and the bottom of the right reel 32R. Therefore, the player can easily understand that a small win corresponding to a bell has been achieved, and can also understand that a small win different from the first to fifth small wins has been achieved, based on the difference in the stopping position of the "bell" symbols.
[0039] When the "bell" symbol on the left reel 32L, the "white 7" symbol, the "cherry" symbol, the "red shell" symbol or the "young man" symbol on the middle reel 32M, and the "white 7" symbol, the "white shell" symbol or the "young man" symbol on the right reel 32R stop on the active line ML, it is the 7th small win. When the 7th small win is achieved, 3 medals are paid out in a 3-bet game, and 3 medals are paid out in a 2-bet game.
[0040] As shown in Figure 12(a), when the symbol corresponding to the seventh small win stops on the activated line ML, the "watermelon" symbol stops on the downward-sloping line L4, so the player can easily understand that the small win corresponding to the watermelon has been achieved.
[0041] When the "bell" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "watermelon" symbol on the right reel 32R stop on the active line ML, the 8th small win is achieved. When the 8th small win is achieved, 3 medals are paid out in a 3-bet game, and 3 medals are paid out in a 2-bet game.
[0042] As shown in Figure 12(b), when the symbol corresponding to the 8th small win stops on the activated line ML, the "watermelon" symbol stops in alignment on the upper line L1. Therefore, the player can easily understand that the small win corresponding to the watermelon has been achieved, and also understand that a small win different from the 7th small win has been achieved because of the difference in the line on which the "watermelon" symbol is aligned.
[0043] The 9th to 32nd small wins are mainly awarded when the 1st to 6th small wins are missed, so-called missed wins. When the 9th to 32nd small wins are awarded, one medal is paid out in a 3-bet game, and one medal is paid out in a 2-bet game. For the 9th to 32nd minor winning combinations, a winning combination is achieved when the following symbols stop on the active line ML: "Replay", "Red 7", "BAR", "Red Shell", "White Shell", "Youth" or "Bell" on the left reel 32L, "White 7", "Cherry", "Red Shell", "Youth", "Red 7", "Watermelon", "Replay", "BAR", "Bell" or "White Shell" on the middle reel 32M, and "Red 7", "White 7", "White Shell", "Youth", "Watermelon", "Red Shell", "BAR" or "Replay" on the right reel 32R. As shown in Figures 8 and 9, the combinations of symbols corresponding to the 9th to 32nd small wins are all set so that the "bell" symbols do not line up and stop on a straight line (L1 to L5), making it easy to understand that the small win corresponding to the bell has not been achieved.
[0044] Incidentally, in the configuration in which medals are paid out based on the above-mentioned 1st small prize winning to 32nd small prize winning, the paid out small prize is a kind of benefit (game value) granted according to the result of the game. In this specification, the paid out medals may also be referred to as "out balls", and the ratio of the number of paid out medals (out balls) to the number of inserted (betted) medals may also be referred to as "out ball rate".
[0045] The winning combinations that can be awarded with a replay privilege (play value) that allows a player to play the next game without inserting a medal include the 1st replay winning combination to the 12th replay winning combination. As shown in Figure 10, winning symbol combinations are set for the 1st replay winning combination to the 12th replay winning combination.
[0046] The first replay wins when the "replay" symbol on the left reel 32L, the "watermelon" symbol on the center reel 32M, and the "red 7," "white 7," "white shell" or "young man" symbol on the right reel 32R stop on the active line ML. As shown in FIG. 12(c), when the symbols corresponding to the first replay win stop on the active line ML, the "replay" symbols stop in line on the center line L2. This allows the player to easily understand that a replay win corresponding to the replay has been achieved.
[0047] In the second replay, a win is achieved 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 active line ML. When the symbol corresponding to the second replay win stops on the active line ML, the "white 7" symbols line up and stop on the center line L2, as shown in Figure 13(e).
[0048] The third replay wins 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 activated line ML. When the symbols corresponding to the third replay win stop on the activated line ML, as shown in Figure 13(f), the "white 7" symbol stops in the middle row of the left reel 32L and the middle reel 32M, and the "red 7" symbol stops in the middle row of the right reel 32R.
[0049] The fourth and fifth replays are adjustment replays in the event that multiple replays result in overlapping wins.
[0050] In the sixth replay, a win is achieved when the "bell" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "red 7," "white 7," "bar," "cherry," "white shell," or "young man" symbol on the right reel 32R stop on the activated line ML. As shown in FIG. 12(d), when the symbols corresponding to the sixth replay win stop on the activated line ML, the "watermelon" symbols stop on the upper row of the left reel 32L and the upper row of the middle reel 32M, but the "watermelon" symbol does not stop on the upper row of the right reel 32R (the "watermelon" symbol stops on the lower row of the right reel 32R), resulting in a stop pattern where the upper row watermelon is not in the "tenpai" state. Furthermore, when the symbol corresponding to the sixth replay win stops on the valid line ML, the "watermelon" symbol stops on the top row of the left reel 32L and the bottom row of the right reel 32R, but the "watermelon" symbol does not stop on the middle row of the middle reel 32M (the "watermelon" symbol stops on the top row of the middle reel 32M), resulting in a stopping pattern that is known as a right-downward watermelon tenpai miss.
[0051] In the seventh replay, a win is achieved when the "bell" symbol on the left reel 32L, the "white 7" symbol, the "cherry" symbol, the "red shell" symbol or the "young man" symbol on the middle reel 32M, and the "watermelon" symbol or the "red shell" symbol on the right reel 32R stop on the activated line ML. As shown in FIG. 12(e), when the symbols corresponding to the seventh replay win stop on the activated line ML, the "watermelon" symbols stop on the upper row of the left reel 32L and the upper row of the right reel 32R, but the "watermelon" symbol does not stop on the upper row of the middle reel 32M (the "watermelon" symbol stops on the middle row of the middle reel 32M), resulting in a stop pattern where the upper row watermelon is not in a tenpai state. Furthermore, when the symbol corresponding to the seventh replay win stops on the valid line ML, the "watermelon" symbol stops on the top row of the left reel 32L and the middle row of the middle reel 32M, but the "watermelon" symbol does not stop on the bottom row of the right reel 32R (the "watermelon" symbol stops on the top row of the right reel 32R), resulting in a stopping pattern that is known as a right-downward watermelon tenpai miss.
[0052] The eighth replay wins when the "watermelon" symbol on the left reel 32L, the "white 7" symbol, the "cherry" symbol, the "red shell" symbol or the "young man" symbol on the center reel 32M, and the "replay" symbol on the right reel 32R stop on the activated line ML. As shown in Figure 13(a), when the symbol corresponding to the eighth replay win stops on the activated line ML, the "watermelon" symbols stop in alignment on the center line L2.
[0053] The 9th replay wins when the "replay" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "watermelon" symbol or the "ark shell" symbol on the right reel 32R stop on the activated line ML. As shown in Figure 13(b), when the symbols corresponding to the 9th replay win stop on the activated line ML, the "replay" symbols stop in the middle row of the left reel 32L and the middle row of the middle reel 32M, but the "replay" symbol does not stop in the middle row of the right reel 32R (the "bell" symbol stops in the middle row of the right reel 32R), resulting in a stop pattern where the so-called middle row replay is not ready.
[0054] The 10th replay is won when the "BAR" symbol on the left reel 32L, the "white 7", "BAR", "cherry", "red shell" or "young man" symbol on the center reel 32M, and the "red 7", "white 7", "BAR", "cherry", "white shell" or "young man" symbol on the right reel 32R stop on the active line ML. Also, the 12th replay is won when the "BAR" symbol on the left reel 32L, the "BAR" symbol on the center reel 32M, and the "bell", "watermelon" or "red shell" symbol on the right reel 32R stop on the active line ML. As shown in Figures 13(c) and 13(d), when a symbol corresponding to a 10th or 12th replay win stops on the pay line ML, a "cherry" symbol stops on the bottom row of the left reel 32L. If a 10th or 12th replay win has been won, and a "cherry" symbol is stopped on the right reel 32R, the "cherry" symbol will stop on the top row in the case of a 10th replay win, and the "cherry" symbol will stop on the middle or bottom row in the case of a 12th replay win, making it possible to distinguish between a 10th replay win and a 12th replay win. An 11th replay win is achieved when a 10th or 12th replay win is not possible, i.e., when a miss occurs.
[0055] The state transition winning events that only result in a transition of the gaming state include the first BB winning event and the second BB winning event.
[0056] When the "replay" symbol on the left reel 32L, the "bell" symbol on the center reel 32M, and the "bar" symbol on the right reel 32R stop on the active line ML, a first BB win is achieved. When the first BB win is achieved, the game state transitions to the first BB state. As shown in FIG. 14(a), when the symbols corresponding to the first BB win stop on the active line ML, the "bar" symbols may stop in a line sloping to the right (L5), or as shown in FIG. 14(b), the "red 7" symbol, the "red 7" symbol, and the "bar" symbol may stop on the active line L5 in order from left to right.
[0057] When the "red shell" 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, a second BB win is achieved. When a second BB win is achieved, the game state transitions to the second BB state. As shown in FIG. 14(c), when the symbols corresponding to the second BB win stop on the active line ML, "white 7" symbols may stop in a line on the lower line L3, or as shown in FIG. 14(d), "white 7" symbols, "white 7" symbols, and "red 7" symbols may stop on the lower line L3 in order from left to right.
[0058] A start lever 41 that is operated to start the rotation of each of the reels 32L, 32M, and 32R is provided on the lower left side of the game panel 25. The start lever 41 constitutes a start operation means or a starting operation means that is operated to start the rotation of the reels 32L, 32M, and 32R, i.e., to start the variable display of symbols. When the start lever 41 is operated with a predetermined number of medals inserted, each of the reels 32L, 32M, and 32R starts to rotate.
[0059] Button-like stop switches 42-44 that are operated to individually stop the spinning reels 32L, 32M, and 32R are provided on the right side of the start lever 41. Each stop switch 42-44 is located directly below the display window 26L, 26M, and 26R that corresponds to the reel 32L, 32M, and 32R to be stopped.
[0060] Stop switches 42-44 are connected to stop detection sensors 42a-44a (FIG. 15), respectively, and the stop detection sensors 42a-44a are connected to main control device 101, which will be described later. Main control device 101 determines that stop switches 42-44 have been operated based on the detection signals from the stop detection sensors 42a-44a. Specifically, when stop switches 42-44 have not been operated, stop detection signals of LOW signals are output from stop detection sensors 42a-44a, and when stop switches 42-44 are operated, the detection signals switch from LOW to HI. Main control device 101 determines that stop switches 42-44 have been operated by detecting this signal switch. When main control device 101 determines that stop switches 42-44 have been operated, it controls the reel corresponding to the operated switch to stop spinning.
[0061] That is, when the left stop switch 42 is operated, the left reel 32L stops spinning, when the center stop switch 43 is operated, the center reel 32M stops spinning, and when the right stop switch 44 is operated, the right reel 32R stops spinning. The stop switches 42 to 44 constitute stop operation means that is operated to stop the variable display of symbols based on the rotation of the reels 32L, 32M, and 32R.
[0062] Stop lamps 42b to 44b are built into the stop switches 42 to 44, respectively. Light from the stop lamps 42b to 44b is partially transmitted through the operation surfaces of the stop switches 42 to 44, and the light from the stop lamps 42b to 44b is visible through the stop switches 42 to 44. When the operation of the stop switches 42 to 44 is valid, the stop lamps 42b to 44b are controlled to be turned on, and when the operation of the stop switches 42 to 44 is invalid, the corresponding stop lamps 42b to 44b are controlled to be turned off.
[0063] 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.
[0064] 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.
[0065] 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.
[0066] A button-shaped return switch 55 is provided below the medal insertion slot 45. If the return switch 55 is operated when a medal inserted into the medal insertion slot 45 is stuck in the selector 46, the selector 46 is mechanically linked and operated, and the medal stuck in the selector 46 is returned from the medal discharge slot 49.
[0067] A first credit insertion switch 56 is provided below and to the left of the display windows 26L, 26M, and 26R for inserting a predetermined number of virtual medals, which are credited as gaming media, at one time out of the specified number of medals for the game. The specified number is set depending on the progress of the game. For example, when the specified number of medals for the game is set to three and the specified number is set to three, operating the first credit insertion switch 56 causes three virtual medals to be inserted, provided that there are credits. When the specified number of medals is set to two and the specified number is set to two, operating the first credit insertion switch 56 causes two virtual medals to be inserted, provided that there are credits. When the specified number is set to three or two and the specified number is set to three, operating the first credit insertion switch 56 causes three virtual medals to be inserted, provided that there are credits. When the specified number is set to three or two and the specified number is set to two, operating the first credit insertion switch 56 causes two virtual medals to be inserted, provided that there are credits. Furthermore, a second credit insertion switch 57 is provided to the left of the first credit insertion switch 56. The second credit insertion switch 57 is used to insert two virtual medals. The credit insertion switches 56, 57, together with the medal insertion slot 45, constitute input means for inputting game media. Furthermore, while the medal insertion slot 45 involves the player directly inserting medals, the credit insertion switches 56, 57 merely involve the insertion of virtual medals based on stored memory. Considering this, they can also be said to constitute indirect input means for indirectly inputting game media. Note that the slot machine 10 does not have a credit insertion switch because it inserts one virtual medal.
[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 to the slot machine 10 is cut off. The RAM 106 is provided with a backup area in addition to memory 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 setting value information storage area 106c for storing setting values.
[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] The external centralized terminal board 121 is connected to the hall management device (hall computer) of the gaming hall, a data display, etc., and is for outputting information to these external devices of the gaming machine. As shown in Fig. 16, the external centralized terminal board 121 is provided with a game output terminal 121a for outputting information corresponding to the execution of one game, a first BB output terminal 121b and a second BB output terminal 121c for outputting information corresponding to the transition to the first BB or second BB as a bonus state, and an AT output terminal 121d for outputting information corresponding to the transition to the AT mode in which the operation order of the stop switches 42 to 44 is notified.
[0090] 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.
[0091] 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 stop lamps 42b to 44b, the upper lamp 63, the speaker 64, and the auxiliary display unit 65 connected to the output side. The display control device 81 drives and controls the stop lamps 42b to 44b, the upper lamp 63, the speaker 64, and the 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.
[0092] The input side of the display control device 81 is connected to the effect switch 66 (more specifically, an effect switch detection sensor that detects the operation of the effect switch 66). The various display units 60 to 62, 68 may also be configured to be driven and controlled by the display control device 81.
[0093] In addition, all or some of the components 42b to 44b, 63 to 65 connected to the display control device 81 may be directly connected to the main control device 101, and the main control device 101 may directly control all or some of these components 42b to 44b, 63 to 65.
[0094] 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.
[0095] 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.
[0096] First, in the register save process shown in step Sa101, the values of all registers in CPU 102 used in normal processing, which will be described later, are saved to the backup area of RAM 106. In step Sa102, it is checked whether the power outage flag is set, and if the power outage flag is set, the process proceeds to step Sa103, where power outage processing is executed.
[0097] Here, the power outage process will be outlined.
[0098] 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.
[0099] 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.
[0100] Returning to the explanation of the timer interrupt process, if the power outage flag is not set in step Sa102, various processes from step Sa104 onwards are carried out.
[0101] That is, in step Sa104, a watchdog timer clearing process is performed to initialize the value of the watchdog timer, which monitors for malfunctions. In step Sa105, an interrupt end declaration process is performed to enable the CPU 102 itself to set the next timer interrupt. In step Sa106, a stepping motor control process is performed to drive the stepping motors that drive the reels 32L, 32M, and 32R to rotate each reel. In step Sa107, a sensor monitoring process is performed to read the status of various sensors (see FIG. 15), such as the stop detection sensors 42a-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 Sa108, a timer update process is performed to subtract or add values from each counter and timer. In step Sa109, a counter process is performed to count the number of medals bet and the number of medals paid out, and output the counted results to the external centralized terminal board 121. The timer update process in step Sa108 will be described in detail later.
[0102] In step Sa110, a command output process is performed to send various commands, such as a lottery result command (described later), to the display control device 81. In step Sa111, 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 Sa112, 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 Sa113, a port output process is performed to output data corresponding to the I / O device from the input / output port 104. In step Sa114, the values of each register saved to the backup area in the previous step Sa101 are restored to the corresponding register in the CPU 102. Thereafter, in step Sa115, an interrupt enable process is performed to enable the next timer interrupt, and this series of timer interrupt processes is terminated.
[0103] Next, the normal processing for carrying out main control relating to the game will be described with reference to the flowchart of FIG.
[0104] First, in step Sa201, an interrupt permission process is performed to permit the next timer interrupt. In step Sa202, 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, the game management process shown in steps Sa203 to Sa212 is performed.
[0105] As part of the game management process, in step Sa203, data such as various game information (for example, random number values used in the previous game) stored in the RAM 106 is cleared. Thereafter, in step Sa204, a start waiting process is performed.
[0106] 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.
[0107] In the automatic insertion process, virtual medals are inserted without reducing the number of virtual medals displayed on the credit display unit 60. In other words, if any replay wins were achieved in the previous game, the player can play the current game without reducing the number of medals owned or inserting any more medals. If no replay wins were achieved, a sensor abnormality confirmation process is performed to check whether any abnormalities have occurred in the sensor reading results obtained in the sensor monitoring process step Sa107 of the timer interrupt process. If an abnormality has occurred, an abnormality occurrence process is performed to place the slot machine 10 in an error state and notify the user of the occurrence of the error. This error state is maintained until the reset switch 72 is operated. If the sensor reading results are normal, a determination is made as to whether the settlement switch 59 has been operated. If the settlement switch 59 has been operated, a medal return process is performed to pay out the same number of medals as the credited virtual medals.
[0108] 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.
[0109] After the start waiting process is completed, step Sa205 determines whether the number of medals bet has reached the specified number. In this slot machine 10, the specified number in the bonus state (BB state) is set to "3," and the specified number in game states other than the bonus state is set to "2" or "3." That is, in the bonus state, a positive determination is made in step Sa205 on the condition that the number of medals bet is "3," and in game states other than the bonus state, a positive determination is made in step Sa205 on the condition that the number of medals bet is "2" or "3." In other words, in game states other than the bonus state, if no medals have been bet, or if even if medals have been bet, the bet number is "1," a negative determination is made in step Sa205. If the number of medals bet has not reached the specified number, the process returns to the start waiting process of step Sa204, and the processes from the sensor abnormality confirmation process onward are performed.
[0110] 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 Sa205 is set as an output target to the display control device 81, which serves as a sub-side control device, in step Sa206. The command set here is output to the display control device 81 in step Sa110 in 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.
[0111] After executing the process of step Sa206, it is determined in step Sa207 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 Sa204, and the processes from the sensor abnormality confirmation process onwards are performed.
[0112] 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 Sa208, a valid line setting process is performed to set the combination of lines corresponding to the number of bets as valid lines. In other words, only the bent line L6 is set as a valid line. In step Sa209, the medal path switching solenoid 46a is switched to a non-excited state to prohibit bet acceptance. Thereafter, the lottery process in step Sa210, the reel control process in step Sa211, and the medal payout process in step Sa212 are executed in this order, and the process returns to step Sa203.
[0113] Next, the lottery process in step Sa210 will be described with reference to the flowchart in FIG.
[0114] In step Sa301, 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.
[0115] After obtaining the random number, in step Sa302, 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, the lottery table for the normal gaming state is set to a lottery table for a 3-bet game and a lottery table for a 2-bet game.
[0116] That is, in step Sa302, a lottery table corresponding to the number of bets and the game state is selected. For example, if the number of bets is "3" and any bonus state flag is not set, it is determined that the current game state is the normal game state, and a lottery table for the normal game state is selected. If the current game is a three-bet game, a lottery table for the normal game state for a three-bet game (FIG. 20) is selected, and if the current game is a two-bet game, a lottery table for the normal game state for a two-bet game (FIG. 21) is selected. In addition, in this slot machine 10, six levels of winning probability, from "Setting 1" to "Setting 6," are pre-prepared. By inserting a setting key into the setting key insertion hole and turning it ON, and performing a predetermined operation, it is possible to set which winning probability is used to execute internal processing. In step Sa302, when the setting state is "Setting 1," a lottery table with the lowest expected value of medal payout is selected, and when the setting state is "Setting 6," a lottery table with the highest expected value of medal payout is selected.
[0117] Here, a supplementary explanation will be given regarding the process for setting the winning probability.
[0118] The winning probability setting process is executed in the main process launched by the main control device 101 when the power is turned on. More specifically, the winning probability setting process is launched after the initialization process of the RAM 106 when the power is turned on while the setting key detection sensor 73a detects that the setting key is inserted into the setting key insertion hole and turned ON. In the winning probability setting process, the setting value is updated by one each time the start lever 41 is operated, as a predetermined operation. For example, each time the start lever 41 is operated, the setting value is updated as follows: "Setting 1" → "Setting 2" → "Setting 3" → "Setting 4" → "Setting 5" → "Setting 6" → "Setting 1." Note that each setting value is displayed, for example, on the credit display unit 60, and the display is updated each time the setting value is updated. Then, operating the start lever 41 while the setting key detection sensor 73a is turned OFF is considered to be the setting value confirmation operation, and the setting value at that time is set as the current setting value, and the winning probability setting process is terminated. Upon completion of the winning probability setting process, the display on the credit display unit 60 also terminates. The set value set in the process of setting the winning probability is stored and held in RAM 106 until the next process of setting the winning probability is started. In step Sa302, a process of selecting a lottery table is performed based on the stored set value.
[0119] 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.
[0120] After selecting a lottery table, in step Sa303, the index value IV is set to 1, and in the following step Sa304, 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 initial judgment value setting process, the random number value acquired in step Sa301 is set as the current judgment value DV, and the point value PV corresponding to the current index value IV (1) is added to this random number value to set a new judgment value DV.
[0121] Then, in step Sa305, a win / loss determination is made for the winning combination corresponding to the index value IV. In the win / loss determination for the winning combination, it is determined whether the judgment value DV exceeds 65535. If it exceeds 65535, in step Sa306, a process is executed to set the winning flag for the game result corresponding to the index value IV determined to be positive in step Sa305 in the winning flag storage area 106a. For example, if the judgment value DV exceeds 65535 when IV=23, the seventh small winning combination flag and the eighth small winning combination flag are set in step Sa306. Also, if the judgment value DV exceeds 65535 when IV=25, the first BB winning flag is set in step Sa306, and if the judgment value DV exceeds 65535 when IV=26, the second BB winning flag is set in step Sa306.
[0122] Incidentally, if the set winning flag is not a winning flag indicating that the first BB has been won (first BB 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 Sa203 in 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.
[0123] In addition, in step Sa306 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.
[0124] 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.
[0125] 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.
[0126] If the judgment value DV does not exceed 65535 in step Sa305, 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 Sa307, and the following step Sa308 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 Sa304, and the judgment of whether or not the hand is a winning or losing hand continues. At this time, in step Sa304, 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 Sa305, the winning or losing hand is judged based on the judgment value DV.
[0127] Incidentally, when determining whether a winning combination is achieved using the lottery table shown in Figure 20, that is, when playing a 3-bet game in normal gaming mode, the probability of winning normal lip A (probability of winning when IV = 1) is approximately 1 in 27.3 with setting 1, approximately 1 in 27.5 with setting 3, and approximately 1 in 28.3 with setting 6, and the higher the setting value, the harder it is to win. The probability of winning normal lip B (probability of winning when IV = 2) and the probability of winning normal lip C (probability of winning when IV = 3) are both approximately 1 in 26.2 regardless of the setting value. The probability of winning chance symbol A (probability of winning when IV = 4) is approximately 1 in 164 regardless of the setting value, the probability of winning chance symbol B (probability of winning when IV = 5) is approximately 1 in 262 regardless of the setting value, and the probability of winning chance symbol C (probability of winning when IV = 6) is approximately 1 in 16,400 regardless of the setting value, so that chance symbol B is easier to win than chance symbol C, and chance symbol A is easier to win than chance symbol B. The probability of winning Cherry A (probability of winning when IV = 7) is approximately 1 in 107 with setting 1, approximately 1 in 104 with setting 3, and approximately 1 in 93.6 with setting 6, so that the higher the setting value, the easier it is to win. The probability of winning Cherry B (probability of winning when IV = 8) is approximately 1 in 215 regardless of the setting value, and the probability of winning Cherry C (probability of winning when IV = 9) is approximately 1 in 13,100 regardless of the setting value, so that Cherry B is easier to win than Cherry C, and Cherry A is easier to win than Cherry B. The probability of winning a common bell (probability of winning when IV = 10) is approximately 1 in 504 regardless of the setting value. The probability of winning a normal push bell 1, normal push bell 2, pinch push bell 1, pinch push bell 2, middle normal push bell 1, middle normal push bell 2, middle reverse push bell 1, middle reverse push bell 2, reverse pinch bell 1, reverse pinch bell 2, reverse push bell 1, reverse push bell 2 (hereinafter collectively referred to as push order bells) (probability of winning when IV = 11 to 22) is approximately 1 in 18.4 regardless of the setting value.The probability of winning a watermelon (when IV = 23) is approximately 1 in 107 regardless of the setting. The probability of winning a first BB (when IV = 25) is approximately 1 in 5.03 regardless of the setting, which is higher than the probability of winning other roles (replay, small roles, IV = 1-24). In 3-bet games, duplicate 1-coin roles (IV = 24) and second BB (IV = 26) are set to not win (the corresponding point value PV is set to 0). In 3-bet games, the probability of not winning any role, including the first BB, is 0. Furthermore, when the first BB is won, the probability of not winning any role in a 3-bet game is approximately 1 in 5.03 (for the first BB) regardless of the setting. Incidentally, in 3-bet games, excluding the increase in the first BB state, you can expect a loss of approximately 1.77 medals per game (net increase minus approximately 1.77 medals).
[0128] In contrast, when determining whether a winning combination is achieved using the lottery table shown in FIG. 21, i.e., when playing a two-bet game in normal game mode, the probability of winning Normal Lip A, Normal Lip B, Normal Lip C, Chance Eye A, Chance Eye B, Chance Eye C, Cherry A, Cherry B, or Cherry C (the probability of winning when IV = 1 to 9) is the same as the probability when playing the three-bet game. The probability of winning the Common Bell (the probability of winning when IV = 10) is approximately 1 in 9.64 regardless of the setting value, which is set to be easier to win than when playing a three-bet game. The Push Order Bell (IV = 11 to 22) is set to be impossible to win in a two-bet game. The probability of winning the Watermelon (the probability of winning when IV = 23) is approximately 1 in 257 regardless of the setting value, which is set to be harder to win than when playing a three-bet game. In a two-bet game, the system is set up so that a double 1-coin combination (IV = 24) can be won, with a probability of approximately 1 in 1.81 regardless of the setting value. Also, in a two-bet game, the system is set up so that the first BB (IV = 25) cannot be won, but the second BB (IV = 26) can be won, with a probability of approximately 1 in 4.95 regardless of the setting value. Even in a two-bet game, the probability of not winning any combination, including the second BB, is zero. And when the second BB is won, the probability of not winning any combination in a two-bet game is approximately 1 in 4.95 (for the second BB), regardless of the setting value. Incidentally, in a two-bet game, excluding the increase in the second BB, you can expect a decrease of approximately 0.64 medals per game (net increase minus approximately 0.64 medals).
[0129] After the winning flag is set in step Sa306, or if it is determined in step Sa308 that there is no target to be determined, it means that the judgment of the winning or losing combination has been completed. In such a case, the process proceeds to step Sa309, 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.
[0130] In the following step Sa310, 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 results of the lottery in steps Sa301 to Sa308, a process of notifying the push order combination, etc. are performed. The lottery result response process will be described in detail later.
[0131] After executing the processing of step Sa310, a lottery result command is set in step Sa311. 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 Sa110) of the timer interrupt processing described above.
[0132] Then, in step Sa312, 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 Sa306. For example, if the push order bell 1 is won (won when IV = 11) and the first small role winning flag, the ninth small role winning flag, the tenth small role winning flag, and the thirteenth small role winning flag are set, the stop symbol information is set so that symbols corresponding to the first small role winning, the ninth small role winning, the tenth small role winning, and the thirteenth small role winning are stoppable on each of the reels 32L, 32M, and 32R. Also, if the watermelon is won (won when IV = 23) and the seventh small role winning flag and the eighth small role winning flag are set, the stop symbol information is set so that symbols corresponding to the seventh small role winning and the eighth small role winning are stoppable on each of the reels 32L, 32M, and 32R.
[0133] 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 in a two-bet game, the stop information setting process of step Sa312 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 in a three-bet game, the stop information setting process of step Sa312 does not set stop symbol information that will win the second BB (stop symbol information that will avoid the second BB hit is set).
[0134] In the following step Sa313, when multiple pieces of stoppable symbol information are set in step Sa312, 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.
[0135] 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.
[0136] 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.
[0137] After executing the process of step Sa313, the first interval display process is executed in step Sa314, 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 explained in detail later.
[0138] Next, the reel control process in step Sa211 will be described with reference to the flowchart in FIG.
[0139] In the reel control process, first, in step Sa401, a first external output setting process is performed. The first external output setting process is a process for transmitting information such as a transition of a game state or an upcoming transition to a hall management device or the like via the external centralized terminal board 121. The first external output setting process will be described in detail later.
[0140] In the following step Sa402, 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 the above step Sa309 and the result of the lottery result response process performed in step Sa310. The spin effect process will be described in detail later. In the following step Sa403, a spin start process is performed to start the rotation of each of the reels 32L, 32M, and 32R.
[0141] 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 Sa106) of the timer interrupt process, causing each of the reels 32L, 32M, and 32R to start spinning. For this reason, even if a player bets a specified number of medals and operates the start lever 41, the reels 32L, 32M, and 32R may not immediately start spinning. The system then waits until each of the reels 32L, 32M, and 32R spins at a predetermined constant speed, and the spin start process ends. In addition, when the rotation speed of each reel 32L, 32M, 32R becomes constant, the CPU 102 outputs a progress (command) to that effect to the display control device 81, and the CPU 181 on the display control device 81 lights up the stop lamps 42b to 44b built into each stop switch 42 to 44, thereby notifying the player, etc. that it is now possible to issue a stop command.
[0142] Following the spin start process, in step Sa404, 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 Sa405, 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 Sa404, 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 Sa406. Here, the stop command command is a command sent to the display control device 81 to determine 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 Sa407 to Sa413 is performed to stop the spinning reel. Upon receiving the stop command, the display control device 81 controls the auxiliary display unit 65 and speaker 64 to produce the effect of stopping the corresponding reel, and also controls the stop lamps 42b to 44b corresponding to the stop switches 42 to 44 that were operated this time to be turned off.
[0143] In step Sa407, the symbol number of the reaching symbol that has reached the base position (the lower position in this embodiment) at the time the stop switch is operated is confirmed. Specifically, the symbol number of the reaching symbol that has reached the base position is confirmed based on the number of excitation pulses output from the time the detection signal of the reel index sensor is input. In the following step Sa408, the number of reel slides to be stopped this time is calculated based on the stop information stored in the stop information storage area 106b. In this slot machine 10, five stop patterns are provided for stopping each reel 32L, 32M, 32R when the stop switches 42 to 44 are operated: a stop pattern in which the reaching symbol that has reached the base position is stopped as is, a stop pattern in which the corresponding reel slides one symbol, a stop pattern in which the corresponding reel slides two symbols, a stop pattern in which the corresponding reel slides three symbols, and a stop pattern in which the corresponding reel slides four symbols. Therefore, in step Sa408, a value between 0 and 4 is calculated as the slip number based on the stop information stored in the stop information storage area 106b. Then, in step Sa409, the calculated slip number is added to the symbol number of the reached symbol to determine the symbol number of the stop symbol that will actually stop at the base position. In step Sa410, 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. If they are equal, a reel stop process is performed in step Sa411 to stop the reel rotation. Then, in step Sa412, 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 Sa413, and the process returns to step Sa404.
[0144] 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.
[0145] 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.
[0146] 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.
[0147] 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.
[0148] The 17th minor winning symbol on the left reel 32L is a "red 7" symbol and a "BAR" symbol. The 18th minor winning symbol on the left reel 32L is a "red shell" symbol and a "white shell" symbol. The 21st minor winning symbol on the left reel 32L is a "replay" symbol and a "young man" symbol. The 17th, 18th, and 21st minor winning symbols on the left reel 32L are arranged so that the spacing between symbols is four symbols or less. Therefore, when the left stop switch 42 is operated first, one of the 17th, 18th, and 21st minor winning symbols will stop on the pay line (middle row) regardless of the timing of the operation. In this slot machine 10, when multiple target symbols are operated at a timing when they can be stopped, stop control is performed so that the symbol with the fewest slip frames stops on the pay line. That is, for example, if the left stop switch 42 is operated at the timing when the first "bell" symbol on the left reel 32L reaches the bottom row, it is possible to stop the fourth "red shell" symbol (2-frame slip) which is the 18th small win symbol and the fifth "replay" symbol (3-frame slip) which is the 21st small win symbol in the middle row, but the stop control of the left reel 32L is performed so that the fourth "red shell" symbol with the fewest slip frames stops in the middle row. In this case, although there is still room for the 18th small win symbol to be established, the 17th small win symbol and the 21st small win symbol will not be established.
[0149] 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.
[0150] 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.
[0151] 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.
[0152] 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.
[0153] 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.
[0154] 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.
[0155] 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.
[0156] 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.
[0157] As described above, when the push order bell is won, if the stop switches 42 to 44 are operated in a predetermined operation sequence, the first small prize, the second small prize, the third small prize, the fourth small prize, the fifth small prize, or the sixth small prize will be achieved regardless of the operation timing, and if the stop switches 42 to 44 are operated in a different operation sequence, depending on the operation timing, other small prizes will be achieved, or none of the small prizes will be achieved and the win will be missed. Incidentally, when the common bell is won, the first small prize, the second small prize, the third small prize, the fourth small prize, the fifth small prize, or the sixth small prize will be achieved regardless of the operation sequence and operation timing.
[0158] Returning to the explanation of the reel control process, if it is determined in step Sa412 that all reels 32L, 32M, and 32R have stopped, a payout determination process is performed in step Sa414. 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.
[0159] After the payout determination process is performed, bonus state process is performed in step Sa415. The bonus state process will be explained in detail later. After the bonus state process is performed, external output second setting process is performed in step Sa416. The external output setting second process is a process for transmitting information such as that the gaming state has changed or will change to a hall management device, etc. via the external centralized terminal board 121. The external output setting second process will be explained in detail later.
[0160] In the next step Sa417, a winning result response process is performed. The winning result response process includes a process of transitioning the gaming state based on the winning result. The winning result response process will be described in detail later.
[0161] After the winning result processing is performed, second section display processing is performed in step Sa418. The second section 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 Sa419, a winning result command is set so that the display control device 81 knows the winning combination in this game, and the reel control processing is terminated.
[0162] Next, the medal payout process of step Sa212 will be outlined.
[0163] 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 Sa204) described earlier, if it is determined that the current play mode is replay mode, an automatic insertion process is performed.
[0164] 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.
[0165] Next, the bonus state process of step Sa415 will be described with reference to the flowchart of FIG.
[0166] First, in step Sa501, 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 Sa501, 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 Sa502.
[0167] In step Sa502, 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 Sa503.
[0168] In step Sa503, 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 Sa503, that state is maintained.
[0169] The initial value of the MAX bet counter is 2, and when the reset switch 72 is operated to clear the RAM, 2 is input to the MAX bet counter and the slot machine 10 is started up.
[0170] In the next step Sa504, 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 Sa505, where it is determined whether the first BB win has been achieved.
[0171] If the first BB win has been achieved, in step Sa506, a process of inputting "15" into the BB counter provided in the various counter area 106e is executed. The BB counter is a counter for determining the upper limit of payouts in each BB state. That is, by inputting "15" into the BB counter in step Sa506, the first BB state is set to end when 15 or more medals are paid out. In step Sa507, the first BB hit flag is cleared. Then, in step Sa508, the first BB state flag is set in the various flag storage area 106d. As a result, from the next game onwards, a positive determination is made in step Sa501. In the following step Sa509, a process of setting a first BB start command to be output to the display control device 81 is executed. The first BB start command is a command for informing the display control device 81 that the first BB state has started. Upon receiving this first BB start command, the display control device 81 controls the speaker 64, the auxiliary display unit 65, etc. to perform a first BB start effect corresponding to the start of the first BB state. In addition, by receiving the 1st BB start command, the display control device 81 can understand that the 1st BB state will start from the next game, and controls the speaker 64, auxiliary display unit 65, etc. so that the effects for the 1st BB state will be performed from the next game.
[0172] After the output setting of the first BB start command is performed in step Sa509, the process of setting the specified number of bets to 3 is performed in step Sa510, and then this bonus state process is terminated. The specified number of bets corresponds to the specified number of coins for the above game. In other words, by transitioning to the first BB state, the specified number of coins for the game is set to 3, and the first BB state is performed in a 3-bet game.
[0173] The initial values of the specified number of bets are 2 and 3, and when the reset switch 72 is operated to clear the RAM, the specified number of bets is set to 2 and 3 and the slot machine 10 is started up.
[0174] In step Sa505, it is determined that the first BB win has not been achieved if the second BB win has been achieved. In this case, the process proceeds to step Sa511, where the BB counter is set to "15." That is, the second BB state is set to end when 15 or more medals are paid out. Then, in step Sa512, the second BB win flag is cleared, and in step Sa513, the second BB state flag is set. After that, in step Sa514, a second BB start command is set as an output target to the display control device 81. The second BB start command corresponds to the first BB start command and is a command for informing the display control device 81 that the second BB state has started. Upon receiving the second BB start command, the display control device 81 controls the speaker 64, the auxiliary display unit 65, etc. to perform a second BB start effect corresponding to the start of the second BB state, and controls the speaker 64, the auxiliary display unit 65, etc. to perform an effect for the second BB state from the next game onward. The 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.
[0175] After the output setting of the second BB start command is performed in step Sa514, the process of setting the specified number of bets to 3 is performed in step Sa510, 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.
[0176] If step Sa501 returns a positive result and the state is the first BB state or the second BB state, the process proceeds to step Sa515, where processing for the first BB state or the second BB state is performed. FIG. 25 shows an example of a lottery table for the BB state. In this embodiment, a common lottery table is used for the first BB state and the second BB state. However, separate lottery tables may be provided for each state, with different types of winning combinations and winning probabilities for each combination. In this embodiment, as shown in FIG. 25, in the first BB state and the second BB state, normal lip A, common bell, and overlapping 1-coin combinations are possible. The probability of winning normal lip A (the probability of winning when IV = 1) is approximately 1 in 61.2, the probability of winning common bell (the probability of winning when IV = 10) is approximately 1 in 5.96, and the probability of winning overlapping 1-coin combinations (the probability of winning when IV = 24) is approximately 1 in 1.31. Additionally, in the 1st BB state or the 2nd BB state, the probability of a losing result (not winning any role) is approximately 1 in 10.14. In this case, you can expect an increase of approximately 0.00 medals per game (a net increase of approximately plus or minus 0.00 medals), and no increase or decrease in medals occurs in the 1st BB state or the 2nd BB state. In other words, although you cannot expect an increase in medals in the 1st BB state or the 2nd BB state, you can progress through the game without losing medals.
[0177] Here, in the normal game state in a 3-bet game and the 1st BB state to which a transition can be made in a 3-bet game, the main medal increase is caused by the winning of the 1st to 6th minor combinations, which result in a payout of 13 medals, and these combinations are the push order bell in the normal game state and the common bell in the 1st BB state. Comparing the winning rates of these main minor combinations, in the normal game state, assuming that the stop switches 42 to 44 are operated in a fixed operation order, the winning probability is about 1 in 9.19, while in the 1st BB state the winning probability is about 1 in 5.96, and in a 3-bet game, the 1st BB state is set to be more likely to result in a winning than the normal game state. In addition, in the normal game state in a 2-bet game and the second BB state to which a 2-bet game can be entered, the main medal increase is the common bell, and while in the normal game state the probability of winning is approximately 1 in 9.64, in the second BB state the probability of winning is approximately 1 in 5.96, so even in a 2-bet game, it is set up so that winning is more likely to occur in the second BB state than in the normal game state.
[0178] However, as mentioned above, you cannot expect an increase in the number of medals you have even if you complete the 1st BB state or the 2nd BB state.
[0179] In the bonus state processing, in step Sa515, it is determined whether any small winning combination has been achieved in the current game as a result of the lottery processing using the BB state lottery table and the control of each reel. If no winning combination has been achieved, the bonus state processing is terminated. If a winning combination has been achieved, in step Sa516, the payout amount corresponding to the winning combination is subtracted from the BB counter in the various counter area 106e. Then, in step Sa517, it is determined whether the BB counter has become 0 or less as a result of the subtraction processing in step Sa516. For example, if a common bell is won and the first to sixth small winning combinations are achieved, a payout of 13 coins will be generated, so in step Sa516, 13 is subtracted from the BB counter.
[0180] If it is determined in step Sa517 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 Sa518. 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 Sa519, a process of inputting 2 to the MAX bet counter is executed, and in step Sa520, 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.
[0181] Then, in step Sa521, the specified number of bets is set to 2 and 3, and the bonus state processing is terminated. In this case, in the normal gaming state after the end of the first BB state or the second BB state, a 2-bet game and a 3-bet game are possible. In contrast, since 2 is input into the MAX bet counter in step Sa519 as described above, when the first credit insertion switch 56 is operated, two virtual medals are inserted and a 2-bet game is played. In other words, when neither the first BB hit flag nor the second BB hit flag is set, the system is set to make it easier to play a 2-bet game. Incidentally, after the end of the first BB state or the second BB state, 2 is input into the MAX bet counter, so a 3-bet game cannot be played by operating the first credit insertion switch 56 or the second credit insertion switch 57. To play a 3-bet game, three medals must be inserted into the medal insertion slot 45.
[0182] Here, the gameplay of the slot machine 10 using the 2-bet game and the 3-bet game will be briefly explained with reference to FIG.
[0183] The normal gaming state in which the first BB hit flag and the second BB hit flag are not set and no BB has been hit is a state called a non-internal state. In this case, as described above, the specified bet number (specified number of coins per game) is set to 2 or 3, and a 2-bet game and a 3-bet game are possible. However, if 2 is input to the MAX bet counter as described above and the first credit insertion switch 56 is operated to start a game, it will be a 2-bet game.
[0184] In the non-internal state, the first BB can be won in a 3-bet game but the second BB cannot be won, and in a 2-bet game, the second BB can be won but the first BB cannot be won. In a game in which the first credit insertion switch 56 is operated as described above, the second BB can basically be won in a 2-bet game.
[0185] If the first BB or second BB is won but no prize is awarded in that winning game, the internal state will be one in which the first BB win or second BB win is carried over (carryover state). Even in the internal state, as described above, the specified bet number (specified number of coins per game) is set to 2 or 3, and a 2-bet game or a 3-bet game is possible. However, if 3 is input into the MAX bet counter as described above and the first credit insertion switch 56 is operated to start a game, it will be a 3-bet game.
[0186] 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.
[0187] 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.
[0188] 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 23) 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.
[0189] The basic flow of a game in which the first credit insertion switch 56 is operated is as follows: first, in the non-internal state, a 2-bet game is played, and the second BB is won in the 2-bet game. When the second BB is won, the state switches to the internal state, the game switches to the 3-bet game, and the game proceeds in a state in which the above-mentioned second BB winning cannot be realized. In this case, as described above, in the 3-bet game in which the second BB winning is carried over, neither the first BB nor the second BB is won, and the game continues in the internal state in which the second BB winning is carried over.
[0190] 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).
[0191] <Lottery result processing> First, the lottery result response process performed in step Sa310 will be described with reference to the flowchart in Fig. 27. The lottery result response process is a process performed after the lottery process for each game is performed, and is a process for performing a lottery for transition to an AT mode in which a push order notification is generated based on the lottery result of the game.
[0192] First, in steps Sa601 to Sa603, a process is executed to determine the number of bets for the game that will start this time. That is, in step Sa601, it is determined whether either the first BB state flag or the second BB state flag is set, and it is determined whether the game that will start this time is in either of the BB states. If it is not in the BB state, it is determined in step Sa602 whether the number of bets is 3. If it is in the BB state, it is determined in step Sa603 whether the number of bets is 2. As already explained, in the non-internal state before the first BB or second BB win and in the internal state after the first BB or second BB win, the specified number of bets is set to 2 or 3, and in the first BB state or the second BB state, the specified number of bets is set to 3. The processing of steps Sa602 and Sa603 is to determine whether the number of bets for the current game is a specific specified number (specific set number) that is specified (set) in association with the game status, and if the specific specified number does not exist, the lottery result response processing is terminated without performing processing for the display mode (processing for the instruction function) from step Sa604 onwards.
[0193] That is, in the non-internal state and internal state, processing for the display mode is executed in a 3-bet game, but processing for the display mode is not executed in a 2-bet game. Also, in the first BB state and the second BB state, since the specified bet number is set to 3, a 2-bet game is not executed, and processing for the display mode is not executed in the first BB state and the second BB state.
[0194] That is, in this embodiment, if the internal state is a 2-bet game, the lottery for transition to the AT mode after step Sa604 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.
[0195] If a positive determination is made in step Sa602 or step Sa603, it is determined in step Sa604 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 know that 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.
[0196] 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 Sa605, and then the lottery result response process is terminated.
[0197] 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 Sa701. Then, in step Sa702, an advantageous zone transition lottery table is acquired from the various table storage area 105a of the ROM 105. As shown in FIG. 29, the advantageous zone transition lottery table has a transition rate to the advantageous zone (probability of winning the advantageous zone transition lottery) set according to the lottery result of each game. As shown in FIG. 29, the trigger roles for the lottery for transition to the advantageous zone are set as follows: normal lip A, normal lip B, normal lip C, chance eye A, chance eye B, chance eye C, cherry A, cherry B, cherry C, common bell, push order bell, and watermelon. In other words, in normal play as a 3-bet game carrying over the second BB, all possible winning results are set as trigger roles for the lottery for transition to the advantageous zone.
[0198] After obtaining the lottery table in step Sa702, a process of obtaining a random number for the advantageous zone transition lottery is executed in step Sa703. 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 Sa703. Then, a favorable zone transition lottery is executed in step Sa704, and it is determined in step Sa705 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 Sa701 is a trigger role for the transition lottery (not a losing result), it is possible to omit the processes of steps Sa702 to Sa705.
[0199] If it is determined in step Sa705 that the transition lottery has been won, then in step Sa706, 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 Sa705, or after the process of step Sa706 has been executed, the advantageous zone transition lottery process is terminated.
[0200] Returning to the description of the lottery result corresponding process, if it is determined in step Sa604 that the advantageous section flag is set, the process proceeds to step Sa606. In step Sa606, it is determined whether any one of the AT mode winning flag, the first AT mode flag, and the second AT mode flag is set in the various flag storage areas 106d. Here, in the present embodiment, the first AT mode and the second AT mode with different additional winning probabilities are set as the AT mode. The first AT mode flag and the second AT mode flag are flags for the CPU 102 to recognize that it is the AT mode and its type, and are flags set when the transition to the AT mode becomes possible. Further, the AT mode winning flag is a flag for the CPU 102 to recognize that the lottery for AT mode transition has been won and the transition to the AT mode is determined, and it is the situation before the transition to the AT mode. If none of the flags are set in step Sa606, the AT lottery process is executed in step Sa607. On the other hand, if any one of the flags is set in step Sa606, the AT additional process is executed in step Sa608.
[0201] <AT lottery process> First, the AT lottery process in step Sa607 will be described while referring to the flowchart of FIG. 30.
[0202] In step Sa801, a process of decrementing the ceiling counter provided in the various counter areas 106e by 1 is executed. The ceiling counter is a counter for causing a transition to the AT mode regardless of the result of the AT mode transition lottery (without winning) when the number of games after the advantageous section transition reaches the ceiling number of games, and is a counter for the CPU 102 to recognize the remaining number of games up to the ceiling number of games. The ceiling number of games is set at the time of the advantageous section transition. Incidentally, as described above, since the AT lottery process is executed when the bet number is a specific prescribed number corresponding to the game state, the ceiling counter is decremented in a game where the bet number is a specific prescribed number corresponding to the game state. For example, it is not decremented in a 2-bet game.
[0203] After performing the subtraction process of the ceiling counter in step Sa801, it is determined in step Sa802 whether or not the ceiling counter has reached 0. If it has not reached 0, the process for the AT mode transition lottery is performed in steps Sa803 to Sa808.
[0204] That is, in step Sa803, a process is executed to grasp the lottery result of this game. Then, in step Sa804, it is determined whether or not the CZ mode flag is set in the various flag storage area 106d. In this embodiment, the display modes with different winning probabilities in the AT mode transition lottery are set to normal mode and CZ mode, which is easier to win the AT mode transition lottery than the normal mode, and the CZ mode flag is a flag that allows the CPU to grasp that it is in CZ mode.
[0205] If the CZ mode flag is not set in step Sa804, a process is executed in step Sa805 to obtain a normal AT mode transition lottery table from the various table storage area 105a. On the other hand, if the CZ mode flag is set in step Sa804, a process is executed in step Sa806 to obtain a CZ AT mode transition lottery table.
[0206] As shown in Figure 29, the normal AT mode transition lottery table and the CZ AT mode transition lottery table each have a winning probability for the AT mode transition lottery set according to the lottery results of the game. For example, if the AT mode transition lottery is triggered by chance eye A, the normal AT mode transition lottery has a 1% probability of winning, and the CZ AT mode transition lottery has a 3% probability of winning. In other words, the CZ AT mode transition lottery table is set to make it easier to win the AT mode transition lottery than the normal AT mode transition lottery table. Also, for normal RIP A, normal RIP B, and normal RIP C, while normal RIP A, normal RIP B, and normal RIP C do not win AT mode transition in normal play, they are set to win AT mode transition in CZ play.
[0207] After the AT mode transition lottery table is acquired in step Sa805 or step Sa806, the acquired transition lottery table and the game lottery result grasped in step Sa803 are used to execute the AT mode transition lottery process in step Sa807. Then, in step Sa808, it is determined whether or not the AT mode transition has been won.
[0208] If it is determined in step Sa808 that the AT mode transition has been won, or if it is determined in step Sa802 that the ceiling counter is 0, the AT mode winning process is executed in steps Sa809 to Sa812. Also, if it is determined in step Sa808 that the AT mode transition has not been won, the AT mode non-winning process is executed in steps Sa813 to Sa816.
[0209] In the processing for winning the AT mode, in step Sa809, it is determined whether the CZ mode flag is set, and it is confirmed whether the transition to AT mode during CZ mode has been won. If the transition to CZ mode has been won, processing is performed in steps Sa810 and Sa811 to end CZ mode. That is, in step Sa810, processing is performed to clear the CZ mode flag. Then, in step Sa811, processing is performed to clear the CZ game counter provided in the various counter area 106e to 0. The CZ game counter is a counter that allows the CPU 102 to grasp the number of games remaining in CZ mode. When transitioning to CZ mode, a value (10) corresponding to the number of continuing games in CZ mode (10 games) is input, and this counter is decremented by 1 each time a game is played.
[0210] If the CZ mode flag is not set in step Sa809, or after the processing of step Sa811 is executed, the processing of setting the AT mode hit flag in the various flag storage area 106d is executed in step Sa812. As a result of this processing, an affirmative determination is made in step Sa606 from the next game.
[0211] In the processing for non-winning the AT mode, step Sa813 determines whether the CZ mode flag is set. If the CZ mode flag is set, the AT lottery processing is terminated. If the CZ mode flag is not set, step Sa814 executes the CZ mode transition lottery processing. In the CZ mode transition lottery processing, a CZ mode transition lottery table is obtained from the various table storage area 105a, and whether to transition to CZ mode is determined by lottery using the lottery results of the game grasped in step Sa803. As shown in FIG. 29, the CZ mode transition lottery table is set so that the probability of winning the CZ mode transition lottery varies depending on the lottery results of the game. More specifically, the lottery results of a game that is more likely to win the AT mode transition lottery are set so that the CZ mode transition lottery is more likely to be won. In other words, even if the lottery results of a game that is more likely to win the AT mode transition lottery are obtained, if the AT mode transition lottery is not won, the transition to CZ mode is more likely.
[0212] After executing the CZ mode transition lottery process in step Sa814, it is determined in step Sa815 whether or not the CZ mode transition was won, and if the transition was not won, the AT lottery process is terminated.If the CZ mode transition was won, in step Sa816, a process is executed to set a CZ mode winning flag in the various flag storage area 106d.
[0213] After setting either of the winning flags in step Sa812 or step Sa816, a process for setting a premonition mode is performed in steps Sa817 to Sa820. The premonition mode is a mode that performs a premonition effect suggesting that the AT mode transition lottery or the CZ mode transition lottery has been won, and in this embodiment, if the player wins these transition lotteries, the premonition mode of 0 to 32 games is played before the winning transition lottery is announced.
[0214] In step Sa817, a lottery process for the premonition game is executed. In the lottery process for the number of premonition games, the number of premonition games is determined by lottery based on the type of transition lottery that has been won, the lottery result of the game that triggered the win, etc. For example, if the AT mode transition lottery has been won, a longer number of premonition games is more likely to be selected than if the CZ mode transition lottery has been won, and if the transition lottery has been won with Cherry A, a longer number of premonition games is more likely to be selected than if the transition lottery has been won with Cherry C.
[0215] In this embodiment, if the AT mode transition lottery is won during CZ mode, the number of premonition games is set to 0 in step Sa817. As described above, if the AT mode transition lottery is won during CZ mode, the CZ mode is terminated regardless of the number of games remaining in the CZ mode, so the player can understand that they have won the AT mode transition lottery through the termination of the CZ mode. Therefore, by setting the premonition mode to 0 games when the AT mode transition lottery is won during CZ mode, it is possible to reduce the sense of incongruity that occurs when a suggestion that the transition lottery has been won is made in the premonition mode, even though the player is aware that they have won the AT mode transition lottery.
[0216] In the next step Sa818, the result of the lottery in step Sa817 is input to the premonition counter provided in the various counter area 106e. The premonition counter is a counter that allows the CPU 102 to grasp the number of remaining premonition games, and is decremented by one each time a game in the premonition mode is played.
[0217] Then, the process of setting the precursor flag in the various flag storage areas 106d is executed in step Sa819. After executing the process of setting the precursor command as the output target to the display control device 81 in step Sa820, this AT lottery selection process ends. The precursor flag is a flag for the CPU 102 to recognize that it is in the precursor mode, and the precursor command is a command for the display control device 81 to recognize that the precursor mode has been set, the number of games in the precursor mode, and which transition lottery has been won. The display control device 81 that has received the precursor command grasps the number of games in the precursor mode and the type of the winning transition lottery, and performs the process for executing the effects during the precursor mode on the sub-display unit 65 and the speaker 64.
[0218] <AT Overlay Process> Next, the AT overlay process executed in step Sa608 will be described while referring to the flowchart of FIG. 31. As already described, the AT overlay process is a process executed in a situation where the AT mode winning flag or any of the AT mode flags is set, and is a process for increasing the number of consecutive games in the AT mode.
[0219] In the AT addition process, first, in step Sa901, the lottery result for the current game is determined. Then, in step Sa902, it is determined whether the specialized zone flag is set. If the specialized zone flag is not set, it is determined whether the second AT mode flag is set in step Sa903. If the second AT mode flag is not set and transition to the first AT mode has been confirmed or the first AT mode is in progress, or if the AT mode type has not yet been determined (AT type determination process) after winning the AT mode transition lottery, in step Sa904, a process is executed to acquire a first AT addition lottery table from the various table storage area 105a. On the other hand, if the second AT mode flag is set in step Sa903 and transition to the second AT mode has been confirmed or the second AT mode is in progress, in step Sa905, a process is executed to acquire a second AT addition lottery table. Furthermore, if the specialized zone flag is set in step Sa901, a process is executed to acquire a specialized zone addition lottery table in step Sa906.
[0220] As shown in Fig. 32, each add-on lottery table has an add-on winning rate set according to the lottery result of the game, and is set so that the more unlikely the lottery result is to win in the lottery process of each game, the more likely it is to win the add-on lottery, such as chance symbol C being easier to win than chance symbol A, and cherry C being easier to win than cherry A. Also, when comparing the same lottery results, it is set so that it is easier to win the add-on lottery when using the add-on lottery table for the second AT than when using the add-on lottery table for the first AT, and further it is set so that it is easier to win the add-on lottery when using the add-on lottery table for the specialized zone than when using the add-on lottery table for the second AT.
[0221] After obtaining the bonus lottery table in step Sa904, step Sa905, or step Sa906, a bonus lottery is executed in step Sa907, and it is determined in step Sa908 whether or not the bonus lottery has been won. If the bonus lottery is not won, the AT bonus lottery process is terminated. If the bonus lottery is won, the bonus game number lottery process is executed in step Sa909. In the bonus game number lottery process, the bonus game number table is obtained from the various table storage area 105a, and the number of bonus games this time is determined by lottery. As shown in FIG. 32, the bonus game number table is set so that the number of bonus games varies depending on the lottery result of the game that triggered the bonus. For example, when bonus games are added based on normal lip A, an average of 150 games are added, while when bonus games are added based on cherry A, an average of 15 games are added. In other words, the number of bonus games is set so that when bonus games are added based on a trigger that is unlikely to win the bonus lottery, the number of bonus games is greater.
[0222] After executing the lottery process for the number of added games in step Sa909, the CPU 102 executes a process in step Sa910 to add the current number of added games to the AT game counter provided in the various counter area 106e. The AT game counter is a counter that allows the CPU 102 to grasp the number of games remaining in the AT mode. After executing the process in step Sa910, the CPU 102 executes a process in step Sa911 to set the added command as an output target to the display control device 81, and then terminates the AT added processing. The display control device 81, which has received the added command, executes a process to display an added notification effect corresponding to the addition on the auxiliary display unit 65 and speaker 64.
[0223] In the lottery result response process (FIG. 27), after the process of step Sa607 or step Sa608 is executed, processes for notifying the pressing order of the stop switches 42 to 44 are executed in steps Sa609 to Sa613.
[0224] <Outline of push order notification> Prior to explaining the processing for pressing order notification executed in steps Sa609 to Sa613, an overview will be given of the pressing order notification executed by the instruction monitor 68 and the pressing order notification effect executed by the auxiliary display unit 65. Note that the pressing order notification and pressing order notification effect can also be referred to as, for example, pressing order navigation, sequence notification, or mode notification. The instruction monitor 68 is connected to the main control unit 101, and the pressing order notification is performed by the main control unit 101. In contrast, the auxiliary display unit 65 is connected to the display control unit 81, and the pressing order notification effect is performed by the display control unit 81.
[0225] First, the configuration of this instruction monitor 68 will be described with reference to Fig. 33. Fig. 33(a) is a front view of the instruction monitor 68, and Fig. 33(b) is a diagram for explaining the relationship between the display mode and display content of the instruction monitor 68.
[0226] As shown in FIG. 33(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.
[0227] 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 "."
[0228] 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.
[0229] 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. 33(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.
[0230] 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.
[0231] 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.
[0232] 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.
[0233] 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.
[0234] Next, the push order notification effect performed on the auxiliary display unit 65 will be described with reference to Fig. 34. 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.
[0235] As shown in FIG. 34(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.
[0236] When the player operates the middle stop switch 43, as shown in Figure 34(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.
[0237] When the player operates the right stop switch 44, as shown in Figure 34(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.
[0238] Regarding the execution timing of the pressing order notification, it is set such that the pressing order notification is executed during the invalid period of the stop switches 42 to 44 from the start of the rotation of each reel 32L, 32M, and 32R until they reach a constant speed rotation after passing through an acceleration period. By adopting such a configuration that the pressing order notification is executed at a timing earlier than when the operations of the stop switches 42 to 44 become effective, it becomes possible to make the operations of the stop switches 42 to 44 after recognizing the operation order of the stop switches 42 to 44, and the game can proceed smoothly.
[0239] The processing for the pressing order notification in steps Sa609 to Sa613 will be described.
[0240] That is, in step Sa609, it is determined whether the lottery result of the current game is a winning of the pressing order bell. If it is a winning of the pressing order bell, in step Sa610, it is determined whether the first AT mode flag or the second AT mode flag is set. If any of the AT mode flags is set, in step Sa611, the instruction monitor 68 is controlled so that the pressing order notification corresponding to the first minor winning to the sixth minor winning is performed according to the type of the current pressing order bell. Then, in step Sa612, after executing the process of setting the pressing order notification command including the information on the operation order corresponding to the first minor winning to the sixth minor winning as the output target to the display control device 81, this pressing order notification processing is terminated. In the display control device 81 that has received this pressing order notification command, the auxiliary display unit 65 and the speaker 64 are controlled so that the pressing order notification effect corresponding to the first minor winning to the sixth minor winning is performed. If none of the AT mode flags is set in step Sa610, the lottery result corresponding processing is terminated as it is.
[0241] If it is not a winning of the pressing order bell in step Sa609, the process proceeds to step Sa613. In step Sa613, after executing the AT start notification processing, the lottery result corresponding processing is terminated.
[0242] <AT start notification processing> In this embodiment, when the transition lottery to the AT mode is won, as described above, the premonition mode is followed by a notification that the transition lottery has been won. After the notification that the transition lottery has been won is made, the AT mode is started when the game lottery result becomes a predetermined result for starting the AT mode. The AT start notification process is a process for making a notification to establish a winning result corresponding to the result for starting the AT mode, based on the fact that the result for starting the AT mode has been won after the AT mode transition lottery has been won.
[0243] Specifically, as shown in the flowchart of Fig. 35, in step Sa1001, it is determined whether the lottery result of this game is a win for any of the normal replies A to C. That is, in this embodiment, normal replies A to C are set as the result for starting the AT mode, and if it is determined in step Sa1001 that normal replies A to C are not won, it is determined that it is not the timing to execute the AT mode start notification, and this AT start notification processing is terminated as is.
[0244] If any of the normal replies A to C is won, step Sa1002 determines whether the AT preparation counter provided in the various counter area 106e is greater than 0. The AT preparation counter is a counter that allows the CPU 102 to determine whether the situation has occurred after the notification of winning the AT mode transition lottery has already been executed. A predetermined number (40) is input in the game in which the notification of winning the transition lottery is executed, and the counter is decremented by 1 as the game is played. That is, a situation in which the AT preparation counter is greater than 0 indicates a situation in which fewer than 40 games have been played since the notification of winning the AT mode transition lottery was executed. In this embodiment, after the number of games played since the notification of winning the AT mode transition lottery reaches the predetermined number (40), the AT mode is started without waiting for the result for starting the AT mode to be won, as will be described in detail later.
[0245] If the AT preparation counter is greater than 0 in step Sa1002, a process of setting a start game flag in the various flag storage area 106d is executed in step Sa1003. The start game flag is a flag that allows the CPU 102 to know that the lottery result of this game was the result for starting the AT mode.
[0246] In the next step Sa1004, it is determined whether the first AT mode flag is set, thereby determining whether the AT mode to be started this time is the first AT mode. If it is the first AT mode, in step Sa1005, the instruction monitor 68 is controlled so that a push order notification corresponding to the second replay winning is performed according to the type of normal replay this time. On the other hand, if the first AT mode flag is not set and the AT mode to be started this time is the second AT mode, in step Sa1006, the instruction monitor 68 is controlled so that a push order notification corresponding to the third replay winning is performed according to the type of normal replay this time.
[0247] As shown in Figure 36, when normal lip A is won, if the stop switches 42-44 are operated in the order of center → left → right and center → right → left, a second re-play win is achieved, and if they are operated in the order of right → left → center and right → center → left, a third re-play win is achieved. When normal lip B is won, if the stop switches 42-44 are operated in the order of left → center → right and left → right → center, a second re-play win is achieved, and if they are operated in the order of center → left → right and center → left, a third re-play win is achieved. When normal lip C is won, if the stop switches 42-44 are operated in the order of right → left → center and right → center → left, a second re-play win is achieved, and if they are operated in the order of left → center → right and left → right → center, a third re-play win is achieved.
[0248] In steps Sa1005 and Sa1006, the push order notification of the operation sequence that can result in the second re-play winning or the third re-play winning is executed according to each of these normal replies A to C. After that, in step Sa1007, the push order notification command is set as an output target to the display control device 81, and then the AT start notification process is terminated.
[0249] Here, even if the stop switches 42 to 44 are operated in the operation sequence corresponding to the second re-game winning or the third re-game winning, there are cases where the second re-game winning or the third re-game winning is not achieved. That is, as described above, the second re-game winning is achieved 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 active line ML (FIG. 10). However, the corresponding symbols on each reel are arranged so that there is a section where the distance between the symbols is 5 symbols or more, and depending on the operation timing of the stop switches 42 to 44, the corresponding symbols may not be able to stop on the active line ML. Furthermore, the third replay win is achieved when the "white 7" symbol on the left reel 32L, the "white shell" symbol on the center reel 32M, and the "BAR" symbol on the right reel 32R stop on the active line ML (Figure 10), but the corresponding symbols on each reel are arranged so that there is a section where the distance between symbols is 5 symbols or more, and depending on the operation timing of the stop switches 42 to 44, the corresponding symbols may not be able to stop on the active line ML. Therefore, the operation sequences that result in the second replay win and the third replay win are also associated with the fourth replay win and the fifth replay win, so that an event where none of the replay wins is achieved will occur. In other words, even if a player wins normal replay prizes A to C, and the stop switches 42 to 44 are operated in the order of operation corresponding to the second replay prize or the third replay prize, and the second replay prize or the third replay prize cannot be achieved, the system is set up so that another replay prize will be achieved.
[0250] The processing performed when the AT preparation counter is 0 in step Sa1002 (steps Sa1008 and Sa1009) will be described in detail later.
[0251] <Winning result processing> Next, the winning result response process performed in step Sa417 in the reel control process will be described with reference to the flowchart in Figure 37. In the winning result response process, processing is performed to start or end the AT mode depending on the game result.
[0252] First, in step Sa1101, it is determined whether either the first BB state flag or the second BB state flag is set, and it is determined whether the game to be started this time is in either of the BB states. If it is not in the BB state, it is determined in step Sa1102 whether the number of bets is 3. If it is in the BB state, it is determined in step Sa1103 whether the number of bets is 2. In other words, the processing of steps Sa1101 to Sa1103 corresponds to the processing of steps Sa601 to Sa603 above, and is processing to determine whether it is a specific specified number that is specified in association with the gaming state. If it is not the specific specified number, the winning result corresponding processing ends without performing the processing for the display mode (processing for the instruction function) from step Sa1104 onwards.
[0253] If the determination in step Sa1102 or step Sa1103 is affirmative and the number of bets is the specified number, the process proceeds to step Sa1104. In step Sa1104, it is determined whether the premonition flag is set. If the premonition flag is set, this means that after winning the AT mode transition lottery or the CZ mode transition lottery, the notification of winning these transition lotteries has not yet been made. In this case, in step Sa1105, the premonition mode processing is executed, and then the winning result response processing is terminated.
[0254] On the other hand, if the premonition flag is not set in step Sa1104, it is determined whether the CZ mode flag is set in step Sa1106. If the CZ mode flag is set and the game is in CZ mode, CZ mode processing is executed in step Sa1107, and then the winning result processing is terminated.
[0255] If the CZ mode flag is not set in step Sa1106, it is determined in step Sa1108 whether the AT mode winning flag is set. If the premonition flag is not set in step Sa1104 and the AT mode winning flag is set in step Sa1108, this means that the situation has already occurred after passing through the premonition mode and notification that the AT mode transition lottery has been won, but before the transition to AT mode has occurred (hereinafter, this situation will be referred to as the "preparation mode"). If the situation is in the preparation mode, the preparation mode processing is executed in step Sa1109, and then the winning result response processing is terminated.
[0256] If it is determined in step Sa1108 that the game is not in preparation mode, it is determined in step Sa1110 whether the first AT mode flag or the second AT mode flag is set. If either AT mode flag is set and the game is in AT mode, AT mode processing is executed in step Sa1111, and then the winning result processing is terminated. If the determination in step Sa1110 is negative, the winning result processing is terminated.
[0257] Below, the process for the precursor mode, the process for the CZ mode, the process for the preparation mode, and the process for the AT mode will be explained.
[0258] <Precursor mode processing> In the precursor mode processing, as shown in Figure 38, in step Sa1201, the precursor counter is decremented by 1. Then, in step Sa1202, it is determined whether the precursor counter has reached 0, and if it has not, the precursor mode processing is terminated. If the precursor counter has reached 0, in step Sa1203, the precursor flag is cleared.
[0259] In the subsequent step Sa1204, it is determined whether the AT mode winning flag is set, so as to ascertain whether the current precursor mode has shifted based on winning the AT mode transition lottery. If it is a precursor mode based on winning the AT mode transition lottery, in step Sa1205, the AT type determination process is executed. As described above, in this embodiment, the first AT mode and the second AT mode with different additional winning probabilities are provided as the AT mode, and the AT type determination process is a process for determining whether the current AT mode is the first AT mode or the second AT mode.
[0260] <AT type determination process> Specifically, as shown in the flowchart of FIG. 39, in step Sa1301, the AT type lottery process is executed. In the AT type lottery process, for example, the type of the current AT mode is determined by lottery according to the set value set in the winning probability setting process, the type of the previous AT mode, the number of medals increased after the advantageous section transition, the number of games played after the advantageous section transition, etc., or randomly. Specifically, for example, the higher the set value of the payout rate, the easier it may be to select the second AT mode which is more likely to be added. Also, if the previous AT mode is the first AT mode, it may be easier to select the second AT mode this time. Although the second AT mode is generally difficult to be selected, once the second AT mode is selected, it may be made easier to select the second AT mode for the next AT mode. Or, in a situation where the number of medals increased and the number of games played in the early stage of the advantageous section are small, it may be easier to select the second AT mode.
[0261] After executing the processing of step Sa1301, it is determined in step Sa1302 whether the processing result of step Sa1301 was the first AT mode. If it is the first AT mode, in step Sa1303, a process is executed to set a first AT mode flag in the various flags storage area 106d, and in step Sa1304, a process is executed to set the first AT command as an output target to the display control device 81, and then this AT type determination process is terminated. Upon receiving the first AT command, the display control device 81 controls the auxiliary display unit 65 and the speaker 64 to notify that the AT mode transition lottery has been won, as well as to notify that the won AT mode is the first AT mode, in the AT winning notification performance based on the AT winning notification command set for output in the subsequent step Sa1206.
[0262] If the mode is the second AT mode in step Sa1302, a process of setting a second AT mode flag in the various flag storage area 106d is executed in step Sa1305, and a process of setting the second AT command as an output target to the display control device 81 is executed in step Sa1306, and then this AT type determination process is terminated. Upon receiving the second AT command, the display control device 81 controls the auxiliary display unit 65 and the speaker 64 to notify that the AT mode transition lottery has been won, as well as to notify that the AT mode that has been won is the second AT mode, in the AT winning notification performance based on the AT winning notification command that is set for output in the subsequent step Sa1206.
[0263] In the premonition mode processing, after executing the AT type determination processing in step Sa1205, a process of inputting a predetermined number of 40 into the AT preparation counter provided in the various counter area 106e is executed in step Sa1206. As already explained, the AT preparation counter is a counter that the CPU 102 uses to keep track of the number of games played since the notification of winning the AT mode transition lottery is made. Thereafter, in step Sa1207, a process of setting the AT winning notification command as an output target to the display control device 81 is executed, and then the premonition mode processing is terminated. Upon receiving the AT winning notification command, the display control device 81 controls the auxiliary display unit 65 and speaker 64 to notify the user that the AT mode transition lottery has been won. At that time, as described above, the type of AT mode that has been won is also notified.
[0264] If the AT mode winning flag is not set in step Sa1204 and this premonition mode is based on winning the CZ mode transition lottery, the process proceeds to step Sa1208. In step Sa1208, the process clears the CZ mode winning flag. Then, in step Sa1209, the CZ mode flag is set, and in step Sa1210, the process inputs a predetermined number of 10 into the CZ game counter provided in the various counter area 106e. The CZ game counter is a counter that allows the CPU 102 to keep track of the number of games remaining in CZ mode, and is decremented by one each time one game is played in CZ mode. Then, in step Sa1211, the process sets the CZ start command to be output to the display control device 81, and then the premonition mode process ends. Upon receiving the CZ start command, the display control device 81 controls the auxiliary display unit 65 and the speaker 64 to notify the player that the CZ mode transition lottery has been won and that the CZ mode will begin.
[0265] As described above, when the precursor flag is cleared (step Sa1203) and the CZ mode flag is set (step Sa1209), the CZ mode processing is executed in the next winning result corresponding processing. On the other hand, when the precursor flag is cleared and the CZ mode flag is not set (step Sa1204: YES), the preparation mode processing is executed in the next winning result corresponding processing.
[0266] <Processing for CZ mode> In the CZ mode processing, as shown in the flowchart of FIG. 40, the process of decrementing the CZ game counter by 1 is executed in step Sa1401. In the subsequent step Sa1402, it is determined whether the CZ game counter has become 0 based on the processing result of step Sa1401. If the CZ game counter has not become 0, the CZ mode processing is terminated as it is.
[0267] If the CZ game counter has become 0, the process of clearing the CZ mode flag is executed in step Sa1403. Thereafter, after executing the process of setting the CZ end command as the output target to the display control device 81 in step Sa1404, this CZ mode processing is terminated. In the display control device 81 that has received the CZ end command, control is performed so that the fact that the CZ mode has ended is notified by the auxiliary display unit 65 and the speaker 64. As already described, when winning the AT mode transition lottery during the CZ mode, the CZ mode ends at that time and the configuration is to transition to the precursor mode. Therefore, when the CZ mode ends by clearing the CZ mode flag in step Sa1403, it means that the AT mode transition lottery was not won during the CZ mode.
[0268] <Processing for AT mode> In the AT mode processing, as shown in the flowchart of Figure 41, in step Sa1501, the AT game counter is decremented by 1. In the following step Sa1502, it is determined based on the processing result of step Sa1501 whether the AT game counter has reached 0. If the AT game counter has not reached 0, the AT mode processing is terminated.
[0269] If the AT game counter is 0, a process is executed in step Sa1503 to clear the set AT mode flag (first AT mode flag or second AT mode flag). After that, a process is executed in step Sa1504 to set an AT mode end flag in the various flag storage area 106d. The AT mode end flag is a flag for ending the advantageous zone when the AT mode ends. Then, in step Sa1505, an AT end command is set as an output target to the display control device 81, and then this AT mode processing is terminated. Upon receiving the AT end command, the display control device 81 controls the auxiliary display unit 65 and speaker 64 to notify that the AT mode has ended.
[0270] <Preparation mode processing> In the preparation mode processing, as shown in the flowchart of FIG. 42, it is determined in step Sa1601 whether the first AT mode flag is set. If the first AT mode flag is set, a promotion lottery process is executed in step Sa1602. The promotion lottery process executes a promotion lottery to set the AT mode to be transitioned to this time to the second AT mode instead of the first AT mode. Specifically, the promotion lottery table (FIG. 43) is obtained from the various table storage area 105a, and the promotion lottery is executed according to the lottery result of this game and the value of the AT preparation counter. The promotion lottery table is set so that the more unlikely the lottery result in each game is to win, the more likely it is to win the promotion lottery. For example, chance eye C is more likely to win the promotion lottery than chance eye A. Furthermore, even if the promotion lottery is based on the same chance eye A, it is easier to win the promotion lottery if the AT preparation counter value is between 11 and 20 than if it is between 21 and 40, and so on, so that the more games played in preparation mode, the easier it is to win the promotion lottery.
[0271] After the promotion lottery is executed in step Sa1602, it is determined in step Sa1603 whether or not the promotion lottery has been won. If the promotion lottery has been won, in step Sa1604 a process is executed to set a promotion command as an output target to the display control device 81. Upon receiving the promotion command, the display control device 81 controls the auxiliary display unit 65 and speaker 64 to notify that the AT mode to be transitioned has been promoted from the first AT mode to the second AT mode. Then, in step Sa1605 a process is executed to clear the first AT mode flag and set the second AT mode flag.
[0272] If a negative judgment is made in step Sa1601 or step Sa1603, or after the processing of step Sa1605 is executed, the process proceeds to step Sa1606. In step Sa1606, the process executes a process to subtract 1 from the AT preparation counter. Then, in step Sa1607, it is determined based on the processing result of step Sa1606 whether the AT preparation counter has become 0.
[0273] If the AT preparation counter is not 0 in step Sa1607, proceed to step Sa1608. In step Sa1608, it is determined whether the start game flag is set. As already explained, the start game flag is a flag that is set in the AT start notification process (Figure 35) when the result for starting the AT mode (normal replies A to C) is won in the preparation mode. If the start game flag is not set, the preparation mode process is terminated.
[0274] If the start mode flag is set, step Sa1609 determines whether a second replay win or a third replay win has been achieved as a result of this game. As already explained, if normal replays A to C are won in the preparation mode, the push order notification effect corresponding to the second replay win or the third replay win is executed. However, in a game in which normal replays A to C have been won, even if stop switches 42 to 44 are operated in the operation sequence corresponding to the second replay win or the third replay win, depending on the operation timing, the second replay win or the third replay win may not be achieved, and another replay win (fourth replay, fifth replay) may be achieved. In step Sa1609, the start game flag is set, and in a game in which the AT mode can be started by achieving the second replay win or the third replay win, it is determined whether the second replay win or the third replay win was achieved.
[0275] If it is determined in step Sa1609 that the second re-play winning or the third re-play winning has been achieved, the process proceeds to step Sa1610, where a process is executed to add 50, which corresponds to the initial number of games in the AT mode, to the AT game counter. As already explained, after winning the AT mode transition lottery, the AT addition process is performed in the lottery result corresponding process, and there are cases where the AT mode game number addition lottery is won and the additional number of games is input to the AT game counter before the initial number of games is input in step Sa1610.
[0276] Thereafter, in step Sa1612, the start game flag is cleared, and in step Sa1613, the process of setting the stop-time AT start command as an output target to the display control device 81 is executed, and then the preparation mode process is terminated. Upon receiving the stop-time AT start command, the display control device 81 controls the auxiliary display unit 65 and speaker 64 to display the AT mode start effect.
[0277] If it is determined in step Sa1607 that the AT preparation counter has reached 0, that is, if a notification is made that the AT mode transition lottery has been won and 40 games have been played since the transition to preparation mode, it is determined in step Sa1614 whether the first AT mode flag is set, and if it is set, a process is executed to set the above-mentioned promotion command in step Sa1615. Then, in step Sa1616, a process is executed to clear the first AT mode flag and set the second AT mode flag. In other words, in this embodiment, if the result for starting the AT mode has not been won over 40 games since the transition to preparation mode, the AT mode to be transitioned to will be the second AT mode.
[0278] If a negative determination is made in step Sa1614, or after the processing of step Sa1616 is executed, the process proceeds to step Sa1617. Also, if it is determined in step Sa1609 that the second re-game winning or the third re-game winning has not been achieved, the process proceeds to step Sa1617. In step Sa1617, the process clears the AT mode winning flag. Then, in step Sa1618, the process adds 50 as the initial number of games to the AT game counter.
[0279] After executing the processing of step Sa1618, it is determined in step Sa1619 whether the start game flag is set. If the start game flag is set, normal replays A to C are won during the preparation mode, and the second replay prize or the third replay prize cannot be achieved, the process proceeds to step Sa1620, where the process clears the start game flag. Then, in step Sa1621, it is determined whether the second AT mode flag is set. If the first AT mode flag is set instead of the second AT mode flag, the process sets a first start freeze flag in the various flag storage area 106d in step Sa1622, and then the process for this preparation mode ends. The first start freeze flag is a flag for performing a first spin effect in which a symbol combination resulting in a second replay prize is stopped on the pay line ML in the spin effect processing at the start of spinning of the next game (step Sa402). The rotation effect processing will be explained in detail later, but this first rotation effect makes it possible to announce the winning result for the start of the first AT mode as an effect, even if the second re-play winning cannot be achieved as the result for the start of the first AT mode, and it is possible to give the impression that the first AT mode will start based on the winning result for the start of the first AT mode.
[0280] If the start game flag is not set in step Sa1619 and 40 games have been played in the preparation mode, or if the second AT mode flag is set in step Sa1621 and normal replays A to C are won during the preparation mode for the second AT mode, but the third replay prize cannot be achieved, a process is executed to set a second start freeze flag in the various flag storage area 106d in step Sa1623, and then the preparation mode process is terminated. The second start freeze flag is a flag for executing a second spin effect in the spin effect process (step Sa402) at the start of the next game, in which a symbol combination resulting in the third replay prize is stopped on the active line ML. The spin effect process will be described in detail later. However, this second spin effect can be used to notify the result of the second AT mode start prize even if the third replay prize cannot be achieved as the result of the second AT mode start prize, giving the impression that the second AT mode is starting based on the result of the second AT mode start prize.
[0281] <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.
[0282] <First section display process> First, the first interval display process will be described with reference to Fig. 44. The first interval display process is a process carried out in step Sa314 in 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.
[0283] In step Sa1701, it is determined whether the eighth display segment N8 as a section indicator is being displayed, more speci...
Claims
[Claim 1] A game starts with a predetermined start operation, The game ends with a predetermined ending operation. In a gaming machine in which gaming value is awarded according to the result of a game, a front door that can be opened forward relative to the gaming machine body; a locking means for locking the front door; a volume setting means for setting the volume of a notification to be executed according to the content of a game; a notification execution means for executing a notification at a volume according to the setting by the volume setting means; a means for changing the mode of notification by the notification execution means when a predetermined operation is performed; a means for issuing an open notification when the front door is opened; Equipped with The operation means for performing the predetermined operation includes a first operation means provided at a position that allows operation without opening the front door, and a second operation means provided at a position that allows operation when the front door is opened, a means for executing a specific process corresponding to an operation of the second operation means when the second operation means is operated in a situation after the power of the gaming machine is turned on; In a predetermined situation where the front door is opened and the second operating means is operated, the opening notification is not executed, and a specific notification corresponding to the operation of the second operating means is executed, A gaming machine characterized in that it is configured to be able to execute the opening notification when the front door is open in a situation after the specified situation.
Citation Information
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