gaming machines

The gaming machine enhances the rotating and stopping of rotating devices through the display of rotating patterns, a rotating bodies, a rotating device, and a lottery means for determining the lottery, and an awarding means for providing game values based on the lottery, and an awarding means for providing game values based on the lottery, and an awarding means for awarding game values based on the lottery results.

JP7798130B2Active Publication Date: 2026-01-14SANYO BUSSAN KK
View PDF 10 Cites 0 Cited by

Patent Information

Application Number
JP2024076588
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-05-09
Publication Date
2026-01-14
Estimated Expiration
2040-05-28

AI Technical Summary

Technical Problem

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

Method used

A gaming machine with a rotating bodies having a plurality of patterns, a display unit that allows some of the patterns on the rotating bodies, a start operation means for starting the rotation of the rotating bodies, a stop operation means for stopping the rotation, and a control means for controlling the rotating bodies, a lottery means for determining the lottery, and an awarding means for providing game values based on the lottery results.

Benefits of technology

The gaming machine increases player enjoyment through multiple rotating bodies with visible patterns, varied operation modes, and enhanced lottery-based prize awards, thereby improving the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007798130000001
    Figure 0007798130000001
  • Figure 0007798130000002
    Figure 0007798130000002
  • Figure 0007798130000003
    Figure 0007798130000003
Patent Text Reader

Abstract

To provide a game machine which can improve the interest for a game.SOLUTION: In a winning of a special combination, when stop switches 42-44 are operated in a first operation mode, a thirty-third small combination is formed and processing more likely to win a transition lottery to an AT mode is executed, whilst when the stop switches 42-44 are operated in a second operation mode, a first small combination to a sixth small combination are formed and processing more unlikely to win the transition lottery to the AT mode is executed. In a normal mode, when an operation is carried out in the second operation mode in a game in which the special combination is won, a game number to a ceiling does not proceed, but a game number on a display is updated. When the game number on the display reaches the ceiling, a performance mode of a precursory mode is set according to an offset from a real game number to the ceiling.SELECTED DRAWING: Figure 1
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

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

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

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

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

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

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

[0007] The present invention provides A plurality of rotating bodies on which a plurality of types of patterns are attached in the circumferential direction; A display unit that allows some of the patterns on each of the rotating bodies to be visible; a start operation means for starting rotation of each of the rotating bodies when operated; a stop operation means for performing a stop operation to stop the rotation of each of the rotating bodies; a drive control means for executing a start drive control to start rotation of each of the rotating bodies when the start operation means is operated, and for executing a stop drive control to stop rotation of the corresponding rotating body when the stop operation means is operated; a lottery means for holding a lottery to award a special prize to a player based on the operation of the start operation means; an awarding means capable of awarding a number of game values ​​corresponding to a result of the lottery by the lottery means; A gaming machine comprising: As a result of the lottery by the lottery means, When the stop operation means is operated in the first operation mode, a first symbol combination can be stopped at a predetermined position that can be seen through the display unit, and a first number of game values ​​is awarded by the awarding means. When the stop operation means is operated in a second operation mode different from the first operation mode, a second symbol combination different from the first symbol combination can be stopped at a predetermined position visible through the display unit, and a specific result is set in which a second number of game values ​​greater than the first number is awarded by the awarding means, a mode notifying means for notifying a mode of operation of the stop operation means by a predetermined notifying means; a specific processing means capable of executing specific processing relating to the function of the status notification means; a means for performing a process to make the specific process executable when the stop operation means is operated in the first operation mode in a specific game in which the lottery result by the lottery means is the specific result, and for performing a process to make the specific process unexecutable when the stop operation means is operated in the second operation mode in the specific game; In the specific game, at a specific timing after the operation of the stop operation means is executed, a means capable of executing a first notification corresponding to the specific process; A means for executing a second notification regarding the predetermined content of the specific processing at a timing before the specific timing in the specific game and after a branching timing in which the operation of each of the stop operation means is performed to determine whether the operation mode is the first operation mode or the second operation mode; Equipped with The notification of the predetermined content of the specific process can be executed in a game other than the specific game, In a game in which the mode notification is not executed, the second notification can be executed. There are It is characterized by: [Effects of the Invention]

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

[0009] [Figure 1] 1 is a front view of a slot machine according to an embodiment. [Figure 2] 1 is a perspective view of the slot machine with the front door closed. FIG. [Figure 3] 1 is a perspective view of the slot machine with the front door open. FIG. [Figure 4] FIG. [Figure 5] FIG. [Figure 6] FIG. 10 is a diagram showing the arrangement of symbols on each reel. [Figure 7] 10 is an explanatory diagram showing the relationship between the symbols visible through the display window and the pay lines. FIG. [Figure 8] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 9] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 10] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 11]FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 12] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 13] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 14] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 15] FIG. 2 is a block diagram showing the electrical configuration of the main control device. [Figure 16] FIG. 2 is a block diagram showing the electrical configuration of the display control device. [Figure 17] 10 is a flowchart showing timer interrupt processing by the main control device. [Figure 18] 10 is a flowchart showing normal processing by the main control device. [Figure 19] 10 is a flowchart showing lottery processing. [Figure 20] FIG. 10 is a diagram showing an example of a lottery table for a normal gaming state when three bets are made. [Figure 21] FIG. 10 is a diagram showing an example of a lottery table for a normal gaming state when two bets are made. [Figure 22] 10 is a flowchart showing a reel control process. [Figure 23] FIG. 10 is an explanatory diagram showing the relationship between the operation sequence of the stop switches and the winning patterns that are achieved. [Figure 24] An explanatory diagram for explaining the operation mode when a special role is won. [Figure 25] 10 is a flowchart showing bonus state processing. [Figure 26] FIG. 10 is a diagram showing an example of a lottery table for a bonus state. [Figure 27] FIG. 2 is an explanatory diagram showing the transition relationship between states. [Figure 28] 10 is a flowchart showing lottery result handling processing. [Figure 29] 10 is a flowchart showing the lottery process for transition to a favorable zone. [Figure 30] 10A and 10B are diagrams showing examples of various transition lottery tables. [Figure 31]A flowchart showing the processing for the start AT lottery. [Figure 32] 10 is a flowchart showing a continuation determination process. [Figure 33] 10 is a flowchart showing the AT top-up processing. [Figure 34] FIG. 2 is a diagram for explaining an overview of an instruction monitor and a section indicator. [Figure 35] An explanatory diagram showing an overview of the push order notification display performed on the auxiliary display unit. [Figure 36] 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 37] 10 is a flowchart showing a winning result response process. [Figure 38] A flowchart showing the processing for AT lottery at the time of stop. [Figure 39] 10A and 10B are diagrams showing examples of a ceiling subtraction value table and a stop transition lottery table. [Figure 40] This is an explanatory diagram to explain the trigger for winning AT or CZ. [Figure 41] 10 is a flowchart showing a process for the number of premonition games. [Figure 42] A figure showing an example of the selection rate of the continuation rate of the AT mode. [Figure 43] A flowchart showing processing for the number of CZ games. [Figure 44] A flowchart showing processing for the number of AT games. [Figure 45] 10 is a flowchart showing a first section display process. [Figure 46] 10 is a flowchart showing a second section display process. [Figure 47] 10 is a flowchart showing a performance setting process performed by a sub-side display control device. [Figure 48] 10 is a flowchart showing a start-up effect setting process. [Figure 49] 10 is a flowchart showing a process for setting effects when all the devices are stopped. [Figure 50] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 51] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 52] A flowchart showing the start-up CZ effect setting processing. [Figure 53] A flowchart showing the CZ effect setting process at stop. [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] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 59] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 60] This is a timing chart to explain the timing at which the effects of each game occur during CZ mode. [Figure 61] 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 62] FIG. 10 is a diagram showing an example of a premonition game number table. [Figure 63] 10 is a flowchart showing a start-time premonition effect setting process. [Figure 64] 10 is a flowchart showing a process for setting a premonition effect at the time of stopping. [Figure 65] 10 is a flowchart showing a number-of-games management process. [Figure 66] 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 67] 10 is a flowchart showing the first stop ON effect setting process in Modification 1. [Figure 68] A flowchart showing the start AT lottery processing in variant example 2. [Figure 69] 10 is a flowchart showing the AT top-up processing. [Figure 70] This is a diagram to explain how AT winning notification is made in a special role winning game. [Figure 71] 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 72] A flowchart showing part of the start AT lottery processing in variant example 4. [Figure 73] 10 is a flowchart showing a preliminary determination process. [Figure 74] A flowchart showing the start-up CZ effect setting processing. [Figure 75] 13 is a flowchart showing a navigation mode process in Modification 5. [Figure 76] 10 is a flowchart showing a specific notification process. [Figure 77] FIG. 10 is a diagram for explaining an overview of a specific notification effect. [Figure 78] 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 79] A figure showing an example of each additional lottery table. [Figure 80] This is a flowchart showing part of the process for the AT addition lottery at the start. [Figure 81] 10 is a flowchart showing an additional advance determination process. [Figure 82] (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 83] 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 winning combination lottery table. [Figure 84]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 85] FIG. 13 is a diagram for explaining an outline of the notification small winnings lottery in variant example 9. [Figure 86] 20 is a flowchart showing a second section display process in Modification 10. [Figure 87] 10 is a flowchart showing the lottery process for transition to a favorable zone. [Figure 88] This is a flowchart showing the processing when transitioning to a favorable zone. [Figure 89] 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 90] An explanatory diagram for explaining each special role in variant example 11. [Figure 91] 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 92] 10 is a flowchart showing a part of a lottery result response process. [Figure 93] An explanatory diagram for explaining the processing related to the instruction function of each special role in variant example 12. [Figure 94] FIG. 10 is a diagram showing an example of an additional lottery table. DETAILED DESCRIPTION OF THE INVENTION

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0027] When the "Replay" symbol on the left reel 32L, the "Replay" symbol on the middle reel 32M, and the "Replay" symbol on the right reel 32R stop on the active line ML, the first small win is achieved. When the first small win is achieved, 8 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, 8 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 "red shell" symbol on the right reel 32R stop on the active line ML, the third minor win is achieved. When the third minor win is achieved, eight medals are paid out in a three-bet game, and five medals are paid out in a two-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, eight medals are paid out in a three-bet game, and five medals are paid out in a two-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, 8 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, 8 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] If the "BAR" 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 33rd small win will be achieved. If the 33rd small win is achieved, one medal will be paid out in a 3-bet game, and one medal will be paid out in a 2-bet game.

[0045] As shown in FIG. 12(f), when the symbol corresponding to the 33rd minor winning combination stops on the activated line ML, the "BAR" symbol may stop aligned on the middle line L2.

[0046] Incidentally, in the configuration in which medals are paid out based on the above-mentioned 1st small prize winning to 33rd 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".

[0047] 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.

[0048] 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.

[0049] 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).

[0050] 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.

[0051] The fourth and fifth replays are adjustment replays in the event that multiple replays result in overlapping wins.

[0052] 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.

[0053] 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.

[0054] 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.

[0055] 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.

[0056] 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.

[0057] 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.

[0058] 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. When the symbols corresponding to the first BB win stop on the active line ML, as shown in Figure 14(a), the "bar" symbols may stop in a line sloping to the right L5, or as shown in Figure 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.

[0059] 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 activated line ML, a second BB win is achieved. When a second BB win is achieved, the game state transitions to the second BB state. When the symbols corresponding to the second BB win stop on the activated line ML, as shown in Figure 14(c), the "white 7" symbols may stop in a line on the lower line L3, or as shown in Figure 14(d), the "white 7" symbols, "white 7" symbols, and "red 7" symbols may stop on the lower line L3 in order from left to right.

[0060] 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.

[0061] 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.

[0062] 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.

[0063] 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.

[0064] 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.

[0065] 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.

[0066] 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.

[0067] 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.

[0068] 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.

[0069] 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.

[0070] 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.

[0071] 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.

[0072] 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.

[0073] 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.

[0074] 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.

[0075] 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.

[0076] 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.

[0077] 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.

[0078] Above the reel unit 31, a main control device 101 for controlling the overall game is attached to the cabinet 11.

[0079] 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.

[0080] Next, the electrical configuration of the slot machine 10 will be described with reference to the block diagrams of FIGS.

[0081] 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.

[0082] 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.

[0083] 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.

[0084] 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.

[0085] 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.

[0086] 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.

[0087] 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.

[0088] 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.

[0089] 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.

[0090] 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.

[0091] 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.

[0092] 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.

[0093] 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.

[0094] 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.

[0095] 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.

[0096] 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.

[0097] First, in the register save process shown in step S101, the values ​​of all registers in the CPU 102 used in normal processing, which will be described later, are saved to a backup area in the RAM 106. In step S102, it is checked whether the power outage flag is set, and if the power outage flag is set, the process proceeds to step S103, where power outage processing is executed.

[0098] Here, the power outage process will be outlined.

[0099] 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.

[0100] 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.

[0101] Returning to the explanation of the timer interrupt process, if the power outage flag is not set in step S102, various processes from step S104 onwards are carried out.

[0102] That is, in step S104, a watchdog timer clearing process is performed to initialize the value of the watchdog timer for monitoring for malfunctions. In step S105, an interrupt end declaration process is performed to enable the CPU 102 itself to set the next timer interrupt. In step S106, a stepping motor control process is performed to drive the stepping motors that are the reel drive motors for rotating each of the reels 32L, 32M, and 32R. In step S107, a sensor monitoring process is performed to read the status of various sensors (see FIG. 15) connected to the input / output port 104, such as the stop detection sensors 42a to 44a, the inserted medal detection sensor 45a, and the payout detection sensor 51a, and to monitor whether the read results are normal. In step S108, a timer update process is performed to subtract or add values ​​from each counter and timer. In step S109, a counter process is performed to count the number of medals bet and the number of medals paid out, and output the counted results to the external centralized terminal board 121.

[0103] In step S110, a command output process is performed to transmit various commands, such as a lottery result command (described later), to the display control device 81. In step S111, a segment data setting process is performed to set the segment data to be displayed in the credit display unit 60, the remaining payout number display unit 61, the payout number display unit 62, and the instruction monitor 68. In step S112, a segment data display process is performed to supply the segment data set in the segment data setting process to each display unit 60-62, 68 and display the corresponding numbers, symbols, etc. In step S113, a port output process is performed to output data corresponding to the I / O device from the input / output port 104. In step S114, the values ​​of each register saved to the backup area in the previous step S101 are restored to the corresponding register in the CPU 102. Thereafter, in step S115, an interrupt enable process is performed to enable the next timer interrupt, and this series of timer interrupt processes is terminated.

[0104] Next, the normal processing for carrying out main control relating to the game will be described with reference to the flowchart of FIG.

[0105] First, in step S201, an interrupt permission process is performed to permit the next timer interrupt. In step S202, a pre-start process is performed to enable a game. In the pre-start process, the process waits until the display control device 81 and the like have completed initialization. When the initialization of the display control device 81 and the like has completed, a game management process shown in steps S203 to S212 is performed.

[0106] As part of the game management process, in step S203, data such as various game information (for example, random number values ​​used in the previous game) stored in the RAM 106 is cleared. After that, in step S204, a start waiting process is performed.

[0107] 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.

[0108] In the automatic insertion process, virtual medals are inserted without reducing the number of virtual medals displayed on the credit display unit 60. In other words, if any replay win was achieved in the previous game, the player can play the current game without reducing the number of medals owned or inserting any more medals. If no replay win was achieved, a sensor abnormality confirmation process is performed to check whether any abnormality has occurred in the sensor reading results obtained in the sensor monitoring process (step S107) of the timer interrupt process. If an abnormality has occurred, an abnormality occurrence process is performed to place the slot machine 10 in an error state and notify the occurrence of the error. This error state is maintained until the reset switch 72 is operated. If the sensor reading results are normal, a determination is made as to whether the settlement switch 59 has been operated. If the settlement switch 59 has been operated, a medal return process is performed to pay out the same number of medals as the credited virtual medals.

[0109] 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.

[0110] After the start waiting process is completed, in step S205, it is determined whether the number of medals bet has reached the specified number. In this slot machine 10, the specified number in the bonus state (BB state) is set to "3," and the specified numbers in the gaming states other than the bonus state are set to "2" and "3." That is, in the bonus state, a positive determination is made in step S205 on the condition that the number of medals bet is "3," and in the gaming states other than the bonus state, a positive determination is made in step S205 on the condition that the number of medals bet is "2" or "3." In other words, in the gaming states other than the bonus state, if no medals have been bet, or if even if medals have been bet, the bet number is "1," a negative determination is made in step S205. If the number of medals bet has not reached the specified number, the process returns to the start waiting process in step S204, and the processes from the sensor abnormality confirmation process onward are performed.

[0111] If the number of bets has reached the specified number, a bet command including information on the number of bets that resulted in a positive determination in step S205 is set as an output target to the display control device 81, which serves as a sub-side control device, in step S206. The command set here is output to the display control device 81 in step S110 of the timer interrupt processing. Upon receiving the bet command, the display control device 81 executes processing for notification based on the bet operation (for example, notification that a game start condition has been met or notification of the lottery result of a previous game), and controls the speaker 64 and auxiliary display unit 65.

[0112] After executing the process of step S206, it is determined in step S207 whether or not the start lever 41 has been operated. If the start lever 41 has not been operated, the process returns to the start waiting process of step S204, and the processes from the sensor abnormality confirmation process onwards are performed.

[0113] On the other hand, if the start lever 41 is operated, this means that a start command has been issued to start the game, since the game can be started by operating the start lever 41 when a specified number of medals have been bet. In this case, in step S208, an active line setting process is performed to set the combination of lines corresponding to the number of bets as active lines. In other words, only the bent line L6 is set as an active line. In step S209, the medal path switching solenoid 46a is switched to a non-excited state to prohibit bet acceptance. Thereafter, the lottery process in step S210, the reel control process in step S211, and the medal payout process in step S212 are executed in this order, and then the process returns to step S203.

[0114] Next, the lottery process in step S210 will be described with reference to the flowchart in FIG.

[0115] In step S301, a random number is acquired to be used when determining whether a winning combination has been achieved. In this slot machine 10, when the start lever 41 is operated, the hardware circuitry latches the value of the free-run counter at that time. The free-run counter generates a random number between 0 and 65535, and after the CPU 102 confirms the operation of the start lever 41, it stores the value latched by the hardware circuitry in the RAM 106. This configuration makes it possible to quickly acquire a random number when the start lever 41 is operated, thereby avoiding problems such as synchronization. The hardware circuitry of this slot machine 10 latches the value of the free-run counter each time the start lever 41 is operated.

[0116] After obtaining the random number, in step S302, a lottery table for determining whether the winning combination has been achieved is selected. In the slot machine 10, the gaming states are broadly divided into a normal gaming state and a bonus state, and a lottery table is set for each gaming state. In the normal gaming state, since the specified number of bets is set to "3" and "2" as described above, a lottery table for a 3-bet game and a lottery table for a 2-bet game are set as the lottery table for the normal gaming state.

[0117] That is, in step S302, 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, and 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 the internal processing. In step S302, when the setting state is "Setting 1," a lottery table with the lowest expected value of medal payout is selected, and when the setting state is "Setting 6," a lottery table with the highest expected value of medal payout is selected.

[0118] Here, a supplementary explanation will be given regarding the process for setting the winning probability.

[0119] 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 S302, a process of selecting a lottery table is performed based on the stored set value.

[0120] 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.

[0121] After selecting a lottery table, in step S303, the index value IV is set to 1, and in the following step S304, a judgment value DV to be used when determining whether a winning combination has been achieved is set. In this judgment value setting process, a point value PV corresponding to the current index value IV is added to the current judgment value DV to set a new judgment value DV. Note that in the first judgment value setting process, the random number value acquired in step S301 is set as the current judgment value DV, and the point value PV corresponding to the current index value IV, which is 1, is added to this random number value to set a new judgment value DV.

[0122] Then, in step S305, a win / loss determination is made for the combination corresponding to the index value IV. In the combination win / loss determination, it is determined whether the judgment value DV exceeds 65535. If it exceeds 65535, in step S306, a process is executed to set a win flag for the game result corresponding to the index value IV determined to be positive in step S305 in the win flag storage area 106a. For example, if the judgment value DV exceeds 65535 when IV=23, the seventh small win flag and the eighth small win flag are set in step S306. Also, if the judgment value DV exceeds 65535 when IV=25, the first BB win flag is set in step S306, and if the judgment value DV exceeds 65535 when IV=26, the second BB win flag is set in step S306.

[0123] Incidentally, if the set winning flag is not a winning flag indicating that the first BB has been won (first BB winning flag) or a winning flag indicating that the second BB has been won (second BB winning flag), the winning flag set in the winning flag storage area 106a is reset after the game in which the corresponding winning flag was set ends (see S203 of the normal processing). On the other hand, if the winning flag is a first BB winning flag or a second BB winning flag, these winning flags are reset on the condition that the corresponding winning is achieved. In other words, the first BB winning flag and the second BB winning flag may be valid over multiple games.

[0124] In step S306, when the 1st BB winning flag or the 2nd BB winning flag is carried over, if a winning combination other than the 1st BB or the 2nd BB is won, the corresponding winning flag is set, and if a winning combination other than the 1st BB or the 2nd BB is not won, the corresponding winning flag is not set.

[0125] 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.

[0126] 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.

[0127] If the judgment value DV does not exceed 65535 in step S305, this means that the hand corresponding to the index value IV has not been obtained. In this case, the index value IV is incremented by 1 in step S307, and the following step S308 determines whether or not there is a hand corresponding to the index value IV, i.e., whether or not there is a target for judgment of whether or not there is a winning or losing hand. Specifically, it determines whether or not the index value IV incremented by 1 exceeds the maximum value of the index value IV set in the lottery table. If there is a target for judgment of whether or not there is a winning or losing hand, the process returns to step S304, and the judgment of whether or not the hand is a winning or losing hand continues. At this time, in step S304, the point value PV corresponding to the current index value IV is added to the judgment value DV used to judge whether or not the previous hand is a winning or losing hand (i.e., the current judgment value DV) to obtain a new judgment value DV, and in step S305, the winning or losing hand is judged based on the judgment value DV.

[0128] 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 Cherry B is easier to win than Cherry C, and Cherry A is easier to win than Cherry B. The probability of winning the common bell (probability of winning when IV=10) is approximately 1 in 504 regardless of the setting value. The probability of winning the Forward Push Bell 1, Forward Push Bell 2, Pinch Push Bell 1, Pinch Push Bell 2, Middle Forward Push Bell 1, Middle Forward 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, and the probability of winning the Push Order Bell is approximately 1 in 1.56 in total.The probability of winning a watermelon (probability of winning when IV=23) is approximately 1 in 107 regardless of the setting value. The probability of winning the first BB (probability of winning when IV=25) is approximately 1 in 6.22 regardless of the setting value, which is set higher than the winning probability of other roles (replays, small roles, IV=1-24). In 3-bet games, it is set so that duplicate 1-piece roles (IV=24) and 2nd BB (IV=26) do not win (the corresponding point value PV is set to 0).

[0129] In addition, when playing a 3-bet game in normal gaming mode, a special combination (IV=27) is set that allows you to win any of the 1st to 6th minor combinations and the 33rd minor combination. The probability of winning a special combination (the probability of winning when IV=27) is approximately 1 in 20 regardless of the set value. Special combinations will be explained in detail later.

[0130] In a 3-bet game, the probability of not winning any role, including the first BB, is 0. And when the first BB is won, the probability of not winning any role in a 3-bet game is approximately 1 in 6.22 (for the first BB), regardless of the setting value.

[0131] In contrast, when determining whether a winning combination is achieved using the lottery table shown in FIG. 21, i.e., when playing a two-bet game in normal game mode, the probability of winning Normal Lip A, Normal Lip B, Normal Lip C, Chance Eye A, Chance Eye B, Chance Eye C, Cherry A, Cherry B, or Cherry C (the probability of winning when IV = 1 to 9) is the same as the probability when playing the three-bet game. The probability of winning the Common Bell (the probability of winning when IV = 10) is approximately 1 in 9.64 regardless of the setting value, which is set to be easier to win than when playing a three-bet game. The Push Order Bell (IV = 11 to 22) is set to be impossible to win in a two-bet game. The probability of winning the Watermelon (the probability of winning when IV = 23) is approximately 1 in 257 regardless of the setting value, which is set to be harder to win than when playing a three-bet game. In a 2-bet game, the system is set up so that a double 1-coin combination (IV=24) can be won, with a probability of approximately 1 in 1.81 regardless of the setting value. Also, in a 2-bet game, the system is set up so that the first BB (IV=25) cannot be won, but the second BB (IV=26) can be won, with a probability of approximately 1 in 4.95 regardless of the setting value. Even in a 2-bet game, the probability of not winning any combination, including the second BB, is 0. And, if the second BB is won, the probability of not winning any combination in a 2-bet game is approximately 1 in 4.95 (for the second BB), regardless of the setting value.

[0132] After the winning flag is set in step S306, or if it is determined in step S308 that there is no target to be determined as a winning combination, it means that the winning combination determination has been completed. In such a case, the process proceeds to step S309, and a freeze lottery process is performed to determine whether or not to execute a freeze effect that disables the operation of the stop switches 42 to 44 for a predetermined period of time.

[0133] In the following step S310, a lottery result response process is performed. In the lottery result response process, a process of whether to shift the gaming state or not depending on the result of the lottery in steps S301 to S308, a process of notifying the push order combination, etc. are performed. The lottery result response process will be described in detail later.

[0134] After executing the process of step S310, a lottery result command setting process is executed in step S311 to set a lottery result command. The lottery result command setting process will be explained in detail later, but 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 process (step S110) of the timer interrupt process described above.

[0135] Then, in step S312, a stop information setting process is executed to set symbols that can be stopped on each of the reels 32L, 32M, and 32R based on the lottery results of this game. In the stop information setting process, stop symbol information corresponding to the winning combination is set based on the winning flag set in step S306. For example, if the push order bell 1 is won (won when IV = 11) and the first small role winning flag, the ninth small role winning flag, the tenth small role winning flag, and the thirteenth small role winning flag are set, the stop symbol information is set so that symbols corresponding to the first small role winning, the ninth small role winning, the tenth small role winning, and the thirteenth small role winning are stoppable on each of the reels 32L, 32M, and 32R. Also, if the watermelon is won (won when IV = 23) and the seventh small role winning flag and the eighth small role winning flag are set, the stop symbol information is set so that symbols corresponding to the seventh small role winning and the eighth small role winning are stoppable on each of the reels 32L, 32M, and 32R. Furthermore, in the stop information setting process, when a special role is won (won when IV=27) and the 1st small role winning flag to the 6th small role winning flag and the 33rd small role winning flag are set, the stop pattern information is set so that the patterns corresponding to the 1st small role to the 6th small role and the 33rd small role winning can be stopped on each reel 32L, 32M, 32R.

[0136] In this slot machine 10, the first BB is set to be won only in a three-bet game, and the second BB is set to be won only in a two-bet game. Therefore, even if the first BB hit flag is set, if the game is started with a two-bet game, the stop information setting process of step S312 does not set stop symbol information that will win the first BB (stop symbol information that will avoid the first BB hit is set). Also, even if the second BB hit flag is set, if the game is started with a three-bet game, the stop information setting process of step S312 does not set stop symbol information that will win the second BB (stop symbol information that will avoid the second BB hit is set).

[0137] In the following step S313, when multiple pieces of stoppable symbol information are set in step S312, a priority setting process is executed to set their priorities. For example, when multiple types of roles among small role, replay, and bonus are won, the following priorities are set. When small role and bonus are won, the priority is set so that the small role win is given priority, and when the small role win cannot be won, the bonus win is won. When replay and bonus are won, the priority is set so that the replay win is given priority.

[0138] 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.

[0139] 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.

[0140] Furthermore, in the priority setting process of step S313, when a special role is won and the setting of the stop pattern information corresponding to the first small role winning to the sixth small role winning and the 33rd small role winning is performed, the priority is set so that when the stop switches 42 to 44 are operated in the first operation mode, the 33rd small role winning is achieved first, and when they are operated in the second operation mode, the priority is set so that the first small role winning to the 6th small role winning are achieved first.

[0141] After executing the process of step S313, the first section display process is executed in step S314, and then the lottery process is terminated. The first section display process is a process related to the display control of the instruction monitor 68 and the role ratio monitor 77, and this process will be described in detail later.

[0142] Next, the reel control process in step S211 will be described with reference to the flowchart in FIG.

[0143] In the reel control process, first, in step S401, a spin effect process is performed. The spin effect process is a process for performing an effect using reel control during an invalid period based on the result of the freeze lottery process performed in step S309 and the result of the lottery result response process performed in step S310. In the following step S402, a spin start process is performed to start the rotation of each of the reels 32L, 32M, and 32R.

[0144] In the spin start process, the system checks whether a predetermined wait time (e.g., 4.1 seconds) has elapsed since the reels started spinning in the previous game. If not, the system waits until the wait time has elapsed. If the wait time has elapsed, the system resets the wait time for the next game and performs a motor control initialization process to set spin start information in a motor control storage area in RAM 106. This process initiates a stepping motor acceleration process in the stepping motor control process (step S106) of the timer interrupt process, causing each of the reels 32L, 32M, and 32R to start spinning. For this reason, even if a player bets a specified number of medals and operates the start lever 41, the reels 32L, 32M, and 32R may not immediately start spinning. The system then waits until each of the reels 32L, 32M, and 32R spins at a predetermined constant speed, and the spin start process ends. In addition, when the rotation speed of each reel 32L, 32M, 32R 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.

[0145] Following the spin start process, in step S403, it is determined whether any of the stop switches 42 to 44 has been operated. If none of the stop switches 42 to 44 has been operated, the process waits until one of the stop switches 42 to 44 is operated. If it is determined that one of the stop switches 42 to 44 has been operated, the process proceeds to step S404, where it is determined whether the stop switch corresponding to the spinning reel has been operated, i.e., whether a stop command has been issued. If a stop command has not been issued, the process returns to step S403, where it waits until one of the stop switches 42 to 44 is operated. If a stop command has been issued, a stop command command is set in step S405. Here, the stop command command is a command sent to the display control device 81 to indicate which stop switch was operated to issue the stop command. If a stop command command has been set, the stop control process shown in steps S406 to S412 is performed to stop the spinning reel. 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.

[0146] In step S406, the symbol number of the reaching symbol that has reached the base position (the lower position in this embodiment) at the time the stop switch is operated is confirmed. Specifically, the symbol number of the reaching symbol that has reached the base position is confirmed based on the number of excitation pulses output from the time the detection signal of the reel index sensor is input. In the following step S407, the number of reel slides to be stopped this time is calculated based on the stop information stored in the stop information storage area 106b. In this slot machine 10, five stop modes are available for stopping each of the reels 32L, 32M, and 32R when the stop switches 42 to 44 are operated: a stop mode in which the reaching symbol that has reached the base position is stopped as is, a stop mode in which the corresponding reel slides by one symbol, a stop mode in which the corresponding reel slides by two symbols, a stop mode in which the corresponding reel slides by three symbols, and a stop mode in which the corresponding reel slides by four symbols. Therefore, in step S407, a value between 0 and 4 is calculated as the number of slips based on the stop information stored in the stop information storage area 106b. Then, in step S408, the calculated number of slips is added to the symbol number of the reached symbol to determine the symbol number of the stop symbol that will actually stop at the base position. In step S409, it is determined whether the symbol number of the reached symbol on the reel to be stopped this time and the symbol number of the stop symbol are equal. If they are equal, a reel stop process is performed in step S410 to stop the reel rotation. Then, in step S411, it is determined whether all reels 32L, 32M, and 32R have stopped. If all reels 32L, 32M, and 32R have not stopped, a second stop information setting process is performed in step S412, and the process returns to step S403.

[0147] 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.

[0148] 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.

[0149] 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 operating 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, a winning symbol can be stopped on a pay line regardless of the timing of operating the stop switches 42 to 44. 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 a pay line.

[0150] 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.

[0151] 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.

[0152] 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.

[0153] 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.

[0154] 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.

[0155] 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.

[0156] 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.

[0157] 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.

[0158] 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.

[0159] 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.

[0160] 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.

[0161] Next, we will explain an example in which a special combination is won and the left stop switch 42 is operated first among the stop switches 42 to 44. In such a case, as shown in Figure 24, the reels 32L, 32M, and 32R are stopped to achieve the first small combination win, the second small combination win, or the 33rd small combination win.

[0162] The first and second small win symbols on the left reel 32L are "replay" symbols. The 33rd small win symbol on the left reel 32L is a "BAR" symbol. In this case, if the left stop switch 42 is operated when the "replay" symbols (number 5) through the "BAR" symbols (number 9) reach the middle row, the drive control is performed to stop the 33rd small win symbol, "BAR," in the middle row, instead of the "replay" symbols (number 1) and the "replay" symbols (number 2). The 33rd small win symbol on the center reel 32M and the "bell" symbol (number 33) on the right reel 32R stop on the pay line ML regardless of the operation timing of the stop switches 43 and 44, resulting in the 33rd small win.

[0163] On the other hand, even if a special role is won and the left stop switch 42 of the stop switches 42 to 44 is operated first, if the left stop switch 42 is operated at the timing when the "replay" symbols (0) to (4) or the "replay" symbols (10) to (19) reach the middle row, the drive control is performed to stop the first and second small role symbols, "replay" symbols, in the middle row. The first small role symbol on the center reel 32M and the first small role symbol on the right reel 32R, "replay" symbols, stop on the pay line ML regardless of the operation timing of the stop switches 43 to 44, and the second small role symbol on the center reel 32M and the "bell" symbol, the second small role symbol on the right reel 32R, stop on the pay line ML regardless of the operation timing of the stop switches 43 to 44, so that the first or second small role win is achieved.

[0164] In addition, if a special role is won and any of the stop switches 42 to 44 other than the left stop switch 42 is operated first, the third small role win to the sixth small role win will be achieved regardless of the operation timing of the stop switches 42 to 44.

[0165] In other words, when a special role is won, if the left stop switch 42 is operated in the first operation mode at the timing when the No. 5 "Replay" symbol to the No. 9 "BAR" symbol on the left reel 32L reach the middle row, the 33rd small role win is achieved and one medal is paid out, and if the stop switches 42 to 44 are operated in the second operation mode, which is different from the first operation mode, the 1st to 6th small role wins are achieved and eight medals are paid out.

[0166] As described above, the first to sixth small roles are won when any of the push order bells are won and the operation order of the stop switches 42 to 44 is the corresponding operation order. In this way, when a special role is won, if the stop switches 42 to 44 are operated in the first operation mode, it is possible to clearly understand that it was a game in which the special role was won. On the other hand, when the special role is won, if the stop switches 42 to 44 are operated in the second operation mode, the player cannot determine from the stop results or payout number whether the first to sixth small role wins were achieved as a result of the special role, or whether the win was achieved because the operation order at the time of the push order bell win corresponded to the first to sixth small roles.

[0167] Returning to the explanation of the reel control process, if it is determined in step S411 that all reels 32L, 32M, and 32R have stopped, a payout determination process is performed in step S413. The payout determination process is a process for setting the number of medals to be paid out, with one of the conditions being that a winning combination of symbols is aligned on an active line. In the payout determination process, a combination of symbols formed on an active line is derived from the symbol numbers of the symbols that have stopped on the lower rows of each reel 32L, 32M, and 32R, and it is determined whether a winning combination has been achieved on the active line. If a winning combination has been achieved, it is further determined whether the winning combination corresponds to a winning flag set in the win flag storage area 106a. If the winning combination corresponds to a winning flag, the winning combination and the payout amount corresponding to the winning combination are set in a payout information storage area provided in RAM 106. On the other hand, if the winning combination does not correspond to the winning flag, the slot machine 10 is put into an error state and an error occurrence notification process is performed. This error state is maintained until the reset switch 72 is operated.

[0168] After the payout determination process is performed, bonus state process is performed in step S414. The bonus state process will be described in detail later. After the bonus state process is performed, winning result process is performed in step S415. The winning result process includes processes such as transitioning the gaming state based on the winning result. The winning result process will be described in detail later.

[0169] After the winning result processing is performed, a second interval display processing is executed in step S416. The second interval display processing is processing related to display control of the instruction monitor 68, and this processing will be explained in detail later. Thereafter, in step S417, a winning result command is set so that the display control device 81 knows the winning combination in the current game, and the reel control processing is terminated.

[0170] Next, the medal payout process in step S212 will be outlined.

[0171] In the medal payout process, it is determined whether the payout number set in the payout information storage area is 0. If the payout number is 0, it means that it was determined in the previous payout determination process that no small winning combination was achieved. In such a case, it is determined whether any of the 1st replay winning combination to the 12th replay winning combination was achieved, based on the winning combination set in the payout determination process. If none of the replay winning combinations has been achieved, the medal payout process is terminated as is, and if any of the replay winning combinations has been achieved, a replay setting process is performed to change the play mode to replay mode, and the medal payout process is terminated. Note that in the start waiting process (step S204) described earlier, if it is determined that the current play mode is replay mode, an automatic insertion process is performed.

[0172] 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.

[0173] Next, the bonus state process in step S414 will be described with reference to the flowchart of FIG.

[0174] First, in step S501, it is determined whether the current gaming state is a bonus state, i.e., whether the current gaming state is the first BB state or the second BB state. Whether the current gaming state is the first BB state or the second BB state can be determined by the presence or absence of a first BB state flag or a second BB state flag that are set in the various flag storage area 106d of RAM 106 when transitioning to the first BB state or the second BB state. That is, in step S501, if neither the first BB state flag nor the second BB state flag is set, it is determined that the current state is not the first BB state or the second BB state, and the process proceeds to step S502.

[0175] In step S502, it is determined whether the first BB hit flag or the second BB hit flag is set, and whether either BB has been hit. If neither BB hit flag is set, the bonus state processing ends. If either BB hit flag is set, the process proceeds to step S503.

[0176] In step S503, a process is performed to input 3 into the MAX bet counter provided in the various counter area 106e of the RAM 106. The MAX bet counter is used to set a specific number of virtual medals to be inserted when the first credit insertion switch 56 is operated. That is, when the first credit insertion switch 56 is operated while the MAX bet counter has input 3, three virtual medals are inserted. In this case, since the MAX bet counter does not set the specified number of medals for the game, when the specified number of medals for the game is set to two or three, it is permitted to play a two-bet game by operating the second credit insertion switch 57. Note that if 3 has already been input into the MAX bet counter in step S503, that state is maintained.

[0177] 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.

[0178] In the following step S504, it is determined whether the first BB win or the second BB win has been achieved. If neither of the BB wins has been achieved, the bonus state processing ends. If either of the BB wins has been achieved, the process proceeds to step S505, where it is determined whether the first BB win has been achieved.

[0179] If the first BB win has been achieved, in step S506, a process of inputting "15" into the BB counter provided in the various counter area 106e is executed. The BB counter is a counter for determining the upper limit of the payout amount in each BB state. That is, by inputting "15" into the BB counter in step S506, the first BB state is set to end when 15 or more medals are paid out. In step S507, the first BB hit flag is cleared. Then, in step S508, the first BB state flag is set in the various flag storage area 106d. As a result, a positive determination is made in step S501 from the next game onwards. In the following step S509, a process of setting a first BB start command to be output to the display control device 81 is executed. The first BB start command is a command for informing the display control device 81 that the first BB state has started. Upon receiving this first BB start command, the display control device 81 controls the speaker 64, the auxiliary display unit 65, etc. to perform a first BB start effect corresponding to the start of the first BB state. In addition, by receiving the 1st BB start command, the display control device 81 can understand that the 1st BB state will start from the next game, and controls the speaker 64, auxiliary display unit 65, etc. so that the effects for the 1st BB state will be performed from the next game.

[0180] After the output setting of the 1st BB start command is performed in step S509, the process of setting the specified number of bets to 3 is performed in step S510, and then this bonus state process is terminated. The specified number of bets corresponds to the specified number of coins for the game described above. In other words, by transitioning to the 1st BB state, the specified number of coins for the game is set to 3 coins, and the 1st BB state is performed in a 3-bet game.

[0181] 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.

[0182] In step S505, it is determined that the first BB win has not been achieved when the second BB win has been achieved. In this case, the process proceeds to step S511, where the BB counter is set to "15." That is, the second BB state is set to end when 15 or more medals are paid out. Then, in step S512, the second BB win flag is cleared, and in step S513, the second BB state flag is set. After that, in step S514, a second BB start command is set as an output target to the display control device 81. The second BB start command corresponds to the first BB start command and is a command for informing the display control device 81 that the second BB state has started. Upon receiving the second BB start command, the display control device 81 controls the speaker 64, the auxiliary display unit 65, etc. to perform a second BB start effect corresponding to the start of the second BB state, and controls the speaker 64, the auxiliary display unit 65, etc. to perform an effect for the second BB state from the next game onward. The 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.

[0183] After the output setting of the second BB start command is performed in step S514, the process of setting the specified number of bets to 3 is performed in step S510, and then this bonus state process is terminated. That is, the specified number of coins for the game is set to 3 not only in the first BB state but also in the second BB state, and the second BB state is performed in a 3-bet game.

[0184] If the determination in step S501 is affirmative and the state is the first BB state or the second BB state, the process proceeds to step S515, where processing for the first BB state or the second BB state is performed. FIG. 25 shows an example of a lottery table for the BB state. In this embodiment, a common lottery table is used for the first BB state and the second BB state. However, separate lottery tables may be provided for each state, with different types of winning combinations and winning probabilities for each combination. In this embodiment, as shown in FIG. 26, 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.

[0185] 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 9.36, 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.

[0186] 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.

[0187] In the bonus state processing, in step S515, it is determined whether or not any small winning combination has been achieved in the current game as a result of the lottery processing using the BB state lottery table and the control of each reel. If no winning combination has been achieved, the bonus state processing is terminated. If a winning combination has been achieved, in step S516, the payout amount corresponding to the winning combination is subtracted from the BB counter in the various counter area 106e. Then, in step S517, it is determined whether or not the BB counter has become 0 or less as a result of the subtraction processing in step S516. For example, if a common bell is won and the first to sixth small winning combinations are achieved, a payout of 13 coins will be generated, so in step S516, 13 is subtracted from the BB counter.

[0188] If it is determined in step S517 that the count is not 0 or less, the bonus state processing is terminated. On the other hand, if it is determined that the count is 0 or less, the BB state flag corresponding to the current BB state is cleared in step S518. That is, if it is the first BB state, the first BB state flag is cleared, and if it is the second BB state, the second BB state flag is cleared. Then, in step S519, a process of inputting 2 to the MAX bet counter is executed, and in step S520, a BB end command corresponding to the BB state to be terminated this time is set as an output target to the display control device 81. More specifically, if the first BB state is to be terminated, the first BB end command is set as an output target, and if the second BB state is to be terminated, the second BB end command is set as an output target. Upon receiving the first BB end command or the second BB end command, the display control device 81 controls the speaker 64 and the auxiliary display unit 65 so that a first BB end effect or a second BB end effect is performed.

[0189] Then, in step S521, the specified number of bets is set to 2 and 3, and the bonus state processing is terminated. In this case, in the normal gaming state after the end of the first BB state or the second BB state, a 2-bet game and a 3-bet game are possible. In contrast, since 2 is input into the MAX BET counter in step S519 as described above, when the first credit insertion switch 56 is operated, two virtual medals are inserted and a 2-bet game is played. In other words, when neither the first BB hit flag nor the second BB hit flag is set, the system is set to make it easier to play a 2-bet game. Incidentally, after the end of the first BB state or the second BB state, 2 is input into the MAX BET counter, so a 3-bet cannot be made by operating the first credit insertion switch 56 or the second credit insertion switch 57. To play a 3-bet game, three medals must be inserted into the medal insertion slot 45.

[0190] 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.

[0191] 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.

[0192] 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.

[0193] 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.

[0194] 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.

[0195] 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.

[0196] 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.

[0197] 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.

[0198] 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).

[0199] <Lottery result processing> First, the lottery result response process performed in step S310 will be described with reference to the flowchart in Fig. 28. The lottery result response process is a process performed after the lottery process for each game is performed, and is a process that performs a lottery for transition to an AT mode in which a push order notification is generated based on the lottery result of the game.

[0200] First, in steps S601 to S603, a process is executed to determine the number of bets for the game that will start this time. That is, in step S601, it is determined whether either the first BB state flag or the second BB state flag is set, and it is determined whether the game that will start this time is in either of the BB states. If it is not in the BB state, it is determined in step S602 whether the number of bets is 3. Also, if it is in the BB state, it is determined in step S603 whether the number of bets is 2. As already explained, in the non-internal state before the first BB or second BB win and in the internal state after the first BB or second BB win, the specified number of bets is set to 2 or 3, and in the first BB state or the second BB state, the specified number of bets is set to 3. The processing of steps S602 and S603 is to determine whether the number of bets for the current game is a specific specified number (specific set number) that is specified (set) in association with the game status, and if the specific specified number does not exist, the lottery result response processing is terminated without performing processing for the display mode (processing for the instruction function) from step S604 onwards.

[0201] 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.

[0202] That is, in this embodiment, if the internal state is a 2-bet game, the lottery for transition to the AT mode after step S604 is not performed, which is disadvantageous to the player. By doing this, the internal state is made to be a 3-bet game, making it easier to play a normal game with the second BB carried over.

[0203] If a positive determination is made in step S602 or step S603, it is determined in step S604 whether or not an advantageous zone flag is set in the various flag storage area 106d. In this slot machine 10, regarding whether or not a push order notification or the like occurs, advantageous zones in which the push order notification or the like may occur and normal zones in which the notification may not occur are set. The advantageous zone flag is a flag that allows the CPU 102 to determine whether the current game is in an advantageous zone, and is set upon transition to an advantageous zone and cleared upon transition to a normal zone.

[0204] If the advantageous zone flag is not set, it means that the current game is in the normal zone, and in this case, the advantageous zone transition lottery process is executed in step S605, and then the lottery result response process is terminated.

[0205] In the advantageous zone transition lottery process, as shown in the flowchart of FIG. 29, the lottery result of the current game is grasped in step S701. Then, in step S702, an advantageous zone transition lottery table is obtained from the various table storage area 105a of the ROM 105. As shown in FIG. 30, the advantageous zone transition lottery table has a transition rate to the advantageous zone (probability of winning the advantageous zone transition lottery) set according to the lottery result of each game. As shown in FIG. 30, the trigger roles for the lottery to 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, watermelon, and special role. 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 to transition to the advantageous zone.

[0206] After obtaining the lottery table in step S702, a process of obtaining a random number for the advantageous zone transition lottery is executed in step S703. The random number for the advantageous zone transition lottery is generated using a dedicated counter in the various counter area 106e, which is updated at a predetermined interval, and the most recent updated value of the counter is obtained in step S703. Then, in step S704, an advantageous zone transition lottery is executed, and in step S705, it is determined whether or not the transition lottery has been won. Incidentally, in this embodiment, the lottery table is set so that any trigger role has a 100% probability of winning the advantageous zone transition lottery. In this case, if it is determined that the game result grasped in step S701 is a trigger role for the transition lottery (not a losing result), it is possible to omit the processes of steps S702 to S705.

[0207] If it is determined in step S705 that the transition lottery has been won, then in step S706, a process is executed to set an advantageous zone winning game flag in the various flag storage area 106d. The advantageous zone winning game flag is a flag that allows the CPU 102 to determine that the current game is a game that has won the transition lottery to the advantageous zone. If a negative determination is made in step S705, or after the process of step S706 has been executed, the advantageous zone transition lottery process is terminated.

[0208] Returning to the explanation of the lottery result response processing, if it is determined in step S604 that the advantageous zone flag is set, the process proceeds to step S606. In step S606, it is determined whether either the AT mode win flag or the AT mode flag is set in the various flag storage area 106d. The AT mode flag is a flag that allows the CPU 102 to determine that the game is in AT mode and is set when transition to AT mode is possible. The AT mode win flag is a flag that allows the CPU 102 to determine that the AT mode transition lottery has been won, transition to AT mode has been confirmed, and the situation is before transition to AT mode. If neither flag is set in step S606, a start-time AT lottery process is executed in step S607. On the other hand, if either flag is set in step S606, a continuation determination process is executed in step S608, and an AT addition process is executed in step S609.

[0209] <AT lottery processing at the start> First, the start AT lottery processing in step S607 will be explained with reference to the flowchart in FIG.

[0210] In step S801, it is determined whether the ceiling counter provided in the various counter area 106e is 0. The ceiling counter is a counter that causes a transition to the AT mode regardless of whether the AT mode transition lottery is successful (without winning) when the number of games after transition to the advantageous zone reaches the ceiling game number, and is a counter that allows the CPU 102 to grasp the number of games remaining up to the ceiling game number. The ceiling game number is set when transition to the advantageous zone is made. Incidentally, the ceiling counter is decremented when the game ends. In other words, if it is determined in step S801 that the ceiling counter is 0, it means that the ceiling game number became 0 in the previous game.

[0211] If the ceiling counter is not 0, the process for the AT mode transition lottery is executed in steps S802 to S807.

[0212] That is, in step S802, a process is executed to obtain a random number for the AT mode transition lottery. A dedicated counter in the various counter area 106e is used for the random number for the AT mode transition lottery, and this dedicated counter is updated at a predetermined cycle, and in step S802, the latest updated value of the counter is obtained. In the following step S803, a process is executed to grasp the lottery result of this game. Then, in step S804, it is determined whether or not a CZ mode flag is set in the various flag storage area 106d. In this embodiment, normal mode and CZ mode, which has an easier chance of winning the AT mode transition lottery than normal mode, are set as display modes with different winning probabilities in the AT mode transition lottery, and the CZ mode flag is a flag that allows the CPU to grasp that it is in CZ mode.

[0213] If the CZ mode flag is not set in step S804, a process is executed in step S805 to obtain the starting 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 S804, a process is executed in step S806 to obtain the starting CZ AT mode transition lottery table.

[0214] As shown in Figure 30, the starting AT mode transition lottery table and the starting 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 AT mode transition lottery will be won with a 1% probability for normal play and with a 3% probability for CZ play. In this way, the starting CZ AT mode transition lottery table is set to make it easier to win the AT mode transition lottery than the starting AT mode transition lottery table. Also, for normal play, normal play, and normal play, they are set so that they do not win AT mode transition in normal play, but can win AT mode transition in CZ play.

[0215] Incidentally, in the start-time normal AT mode transition lottery table and the start-time CZ AT mode transition lottery table used in this start-time AT lottery process, if the game lottery result is a special role, it is set so that the AT mode transition will not be won. In addition, in the start-time AT lottery process, it is also possible not to perform the AT mode transition lottery in response to a special role.

[0216] After acquiring the AT mode transition lottery table in step S805 or step S806, an AT mode transition lottery process is executed in step S807 using the acquired transition lottery table, the lottery results of the game grasped in step S803, and the random number for the AT lottery acquired in step S802. Specifically, it is determined whether the random number for the AT lottery acquired in step S802 is within a winning numerical range set according to the lottery results of each game in the table acquired in step S805 or step S806, and if the random number for the AT lottery is within the winning numerical range, it is determined that the AT mode transition has been won, and if the random number for the AT lottery is outside the winning numerical range, it is determined that the AT mode transition has not been won. Then, in step S808, it is determined whether the AT mode transition has been won.

[0217] If it is determined in step S808 that the AT mode transition is a winning combination, or if it is determined in step S802 that the ceiling counter is 0, the AT mode winning process is executed in steps S809 to S812. Also, if it is determined in step S808 that the AT mode transition is not a winning combination, the AT mode non-winning process is executed in steps S813 to S816.

[0218] In the processing for winning the AT mode, in step S809, it is determined whether or not the CZ mode flag is set, and it is confirmed whether or not the AT mode transition win has occurred during CZ mode. If the win occurs during CZ mode, processing is performed in steps S810 and S811 to end CZ mode. That is, in step S810, processing is performed to clear the CZ mode flag. Then, in step S811, 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.

[0219] If the CZ mode flag is not set in step S809, or after the process of step S811 is executed, the process of setting the AT mode hit flag in the various flag storage area 106d is executed in step S812. As a result of this process, an affirmative determination is made in step S606 from the next game.

[0220] In the processing for non-winning the AT mode, it is determined in step S813 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, the CZ mode transition lottery processing is executed in step S814. In the CZ mode transition lottery processing, a CZ mode transition lottery table is obtained from the various table storage area 105a, and whether or not to transition to CZ mode is determined by lottery using the lottery result of the game grasped in step S803. As shown in FIG. 30, the CZ mode transition lottery table is set so that the probability of winning the CZ mode transition lottery varies depending on the lottery result of the game. More specifically, it is set so that the more likely the lottery result of a game is to win the AT mode transition lottery, the more likely the player is to win the CZ mode transition lottery. In other words, even if the lottery result of a game is such that it is easy to win the AT mode transition lottery, if the player does not win the AT mode transition lottery, it is set so that transition to CZ mode is more likely.

[0221] After executing the CZ mode transition lottery process in step S814, it is determined in step S815 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 S816, a process is executed to set a CZ mode win flag in the various flag storage area 106d.

[0222] After setting either the winning flag in step S812 or step S816, a process of setting a premonition mode is performed in steps S817 to S820. The premonition mode is a mode in which a premonition effect is performed to suggest 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 40 games is played before the winning transition lottery is announced.

[0223] In step S817, 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.

[0224] 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 S817. As described above, if the AT mode transition lottery is won during CZ mode, the CZ mode ends 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 end 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.

[0225] In the next step S818, the result of the lottery in step S817 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.

[0226] Then, in step S819, a process is executed to set a premonition flag in the various flag storage area 106d, and in step S820, a process is executed to set the premonition command as an output target to the display control device 81, after which the AT lottery process is terminated. The premonition flag is a flag that allows the CPU 102 to know that the premonition mode is in progress, and the premonition command is a command that causes the display control device 81 to know that the premonition mode has been set, the number of games in that premonition mode, and which transition lottery has been won. Upon receiving the premonition command, the display control device 81 knows the number of games in the premonition mode and the type of transition lottery that has been won, and performs processing to execute the effects during the premonition mode on the auxiliary display unit 65 and speaker 64.

[0227] <Continuation determination process> Next, the continuation determination process executed in step S608 will be described with reference to the flowchart in Fig. 32. As already explained, the continuation determination process is a process executed when the AT mode win flag or the AT mode flag is set.

[0228] Here, the AT mode in this embodiment is configured such that a predetermined number of games (for example, 18) is one set (unit continuation number, unit state), and for example, when updating one set of AT mode (when starting or ending a set), a continuation lottery for the next set is held, and if the continuation lottery is won, the game moves to the next set after the end of that set, and if the continuation lottery is not won, the AT mode ends without moving to the next set.The continuation determination process in step S608 is a process for holding the continuation lottery when updating a set.

[0229] In step S901, it is determined whether the AT game counter provided in the various counter area 106e is 18. The AT game counter is a counter that allows the CPU 102 to grasp the number of games remaining in one set, and is a counter into which 18 is input when the set is updated. That is, in step S901, it is determined whether the game that is currently being started is the start game of one set in the AT mode. If it is not the start game, this continuation determination process is terminated. If it is the start game, the process proceeds to step S902.

[0230] In step S902, it is determined whether the AT set counter provided in the various counter area 106e is 0. The AT set counter is a counter that allows the CPU 102 to grasp the number of sets that can be continued to the next set even if the continuation lottery is not won or without a continuation lottery, and is a counter that adds 1 to the counter when an additional win occurs when the continuation condition is met, and subtracts 1 from the counter when the continuation lottery is not won or when the game is continued to the next set without a continuation lottery. If the AT set counter is 0, in step S903, the probability of winning the continuation lottery selected in the current AT mode is grasped.

[0231] Here, in this embodiment, a plurality of continuation rates are set as the probability of winning the continuation lottery (hereinafter also referred to as "continuation rate"). Specifically, as shown in FIG. 42, the highest continuation rate of 90% and lower continuation rates of 60% and 10% are set. The continuation rate is set when transitioning to the AT mode (continuation rate setting process in step S1211 described later). In step S903, the information set in the continuation rate setting process is read out, and the continuation rate of the current AT mode is determined.

[0232] After determining the continuation rate in step S903, a continuation lottery process is executed in step S904. That is, if a continuation rate of 90% is selected, the process of step S904 results in a continuation win with a 90% probability, and if a continuation rate of 10% is selected, the process of step S904 results in a continuation win with a 10% probability.

[0233] In step S905, it is determined whether the processing result of step S904 was a continuation win, and if it was a continuation win, in step S906, a process is executed to set a continuation flag in the various flag storage area 106d. The continuation flag is a flag that allows the CPU 102 to know that the continuation condition of the current set (the condition for moving to the next set) is met. Then, in step S907, a process is executed to set a continuation command as an output target to the display control device 81, and then the continuation determination process is terminated.

[0234] Also, if it is determined in step S902 that the AT set counter is not 0, the AT set counter is decremented by 1 in step S908, and then the process proceeds to step S906, where the continuation flag and the continuation command are set, and the continuation determination process is terminated. That is, in this embodiment, if the AT set counter is not 0, the set continuation condition is met without going through a continuation lottery. Note that a continuation lottery may be executed regardless of the value of the AT set counter, and if the continuation is not won, the continuation condition may be met if the AT set counter is 1 or more.

[0235] As described above, in this embodiment, at the start of one set of AT mode (when the start lever 41 is operated), a determination is made as to whether the continuation condition is met to determine whether the AT mode will continue until the set following the set that is currently started, and if it is determined that the continuation condition is met, a continuation flag is set and the information is output to the display control device 81. In this case, the display control device 81 performs processing to perform, as the effect of the current set, an effect that is based on the assumption that the continuation condition is met.

[0236] On the other hand, if it is determined in step S905 that it is not a continuous win, the continuous determination process is terminated as it is. In this case, the continuous condition does not hold at the start of one set of the AT mode, and no continuous command is output at the start of the set. The display control device 81 grasps that the continuous condition does not hold through not receiving a continuous command at the start of the set, and performs a process to perform an effect assuming that the continuous condition does not hold as the effect of this set.

[0237] <AT Boosting Process> Next, the AT boosting process executed in step S609 will be described while referring to the flowchart of FIG. 33. In the AT boosting process, separately from the above-mentioned continuous lottery, a boosting lottery for boosting the number of sets of the AT mode is performed. If the player wins in the boosting lottery, the player will continue until the next set regardless of the result of the continuous lottery for the next set.

[0238] First, in step S1001, a process of obtaining a random number for the boosting lottery is executed. The random number for the boosting lottery uses a dedicated counter in each counter area 106e. The dedicated counter is updated at a predetermined period, and in step S1001, the latest updated value of the counter is obtained. In the subsequent step S1002, the lottery result of the current game is grasped. Then, in step S1003, a process of obtaining a boosting lottery table from the various table storage areas 105a is executed.

[0239] As shown in FIG. 30, the bonus lottery table has a bonus winning rate set according to the lottery results of the games, and is configured so that bonus winnings are not possible for normal roles such as normal lip A to normal lip C and push order bell, which are easy to win in the lottery process of each game, while bonus winnings are possible for specific roles such as chance eye A to chance eye C, cherry A to cherry C, common bell, and watermelon, which are hard to win in the lottery process of each game. Among specific roles, for example, chance eye C is easier to win bonus winnings than chance eye A, and cherry C is easier to win bonus winnings than cherry A. The table is configured so that the more difficult the lottery results are to win in the lottery process of each game, the easier it is to win the bonus lottery. Note that the configuration may be such that bonus winnings are not possible when the lottery result of each game is a normal role, and that bonus lottery is not performed when the lottery result of each game is a normal role. In addition, the configuration may be such that an additional win is possible even when the lottery result of each game is a normal role, and the probability of an additional win with the normal role may be lower than the probability of an additional win with a specific role.

[0240] Furthermore, in this embodiment, if the game lottery result is a special role, as described above, the start AT lottery process is set up so that the AT mode transition will not be won, but in the AT addition process, the addition lottery is set up so that even if the result is a special role, the addition can be won.

[0241] After the add-on lottery table is acquired in step S1003, an add-on lottery is executed in step S1004. Specifically, it is determined whether the random number for the add-on lottery acquired in step S1001 is within the numerical range for winning set according to the lottery results of each game in the table acquired in step S1003, and if the random number for the add-on lottery is within the numerical range for winning, it is determined that an add-on has been won, and if the random number for the add-on lottery is outside the numerical range for winning, it is determined that an add-on has not been won. After the add-on lottery is executed in step S1004, it is determined in step S1005 whether or not the add-on lottery has been won. If the add-on lottery has not been won, the AT add-on processing is terminated as is. If the add-on lottery has been won, it is determined in step S1006 whether or not the continuation flag is set.

[0242] If the continuation flag is not set in step S1006, processing is executed to set the continuation flag in step S1007. Then, processing is executed to set the continuation command as an output target to the display control device 81 in step S1008, and then this AT addition processing is terminated. Upon receiving the continuation command, the display control device 81 executes processing to perform an effect corresponding to the continuation condition being met on the auxiliary display unit 65 and speaker 64.

[0243] On the other hand, if the continuation flag is set in step S1006, a process of adding 1 to the AT set counter is executed in step S1009. By adding 1 to the AT set counter in step S1009, it is determined that the AT mode will continue at least until the set after the current set. Note that in this embodiment, the AT set counter is uniformly added by 1 when an additional lottery is won, but a number of 2 or more may be added. For example, the number to be added to the AT set counter may be determined by lottery depending on the lottery result of the game that triggered the additional win.

[0244] In the next step S1010, a process is executed to set the set addition command as an output target to the display control device 81, and then this addition process is terminated. The set addition command is a command for making the display control device 81 aware of the fact that the addition lottery has been won and the value of the AT set counter. In a configuration in which multiple sets may be added with a single addition win, it is preferable to configure the set addition command to set information on the number of sets to be added. Upon receiving the set addition command, the display control device 81 executes a process to perform an effect corresponding to the set addition on the auxiliary display unit 65 and speaker 64.

[0245] In the lottery result response process (FIG. 28), after the process of step S607 or step S609 is executed, the process for notifying the pressing order of the stop switches 42 to 44 is executed in steps S610 to S619.

[0246] <Outline of push order notification> Prior to explaining the processing for pressing order notification executed in steps S610 to S619, 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.

[0247] First, the configuration of this instruction monitor 68 will be described with reference to Fig. 34. Fig. 34(a) is a front view of the instruction monitor 68, and Fig. 34(b) is a diagram for explaining the relationship between the display mode and display content of the instruction monitor 68.

[0248] As shown in FIG. 34(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.

[0249] Regarding the display segments N1 to N8 in more detail, 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 "0" to "6" and "9." 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 "0" to "6" and "9," "0." to "6." and "9.", and "."

[0250] 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.

[0251] The first display segment N1 to the seventh display segment N7 are display segments used to notify the operation order of push order roles, which result in different winning outcomes depending on the operation order of the stop switches 42 to 44, among operation mode roles in which the winning outcomes vary depending on the operation mode of the stop switches 42 to 44, and to notify the type of operation mode role.

[0252] 34(b), the displays of "1" to "6" correspond to the notification of the operation sequence of the push order combination, and for example, when the stop switches 42 to 44 are operated in the order of "left" → "center" → "right" to perform the stop operations in this order, the sixth display segment N6 and the seventh display segment N7 are lit to display "1." Also, when the stop switches 42 to 44 are operated in the order of "right" → "left" → "center" to perform the stop operations in this order, 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.

[0253] 34(c), "0" and "9" correspond to the notification of the type of operation mode role, and when the push order role in the operation mode role is a push order bell, the first display segment N1, the second display segment N2, and the fourth display segment N4 to the seventh display segment N7 are lit and "0" is displayed. In this case, although the player can know that he has won the push order bell from the display mode of the instruction monitor 68, even in the case of the push order bell, since the advantageous operation mode is not clearly indicated as in the case of FIG. 34(b), the advantageous operation mode cannot be known from the display mode of the instruction monitor 68.

[0254] Also, in the case of a special combination in the operation mode combination, the first display segment N1 to the third display segment N3 and the fifth display segment N5 to the seventh display segment N7 are lit up and "9" is displayed. As already explained, in the case of a special combination, if the stop switches 42 to 44 are operated in the first operation mode, the 33rd small combination win is achieved, and if the stop switches 42 to 44 are operated in the second operation mode, the first small combination win to the sixth small combination win are achieved, and these first operation mode and second operation mode are predetermined operation modes. In other words, when the instruction monitor 68 notifies the user of the special combination as described above, it is possible to achieve the first small combination win to the sixth small combination win, which have a large number of payout coins, by operating in the second operation mode.

[0255] 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.

[0256] 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.

[0257] 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.

[0258] 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.

[0259] Next, the push order notification effect performed on the auxiliary display unit 65 will be described with reference to Fig. 35. 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.

[0260] As shown in FIG. 35(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 bell, blue for 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.

[0261] When the player operates the middle stop switch 43, as shown in Figure 35(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.

[0262] When the player operates the right stop switch 44, as shown in Figure 35(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.

[0263] To explain the timing of the push order notification, the push order notification is set to be executed during the inactive period of the stop switches 42 to 44 from the start of rotation of each reel 32L, 32M, 32R through the acceleration period until the reels reach constant speed rotation. By configuring the push order notification to be executed at a timing before the operation of the stop switches 42 to 44 becomes active in this way, it becomes possible to recognize the operation order of the stop switches 42 to 44 and then operate the stop switches 42 to 44 as desired, allowing the game to proceed at a good tempo.

[0264] The process for notifying the push order in steps S610 to S619 will be explained.

[0265] That is, in step S610, it is determined whether the lottery result of this game was a push order bell win. If the push order bell win is a win, in step S611 it is determined whether the AT mode flag is set. If the AT mode flag is set, in step S612, the instruction monitor 68 is controlled so that push order notifications corresponding to the first to sixth small wins are performed according to the type of push order bell this time. Then, in step S613, a process is executed to set push order notification commands, each set to include information on the operation sequence corresponding to the first to sixth small wins, as targets for output to the display control device 81, and then this push order notification process is terminated. That is, in step S613, a process is executed to set one of the push order notification commands for the first to sixth small wins. The display control device 81, which has received these push order notification commands, controls the auxiliary display unit 65 and speaker 64 so that push order notification effects corresponding to the first to sixth small wins are performed.

[0266] If the AT mode flag is not set in step S611, the instruction monitor 68 is controlled in step S614 so that a group notification of the push order bell (Fig. 34(c)) is performed. That is, in step S614, the instruction monitor 68 is controlled so that a notification that the push order bell is one of the operation mode roles is performed. After that, the lottery result response process is terminated.

[0267] If it is determined in step S610 that the push order bell has not been won, it is determined in step S615 whether or not a special role has been won. If the special role has not been won, the lottery result response process ends. If the special role has been won, it is determined in step S616 whether or not the AT mode flag is set.

[0268] If the AT mode flag is not set in step S616, the instruction monitor 68 is controlled in step S617 so that a special combination notification (FIG. 34(c)) is performed. That is, in step S617, the instruction monitor 68 is controlled so that a notification that a special combination is present among the operation mode combinations is performed. After that, the lottery result response process is terminated.

[0269] If the AT mode flag is set in step S616, proceed to step S618. In step S618, the instruction monitor 68 is controlled so that the push order notification corresponding to the 6th small win is performed as a predetermined operation order among the operation orders corresponding to the 1st small win to the 6th small win. Then, in step S619, a process is executed to set the push order notification command for the 6th small win, which is set to include information on the operation order corresponding to the 6th small win, as an output target to the display control device 81, and then this push order notification process is terminated. Upon receiving this push order notification command, the display control device 81 controls the auxiliary display unit 65 and speaker 64 so that the push order notification performance corresponding to the 1st small win to the 6th small win is performed.

[0270] In this way, in this embodiment, if the game that won the push order bell among the operation mode roles is in AT mode, the instruction monitor 68 will notify the operation order of the stop switches 42 to 44 that will enable the first small role win to the sixth small role win, and a push order notification command containing information on the operation order will be output to the display control device 81, and a push order notification effect will be performed by the auxiliary display unit 65. On the other hand, if the game that won the push order bell is not in AT mode, the instruction monitor 68 will notify the fact that it is a push order bell, but will not notify the operation order of the stop switches 42 to 44 that will enable the first small role win to the sixth small role win, and the push order notification command containing information on the operation order will not be output to the display control device 81, so the push order notification effect will not be performed by the auxiliary display unit 65.

[0271] Furthermore, in this embodiment, in the lottery result command setting process of step S311 in the lottery process (Figure 19), in a game in which the push order bell is won, information regarding which push order bell result (IV11 to 22) is won is not output to the display control device 81.

[0272] Specifically, as shown in the flowchart of Figure 36(a), in step S1101, it is determined whether the current game is won with index value IV = 11 to 22 and whether any of the push order bells have been won. If the push order bell has not been won, in step S1102, a process is executed to set the lottery result command corresponding to each winning result as an output target to the display control device 81, and then this lottery result command setting process is terminated. That is, in step S1102, for example, if the win is with index value IV = 1, a lottery result command indicating a normal lip A is set, if the win is with index value IV = 8, a lottery result command indicating a cherry A is set, and if the win is with index value IV = 27, a lottery result command indicating a special role is set.

[0273] On the other hand, if it is determined in step S1101 that one of the push order bells has been won, then in step S1103 a process is executed to set the lottery result command indicating the push order bell group as an output target to the display control device 81, and then this lottery result command setting process is terminated. The lottery result command indicating the push order bell group includes information that one of the push order bells has been won, but is set so as not to include information about which push order bell has been won, that is, for example, information about winning the forward push bell 1 (information that the win was made when IV = 11) or information about winning the middle reverse push bell 2 (information that the win was made when IV = 18).

[0274] That is, as shown in FIG. 36(b), in this embodiment, information that the push order bell has been won is output to the display control device 81 as a lottery result command indicating the push order bell group, regardless of whether or not the AT mode is in effect. Then, in the AT mode, the push order notification commands for the first small role winning to the sixth small role winning are also output, thereby enabling the display control device 81 to execute the push order notification effect. In contrast, when not in the AT mode, the push order notification commands for the first small role winning to the sixth small role winning are not output to the display control device 81, and as described above, only the lottery result command indicating the push order bell group is output. Therefore, even though the display control device 81 is not in the AT mode, it is not possible to grasp the operation sequence of the stop switches 42 to 44 that can achieve the first small role winning to the sixth small role winning when the push order bell is won. By doing this, it is possible to prevent fraudulent acts such as illegally analyzing the commands output from the main control unit 101 to the display control unit 81 or the display control unit 81 in order to try to enjoy the benefits of AT mode even when the AT mode is not in effect (the benefit of being able to achieve the first to sixth small wins when the push order bell is won).

[0275] Moreover, in this embodiment, when a special role is won during the AT mode, among the first small role winning to the sixth small role winning and the 33rd small role winning, the push order notification for the sixth small role winning is executed on the instruction monitor 68, and the push order notification command for the sixth small role winning is output. By doing this, during the AT mode, it is possible to establish the sixth small role winning among the first small role winning to the sixth small role winning, which is the side with the larger number of payouts, rather than the 33rd small role winning, which is the side with the smaller number of payouts, and it is possible to improve the advantage of the AT mode.

[0276] Not only that, but among the first to sixth small prize winnings on the side with the larger payout number, the push order notification for the sixth small prize winning, which is a predetermined small prize (push order), is executed on the instruction monitor 68, and the push order notification command for the sixth small prize winning is output. By doing this, when a special prize is won, it becomes unnecessary to select which small prize winning from the first to sixth small prize winnings to establish, and it becomes possible to greatly simplify the processing.

[0277] Furthermore, as mentioned above, if a special role is won during the AT mode, it is subject to an additional lottery in the AT additional processing in the lottery result corresponding processing, but the winning probability of the additional lottery when the special role is won is higher than the winning probability of the additional lottery when the push order bell is won, and when a special role is won, there is a 10% probability of an additional win, while when the push order bell is won, an additional win is not set. In this case, when a special role is won during the AT mode, a push order notification for the 6th small role is issued among the push order notifications for the 1st to 6th small role wins that are notified when the push order bell is won, and a push order notification command for the 6th small role win is output among the push order notification commands for the 1st to 6th small role wins that are output when the push order bell is won, so that it is possible to successfully blend in a special role win during the AT mode with a push order bell win, giving the impression that an additional lottery is being held based on a push order bell win. This makes it possible to increase the attention that comes from winning the push order bell, while not increasing the benefits (such as the probability of winning the additional lottery) of winning the push order bell too much.

[0278] <Winning result processing> Next, the winning result response process performed in step S415 of 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.

[0279] First, in step S1201, it is determined whether either the first BB state flag or the second BB state flag is set, and it is determined whether the game to be started this time is in either of the BB states. If it is not in the BB state, it is determined in step S1202 whether the number of bets is 3. If it is in the BB state, it is determined in step S1203 whether the number of bets is 2. That is, the processing of steps S1201 to S1203 corresponds to the processing of steps S601 to S603 above, and is processing for determining whether it is a specific specified number specified in association with the gaming state. If it is not the specific specified number, the winning result processing ends without performing the processing for the display mode (processing for the instruction function) from step S1204 onwards.

[0280] If the determination in step S1202 or step S1203 is affirmative and the number of bets is the specific specified number, the process proceeds to step S1204. In step S1204, it is determined whether or not the AT mode flag is set. If the AT mode flag is not set, it is determined in step S1205 whether or not the AT mode winning flag is set. If neither the AT mode flag nor the AT mode winning flag is set and the AT mode transition lottery has not been won, the process proceeds to step S1206, and processing for the stop-time AT lottery is executed.

[0281] <AT lottery processing when stopped> The processing for the stop AT lottery in step S1206 will be explained with reference to the flowchart in Figure 38.

[0282] In step S1301, a process is executed to grasp the lottery result of the current game. In the following step S1302, it is determined whether the lottery result of the current game is a special combination. If it is a special combination, it is determined in step S1303 whether the operation mode of the stop switches 42 to 44 of the current game is the first operation mode.

[0283] As already explained, in a game in which a special role is won, if the stop switches 42 to 44 are operated in the first operation mode, the 33rd small role win is achieved, and if they are operated in the second operation mode, the 1st small role win to the 6th small role win are achieved. In this case, the operation timing and operation sequence of each stop switch 42 to 44 may be temporarily stored in a register or the like, and whether or not the first operation mode is used may be determined in step S1303, or the winning result may be ascertained and the 33rd small role win is achieved (none of the 1st to 6th small role wins is achieved), so that it may be determined that the operation was performed in the first operation mode.

[0284] In particular, in the case of a configuration in which the 33rd small win cannot be achieved even in the first operation mode and a miss occurs, or in which the 1st to 6th small wins cannot be achieved even in the second operation mode and a miss occurs, it is preferable to store the operation timing and operation sequence of each stop switch 42-44 as in the former case, and determine which operation mode is based on that information. Conversely, as in this embodiment, if the configuration is such that the 33rd small win is not missed if at least the first operation mode is used, it is preferable to determine that the operation was performed in the first operation mode because the 33rd small win is achieved, and if the 1st to 6th small wins are achieved and a special win is achieved, it may be determined that the operation was performed in the second operation mode rather than the first operation mode.

[0285] If it is determined in step S1303 that the operation was performed in the first operation mode when the special role was won, or if it is determined in step S1302 that the lottery result was other than the special role, the process of decrementing the ceiling counter is executed in steps S1304 to S1306, and then the process of AT mode transition lottery etc. is executed in steps S1307 to S1323. On the other hand, if it is determined in step S1303 that the operation was performed in the second operation mode instead of the first operation mode when the special role was won, the process for AT lottery at stop is ended as it is without performing the process of decrementing the ceiling counter or the lottery for AT mode transition etc.

[0286] That is, as described above, when a special role is won, the 33rd minor role is achieved by operating the stop switches 42-44 in the first operation mode, and the 1st to 6th minor role wins, which result in a larger number of medals being paid out than when the 33rd minor role is won, are achieved by operating the stop switches 42-44 in the second operation mode. In this configuration, the first operation mode executes the ceiling counter decrement process and the AT mode transition lottery, while the second operation mode does not. Furthermore, the start-time AT lottery process does not execute the AT mode transition lottery or the CZ mode transition lottery based on the special role win. Therefore, although the number of medals paid out is greater when the second operation mode is used than when the first operation mode is used when a special role is won, the second operation mode executes the instruction function-related processing in a more limited manner than the first operation mode. In this way, the game is diversified by allowing the player to choose which benefit to enjoy.

[0287] In the process for subtracting the ceiling counter, a subtraction value lottery process is executed in step S1304. In the subtraction value lottery process, a ceiling subtraction value table is obtained from the various table storage area 105a, and the value to be subtracted from the ceiling counter in the current game is determined by lottery based on the lottery result grasped in step S1301. As shown in FIG. 39, in this embodiment, the subtraction value is set to 1 to 100, and for lottery results other than special roles, 1 is generally likely to be selected, including misses, and when a specific role, such as a rare role, is won, a subtraction value greater than 1 may be subtracted from the ceiling counter. On the other hand, when a special role is won, the probability of selecting a subtraction value greater than 1 is set higher than when a specific role is won.

[0288] After executing the subtraction value lottery process in step S1304, a subtraction value command is set as an output target to the display control device 81 in step S1305. The subtraction value command includes information on the subtraction value for the current game. Then, in step S1306, a subtraction value selected in step S1304 is subtracted from the ceiling counter. Incidentally, if the ceiling counter becomes 0, as described above, an AT mode win flag is set in the AT lottery process at the start of the next game. In step S1306, if the current subtraction value is greater than the remaining number in the ceiling counter, the ceiling counter is set to 0 so that it does not become a negative value. This makes it possible to prevent errors caused by negative values. However, if the current subtraction value is greater than the remaining number in the ceiling counter, an advantageous event may be generated for the player. The advantageous event may be generated depending on the difference between the remaining number and the subtraction value, or the type of advantageous event may be different. Advantageous events may include, for example, adding an additional AT mode to the set, making it easier to select the advantageous second AT mode as a type of AT mode, generating a setting value suggestion effect, or displaying a rare image.

[0289] After the ceiling counter is decremented in step S1306, processing for AT mode lottery is executed in steps S1307 to S1311. That is, in step S1307, it is determined whether or not the CZ mode flag or CZ mode winning flag is set. If neither flag is set, processing is executed in step S1308 to acquire a normal AT mode transition lottery table upon stop from the various table storage area 105a. On the other hand, if the CZ mode flag or CZ mode winning flag is set and the game is in CZ mode or a transition to CZ mode has been confirmed, processing is executed in step S1309 to acquire a CZ AT mode transition lottery table upon stop from the various table storage area 105a.

[0290] As shown in Figure 39, these AT mode transition lottery tables for normal play when the machine is stopped and for CZ play when the machine is stopped are set up so that a special combination can result in an AT mode transition win, but are set up so that other lottery results do not result in an AT mode transition win. This is because for lottery results other than special combinations, the AT mode transition lottery is performed in the start-time AT lottery process, and this prevents the payout rate from rising due to overlapping transition lotteries being performed at the start and when the machine is stopped. Also, when comparing the AT mode transition lottery table for normal play when the machine is stopped and the AT mode transition lottery table for CZ play when the machine is stopped, they are set up so that, as with the start-time lottery, the CZ lottery is more likely to result in an AT mode transition win than the normal lottery.

[0291] The relationship between the appearance rate (winning probability) of each lottery result in the 3-bet game and the winning probability of the AT mode shift lottery based on the lottery result will be described with reference to FIG.

[0292] As already explained, in the start-time AT lottery process, the lottery result with a lower appearance rate in each game is set to be more likely to result in an AT mode transition win. For example, chance eye A, which appears with a probability of approximately 1 in 164, will result in an AT mode transition win with a 3% probability in CZ mode, and chance eye B, which appears with a probability of approximately 1 in 262, will result in an AT mode transition win with a 5% probability in CZ mode. In this case, in CZ mode, the probability of an AT mode transition win triggered by chance eye A is approximately 1 in 5,460, and the probability of an AT mode transition win triggered by chance eye B is approximately 1 in 5,240. In contrast, in the stop-time AT lottery process, when a special role is won, which appears with a probability of approximately 1 in 20, operating in the first operation mode will result in an AT mode transition win with a probability of approximately 1 in 40, and in CZ mode, the probability of an AT mode transition win triggered by a special role is approximately 1 in 200.

[0293] In other words, the probability that a special role will trigger a win to switch to AT mode is set to be overwhelmingly higher than other results. Specifically, in CZ mode, a special role will trigger a win to switch to AT mode with a probability of approximately 1 in 200, and a role other than a special role will trigger a win to switch to AT mode with a probability of approximately 1 in 178, meaning that in CZ mode, a special role will trigger a win to switch to AT mode with a probability of approximately 50%.

[0294] However, as mentioned above, if the stop switches 42 to 44 are operated in the second operation mode instead of the first operation mode in a game in which a special role is won, the AT mode transition lottery itself will not be held. Therefore, in a game in which the aim is to win the AT mode transition, it is more advantageous for the player to operate the stop switches 42 to 44 in the first operation mode when a special role is won, even if the number of medals paid out is small.

[0295] After each transition lottery table is acquired, an AT mode transition lottery is executed in step S1310, and it is then determined in step S1311 whether or not the AT mode transition lottery has been won.

[0296] If the AT mode transition is won, processing for winning the AT mode is executed in steps S1312 to S1315, and if the AT mode transition is not won, processing for CZ mode is executed in steps S1316 to S1319. After that, processing for premonition mode is executed in steps S1320 to S1323, and then the processing for the stop-time AT lottery is terminated. The processing of steps S1312 to S1323 is the same as the processing of steps S809 to S820 in the start-time AT lottery processing.

[0297] In addition, even in the stop AT lottery process, if the AT mode transition is won or the CZ mode transition is won, the number of premonition games is set and a premonition command is output. If the AT mode transition is won during CZ mode, the number of premonition games is set to 0. In this case, in the premonition game number process (step S1208) executed following this stop AT lottery process, processing to start the AT mode from the next game is performed. In other words, whether the AT mode transition is won in the start AT lottery process during CZ mode or the AT mode transition is won in the stop AT lottery process, a notification that the AT mode transition has been won in the current game is similarly issued, and the AT mode will start from the next game.

[0298] Returning to the explanation of the prize result response process (FIG. 37).

[0299] If it is determined in step S1205 that the AT mode transition lottery has already been won, or after the stop AT lottery processing has been executed in step S1206, the process proceeds to step S1207. In step S1207, it is determined whether the premonition flag is set. If the premonition flag is set, in step S1208, processing for the number of premonition games is executed, and then the winning result processing is terminated.

[0300] On the other hand, if the premonition flag is not set in step S1207, it is determined in step S1209 whether the CZ mode flag is set. If the CZ mode flag is set and the game is in CZ mode, the CZ game count process is executed in step S1210, and then the winning result process is terminated. If the determination in step S1209 is negative, the winning result process is terminated.

[0301] If the AT mode flag is set in step S1204 and the game is in AT mode, processing for the number of AT games is executed in step S1211, and then the processing for winning results is terminated.

[0302] Below, we will explain the processing for the number of premonition games, the processing for the number of CZ games, and the processing for the number of AT games.

[0303] <Processing for the number of premonition games> In the process for the number of premonition games, as shown in Figure 41, a process is executed in step S1401 to subtract 1 from the premonition counter. Note that in the process for setting the number of premonition games in the process for the start AT lottery or the process for the stop AT lottery, if the number of premonition games is set to 0 (if 0 is entered into the premonition counter), the premonition counter is not subtracted in step S1401. Then, in step S1402, it is determined whether the premonition counter is 0, and if it is not 0, the process for the premonition mode is terminated. If the premonition counter is 0, a process is executed in step S1403 to clear the premonition flag.

[0304] In the following step S1404, it is determined whether the AT mode win flag is set, thereby determining whether the current premonition mode was entered based on winning the AT mode transition lottery. If the AT mode win flag is not set and the current premonition mode was entered based on winning the CZ mode transition lottery, the process proceeds to step S1405. In step S1405, the CZ mode win flag is cleared. Then, in step S1406, the CZ mode flag is set, and in step S1407, a predetermined number of 10 is entered 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 determine the number of games remaining in the CZ mode and is decremented by one each time one game is played in the CZ mode. Thereafter, in step S1408, a CZ start command is set as an output target to the display control device 81, and the premonition mode process is terminated. Upon receiving the CZ start command, the display control device 81 controls the auxiliary display unit 65 and speaker 64 to notify the player that they have won the CZ mode transition lottery, as well as notifying the player that CZ mode will begin.

[0305] If the AT mode win flag is set in step S1404 and the current premonition mode is a premonition mode based on winning the AT mode transition lottery, then in step S1409, a process is executed to clear the AT mode win flag. Then, in step S1410, a process is executed to set an AT mode flag in the various flag storage area 106d. In the following step S1411, a continuation rate setting process is executed. As described above, the AT mode in this embodiment is a set-managed AT mode in which a predetermined number of games constitutes one set, and is configured to continue in the AT mode until a win in the set continuation lottery is not achieved in a situation where there are no remaining sets (a situation where the AT set counter is 0), and the continuation rate setting process in step S1411 is a process to set the probability of winning the continuation lottery (continuation rate).

[0306] In this embodiment, as shown in FIG. 42, the selection probability of multiple continuation rates (90%, 60%, 10%) is set to vary depending on the setting value set in the winning probability setting process, and in step S1411, which continuation rate to select is determined by lottery based on the setting value. Specifically, the higher the setting value (the higher the ball payout rate), the more likely a higher continuation rate is to be selected. For example, a 60% continuation rate is selected with a 30% probability at setting 1, but with a 70% probability at setting 6. However, a 90% continuation rate is more likely to be selected with odd-number settings than with even-number settings, and the most likely setting is setting 5. When a 90% continuation rate is selected, a 90% flag is set in the various flag storage area 106d. When a 60% continuation rate is selected, a 60% flag is set in the various flag storage area 106d. When a 10% continuation rate is selected, a 10% flag is set in the various flag storage area 106d. The information indicating each of these continuation rates (90% flag, 60% flag, 10% flag) is a flag that is cleared when the AT mode to which the player is currently transferred ends. In other words, once the continuation rate of the AT mode is set, the continuation lottery for each set is held at that continuation rate until the AT mode ends.

[0307] After the continuation rate setting process is executed in step S1411, the process of inputting 18 to the AT game counter is executed in step S1412. As described above, the AT game counter is a counter that allows the CPU 102 to grasp the number of games until one set of AT mode is completed, and is a counter that is decremented by 1 each time one game is completed. If the continuation condition is met when the AT game counter reaches 0, the predetermined number of 18 is input to the AT game counter again, and if the continuation condition is not met when the AT game counter reaches 0, the AT mode ends.

[0308] After that, in step S1412, a process of setting the AT start command as an output target to the display control device 81 is executed, and the process for the precursor mode ends. The display control device 81 that has received the AT start command controls the auxiliary display unit 65 and the speaker 64 to perform an effect corresponding to the start of the AT mode. In this case, the AT mode will be started from the next game after the game that ends this time.

[0309] <CZ game count processing> In the CZ game count processing, as shown in the flowchart of FIG. 43, in step S1501, a process of decrementing the CZ game counter by 1 is executed. In the subsequent step S1502, based on the processing result of step S1501, it is determined whether the CZ game counter has become 0. If the CZ game counter has not become 0, the CZ mode processing is terminated as it is.

[0310] If the CZ game counter has become 0, in step S1503, a process of clearing the CZ mode flag is executed. After that, in step S1504, a process of setting the CZ end command as an output target to the display control device 81 is executed, and then this CZ mode processing ends. The display control device 81 that has received the CZ end command controls the auxiliary display unit 65 and the speaker 64 to notify that the CZ mode has ended.

[0311] As already described, when winning the AT mode transition lottery during the CZ mode, the CZ mode ends at that time and transitions to the precursor mode. Therefore, when the CZ mode ends by clearing the CZ mode flag in step S1503, it means that the AT mode transition lottery was not won during the CZ mode.

[0312] <AT game count processing> In the AT game number processing, as shown in the flowchart of Figure 44, in step S1601, processing is executed to subtract 1 from the AT game counter. In the following step S1602, based on the processing result of step S1601, it is determined whether or not the AT game counter has become 0. If the AT game counter has not become 0, the AT mode processing is terminated.

[0313] If the AT game counter is 0, it is determined in step S1603 whether or not the continuation flag is set. If the continuation flag is set and the continuation condition is met, processing for moving to the next set (steps S1604 to S1606) is executed. On the other hand, if the continuation flag is not set in step S1603, processing for ending the AT mode (steps S1607 to S1610) is executed.

[0314] If the continuation condition is met in step S1603, the continuation flag is cleared in step S1604. Then, in step S1604, 18 is input to the AT game counter, and in step S1606, a set update command is set as an output target to the display control device 81, and then the AT mode processing is terminated. Upon receiving the set update command, the display control device 81 executes processing to update the effects of the auxiliary display unit 65 and speaker 64 in response to the transition of the AT mode set.

[0315] On the other hand, if the continuation condition is not met in step S1603, the AT mode flag is cleared in step S1607, and the continuation rate information (90% flag, 60% flag, 10% flag) is cleared in step S1608. Then, in step S1609, an AT mode end flag is set in the various flag storage area 106d. After that, in step S1610, an AT end command is set as an output target to the display control device 81, and then this AT mode processing is terminated. The AT mode end flag is a flag for terminating the advantageous zone when the AT mode is terminated. Upon receiving the AT mode end command, the display control device 81 controls the auxiliary display unit 65 and speaker 64 to perform an effect corresponding to the end of the AT mode.

[0316] <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.

[0317] <First section display process> First, the first section display process will be described with reference to Fig. 45. The first section display process is a process carried out in step S314 of the lottery process (Fig. 19), and is carried out after the lottery result of the game is determined based on the operation of the start lever 41, and a lottery for switching the display mode, etc. (lottery result corresponding process) is carried out based on the lottery result.

[0318] In step S1701, it is determined whether the eighth display segment N8 as a section indicator is being displayed, more specifically, whether the eighth display segment N8 is being lit. As already explained, when the eighth display segment N8 is being lit, it indicates that it is a specific section among the advantageous sections where at least the notification conditions for the push order notification to occur are met. If a negative determination is made in step S1701 and it is determined that the eighth display segment N8 is being turned off, the process proceeds to step S1702.

[0319] In step S1702, it is determined whether or not an advantageous zone winning game flag has been set in the various flag storage area 106d. The advantageous zone winning game flag is a flag that is set when the advantageous zone transition lottery is won in the advantageous zone transition lottery process, and is a flag that allows the CPU 102 to identify that it is the winning game. If the advantageous zone winning game flag is set, processing is executed in step S1703 to clear the advantageous zone winning game flag. Then, processing is executed in step S1704 to set the advantageous zone flag.

[0320] In step S1705, a process is performed to count the number of games played in the advantageous zone, more specifically, to start measuring the advantageous zone game count AG in the various counter areas 106e. The advantageous zone game count AG corresponds to a means for determining the number of games played in the advantageous zone. Then, in step S1706, advantageous zone transition processing is executed. The advantageous zone transition processing is a process for setting the state and advantageous degree of the advantageous zone to be transitioned to this time. Specifically, in the advantageous zone transition processing, the above-mentioned ceiling counter is set by lottery or the like, and the ceiling game count that allows transition to the AT mode without winning the AT mode transition lottery after transition to the advantageous zone is set. The ceiling counter lottery may be performed using, for example, a setting value or the lottery results of the game in question. It is preferable to make it so that a shorter ceiling game count is more likely to be selected for higher settings, a shorter ceiling game count is more likely to be selected for even settings than for odd settings, or a shorter ceiling game count is more likely to be selected for less likely winning results of the current game lottery. Then, a value corresponding to the ceiling game number determined by lottery can be input into the ceiling counter, and for example, by outputting a ceiling command including information corresponding to the ceiling counter to the display control device 81, a presentation suggesting the ceiling game number can be displayed on the auxiliary display unit 65 or speaker 64.

[0321] In this embodiment, the maximum number of ceiling games is set to 700. In other words, after moving to the advantageous zone, normally, the ceiling counter will become 0 after at least 700 games have been played, and the AT mode winning flag will be set.

[0322] However, as mentioned above, if each game is not played with the specified number of bets, the ceiling counter is not decremented. Furthermore, if the stop switches 42-44 are operated in the second operation mode instead of the first operation mode when a special role is won, the ceiling counter is also not decremented. Therefore, even if the number of games actually played reaches 700 or more, the ceiling counter may not reach 0 and the AT mode win flag may not be set. Furthermore, the ceiling counter may be decremented by a value greater than 1 in each game, and the ceiling counter may reach 0 before the number of games corresponding to the ceiling counter value set at the time of transition to the advantageous zone is played.

[0323] In the first section display process, after the advantageous section transition process is executed in step S1706, the eighth display segment N8 is turned on in step S1707 to start displaying the section indicator.

[0324] If it is determined in step S1701 that the eighth display segment N8 is being displayed as a section indicator, then in step S1708, processing is executed to continue the display during the advantageous section. Specifically, in step S1708, processing is executed to continue the situation in which the eighth display segment N8 is lit. In other words, processing to end the display of the section indicator is not executed in this section display first processing.

[0325] If it is determined in step S1702 that the advantageous zone winning game flag is not set, then after executing the display start process in step S1707 or after executing the display continuation process in step S1708, it is determined in step S1709 whether or not the AT mode flag is set. If it is determined in step S1709 that none of the AT mode flags are set, then in step S1710, a process is executed to add 1 to the first role ratio counter provided in the various counter area 106e. The first role ratio counter is a counter for counting the number of games in which no push order notification occurs, that is, the number of games in the normal zone and the non-specific zone.

[0326] On the other hand, if it is determined in step S1709 that any of the AT mode flags is set, in step S1711, a process is executed to add 1 to the role ratio second counter provided in the various counter area 106e. The role ratio second counter is a counter for counting the number of games in which a push order notification can be generated, that is, the number of games in a specific section.

[0327] After the processing of step S1710 or step S1711 is executed, a role ratio calculation process is executed in step S1712. In this process, the value of the role ratio second counter is divided by the sum of the role ratio first counter and the role ratio second counter (total number of games). In other words, the role ratio calculation process is a process that calculates the proportion of the number of games in which a push order notification may occur out of the total number of games. Then, in step S1713, a process is executed to display the calculation processing result of step S1712 on the role ratio monitor 77.

[0328] As shown in FIG. 5, the win ratio monitor 77 has multiple 7-segment displays each consisting of seven display segments. Specifically, the win ratio monitor 77 has a first display section 77a, a second display section 77b, a third display section 77c, a fourth display section 77d, and a fifth display section 77e as 7-segment displays. The display segments in the first display section 77a to the fifth display section 77e have individual light sources made of LEDs, similar to the display segments N1 to N7 of the instruction monitor 68. By controlling the on / off of these individual light sources, it is possible to light up any one display segment or any combination of display segments. As a result, each win ratio monitor 77 individually displays a predetermined symbol (including alphabets and numbers), and in particular, the win ratio monitor 77 is capable of displaying five-digit numbers.

[0329] In step S1713, the result of the calculation process in step S1712 is output to the role ratio monitor 77, and display control is performed on each display section 77a to 77e on the role ratio monitor 77 so that a four-digit number is displayed on the role ratio monitor 77. Specifically, a number smaller than 1 and with four decimal places, such as "0.5012," is displayed on the role ratio monitor 77 as the ratio of the number of games in which a push order notification may occur to the total number of games. After the process of step S1713 is executed, the first section display process is terminated.

[0330] Note that the configuration may be such that the display of the role ratio monitor 77 is controlled after the process of rounding off the number to the fifth decimal place in the calculation process of step S1712. Furthermore, since the first display unit 77a of the role ratio monitor 77 basically displays "0", the first display unit 77a may not be provided, or the first display unit 77a may be configured to always display "0" by printing or the like. Furthermore, it is preferable to configure the first display unit 77a and the second display unit 77b to display a decimal point by printing or the like between them.

[0331] <Second section display process> Next, the second section display process will be described with reference to the flowchart in Fig. 46. As already explained, the second section display process is a process that is carried out in step S416 of the reel control process, and is carried out at the end of one game after medal payout (payout determination process) and transition of the game state based on the winning result (winning result response process) have been carried out.

[0332] In step S1801, it is determined whether or not the advantageous zone flag is set. If it is not set, the second zone display process is terminated. If the advantageous zone flag is set, in step S1802, a process is executed to count the number of games in the advantageous zone. Specifically, a process is executed to add 1 to the number of games in the advantageous zone AG. In the following step S1803, a process is executed to update the advantageous zone increase / decrease number MY (MY counter) provided in the various counter area 106e.

[0333] In the MY update process in step S1803, provided that the result of the current game is not a replay win, the number of coins inserted (number of coins bet) is subtracted from the number of coins paid out, and the subtraction result is added to the number of coins increased or decreased in the advantageous zone MY, thereby updating the number of coins increased or decreased in the advantageous zone MY.

[0334] After executing the MY update process in step S1803, a remaining game number management process is executed in step S1804, followed by a remaining coin number management process in the following step S1805. The remaining game number management process is a process for managing whether the advantageous zone reaches the upper limit number of games (1500 games) with the current remaining number of games based on the number of games remaining in the AT mode, etc. The remaining game number management process determines, for example, whether the sum of the advantageous zone game number AG (the number of games played in the advantageous zone) and the AT game counter (the number of games remaining in the AT mode) is greater than the upper limit number of games in the advantageous zone. If such a situation exists, a first excess flag is set in the various flag storage area 106d as a flag for identifying the situation, and a first excess command including information that the first excess flag has been set is set as an output target to the display control device 81. The remaining coin management process is a process for managing whether the advantageous zone will reach its upper limit increase (2,400 coins) with the current remaining number of games, based on the number of games remaining in the AT mode, etc. The remaining payout coin management process determines, for example, whether the sum of the expected increase calculated from the AT game counter and the average increase per game in the AT mode and the current increase / decrease coin number MY in the advantageous zone is greater than the increase / decrease coin number in the advantageous zone. If this is the case, a second excess flag is set in the various flag storage area 106d as a flag for identifying the situation, and a second excess command including information that the second excess flag has been set is set to be output to the display control device 81.

[0335] After the remaining game number management process and remaining coin number management process are executed, in step S1806, it is determined whether the number of games in the advantageous zone AG has reached the upper limit of 1500, or whether the number of coins increased or decreased in the advantageous zone MY has reached the upper limit of 2400. If either of these forced termination conditions is met, in step S1807, the number of games in the advantageous zone AG and the number of coins increased or decreased in the advantageous zone MY are cleared to 0. In the following step S1808, a process is performed to terminate the display of the eighth display segment N8 as a zone indicator. Then, in step S1809, a process is executed to initialize parameters and information such as various flags and counters in the advantageous zone, and then this second zone display process is terminated.

[0336] Specifically, the initialization process for the advantageous zone information in step S1809 executes a process to reset flags and counters set at the transition to the current advantageous zone, and flags and counters set during the current advantageous zone, to their initial values. For example, if the advantageous zone flag or various AT mode flags are set and not cleared, these flags are cleared. Furthermore, if the advantageous zone game count AG, the advantageous zone increase / decrease number MY, the counter for the number of continuing games in AT mode, the AT preparation counter, etc. are greater than 0, all of these counters are reset to 0. In other words, this initialization process for the advantageous zone information initializes all variables and parameters that affect the performance of the push order notification for the advantageous zone as a favorable state using the push order notification, and is a process to clear RAM for such variables and parameters.

[0337] If it is determined in step S1806 that the number of games in the advantageous zone AG has not reached the upper limit and the number of coins increased or decreased in the advantageous zone MY has not reached the upper limit increase number, the process proceeds to step S1810, where it is determined whether the AT mode end flag is set. If the AT mode end flag is set, the process proceeds to step S1807, where processing for ending the advantageous zone is executed. If the AT mode end flag is not set, processing for ending the advantageous zone is executed as is.

[0338] <Performance setting processing> The effect setting process executed by the CPU 181 of the display control device 81 will be described with reference to the flowchart of Fig. 47. The effect setting process is initiated by the CPU 181 at predetermined intervals (for example, every 2 msec).

[0339] In the performance setting process, first, in step S1901, it is determined whether or not a new command has been received from main control device 101. If a new command has been received, in step S1902, a process is executed to store the received command in RAM 183. RAM 183 is provided with a command storage area, which is configured as a ring buffer capable of individually storing multiple commands and from which previously stored commands can be read.

[0340] If a negative determination is made in step S1901, or after the processing of step S1902 has been executed, it is determined in step S1903 whether or not the newly received command is a betting command. A betting command is a command output from the main control device 101 in response to a betting operation, such as a betting command set in step S206 of the normal processing. If it is a betting command, a betting effect setting process is executed in step S1904 to set effects based on the current betting operation.

[0341] If a negative determination is made in step S1903, or after the processing of step S1904 has been executed, it is determined in step S1905 whether the newly received command was a start command. A start command is a command output from the main control device 101 based on the operation of the start lever 41, and includes a lottery result command set in step S311 of the lottery processing, as well as a premonition command, a continuation command, a set addition command, and a push order notification command set in the lottery result response processing (FIG. 27) or the like. If the command is one of these start commands, a start effect setting processing is executed in step S1906.

[0342] If a negative decision is made in step S1905, or after the processing of step S1906 has been executed, in step S1907 it is determined whether the newly received command is a command at the time of each stop operation. A command at the time of each stop operation is a command output from main control device 101 based on the stop operation of each of reels 32L, 32M, and 32R, and is a stop command set in step S406 of the reel control processing (FIG. 22). If the stop command is a stop command at the time of each stop operation, in step S1908 a process for setting effects at the time of each stop operation is executed to set effects based on the current stop operation.

[0343] If a negative determination is made in step S1907, or after the processing of step S1908 has been executed, in step S1909 it is determined whether the newly received command is an all stop command. An all stop command is a command output from the main control device 101 when all reels 32L, 32M, and 32R have stopped, and includes the winning result command set in step S419 of the reel control processing (FIG. 22), as well as the first BB start command, second BB start command, first BB end command, second BB end command, premonition command, CZ start command, AT start command, CZ end command, set update command, AT end command, etc., which are set in the bonus state processing (FIG. 24) or winning result corresponding processing (FIG. 36). If the command is one of these all stop commands, in step S1910 an all stop effect setting process is executed.

[0344] If a negative decision is made in step S1909, or after the processing of step S1910 has been executed, other processing is executed in step S1911, and then the effect setting processing is terminated. In step S1911, the auxiliary display unit 65, speaker 64, etc. are controlled so that the various effects set in the above-mentioned effect setting processing are executed at the corresponding timing. Also, in step S1911, settings are made for effects based on commands from the main control device 101 other than when betting, starting, or stopping (for example, effects based on operation of the settlement switch 59), effects based on signals from sensors connected without going through the main control device 101 (such as an effect switch detection sensor), settings for error notification, etc.

[0345] The following describes the start-time performance setting process and the full-stop performance setting process.

[0346] <Start-up performance setting process> The start-time effect setting process in step S1906 will be described with reference to the flowchart in FIG.

[0347] In step S2001, it is determined whether the received lottery result command is a lottery result command indicating a push order bell group. As already explained, in the lottery result command setting process in this embodiment (Figure 36(a)), if it is one of the push order bells, a lottery result command indicating the push order bell group is output, rather than a lottery result command indicating an individual result. In step S2001, if a lottery result command indicating a push order bell group is received and it is a game in which one of the push order bells has been won, proceed to step S2002.

[0348] In step S2002, it is determined whether any push order notification command has been received. As already explained, if any push order bell is won during AT mode, a push order notification command corresponding to the operation sequence for achieving the first to sixth small wins is output according to the type of push order bell that has been won (see Figure 36 (b)). If any push order notification command has been received, in step S2003, settings are executed so that the corresponding push order notification performance is performed on the auxiliary display unit 65 and speaker 64.

[0349] If it is determined in step S2001 that a lottery result command indicating a push order bell group has not been received, it is determined in step S2004 whether a lottery result command indicating a special role has been received. If the determination in step S2004 is affirmative and the lottery result of this game is a special role, it is determined in step S2005 whether a push order notification command has been received. As already explained, in a game in which a special role is won during AT mode, a push order notification command corresponding to the operation sequence that results in the sixth small role winning among the first to sixth small role winnings is output (see Figure 36(b)). If a push order notification command has been received, the process proceeds to step S2003, where settings are executed so that the push order notification effect for the sixth small role winning is displayed on the auxiliary display unit 65 and speaker 64.

[0350] If it is determined in step S2004 that a lottery result command indicating a special role has not been received, it is determined in step S2006 whether a lottery result command indicating any specific role has been received. As already explained, a specific role is a lottery result called a rare role that is unlikely to appear (to win) as a lottery result for each game. In this embodiment, chance eye A to chance eye C, cherry A to cherry C, and watermelon are set as specific roles. As shown in FIG. 30, in the AT mode transition lottery in the start AT lottery process triggered by these lottery results, the probability of winning the AT mode transition lottery is set to be higher than other lottery results. Furthermore, in the AT mode additional lottery, if a specific role is won, the additional lottery can be won, while if a normal role such as normal lip A is won, the additional lottery cannot be won. If the lottery result for this game is a specific role win, processing to set a specific role notification effect is executed in step S2007. In the setting process of the specific role notification effect, a setting is executed so that the specific role notification that the lottery result of this game is one of the above specific roles is performed on the auxiliary display unit 65 and the speaker 64. For example, as the specific role notification, an effect is set in which three exclamation mark characters are displayed on the auxiliary display unit 65 in correspondence with the three stop switches 42 to 44 provided.

[0351] If a negative judgment is made in step S2002, step S2005, or step S2006, or after the processing of step S2003 or step S2007 has been executed, the process proceeds to step S2008. In step S2008, a start-time premonition effect setting process is executed. In the start-time premonition effect setting process, a process for setting the premonition mode is executed based on the premonition command output and set in the start-time AT lottery process in the main control device 101, and a process for setting the premonition effect for each game in the premonition mode is executed. This start-time premonition effect setting process will be described in detail later.

[0352] In the following step S2009, it is determined whether or not the sub-side CZ flag is set in the various flag storage area 183a. The sub-side CZ flag is a flag that allows the CPU 181 to know that it is in CZ mode. If the sub-side CZ flag is set, in step S2010, a start CZ effect setting process is executed. In the start CZ effect setting process, a process is executed to set the effect of the game that is starting this time, depending on the lottery results of each game in CZ mode. This start CZ effect setting process will also be explained in detail later.

[0353] If a negative decision is made in step S2009, or after the processing of step S2010 has been executed, an AT effect setting process is executed in step S2010. In the AT effect setting process, in a set-managed AT mode in which 18 games are a predetermined number, a battle effect is set as the effect in one set, for example, in which an ally character faces off against an enemy character, and if the continuation condition of the set is met, the ally character wins, and if the continuation condition is not met, the ally character is defeated and the enemy character wins. In this case, for example, in each of the first 10 games of one set of games, a confrontation effect in which an ally character faces off against an enemy character is executed, and in each of the last 8 games of the set of games, a battle effect in which an ally character faces off against an enemy character is executed.

[0354] After the AT effect setting process is executed in step S2011, other start-time effect setting processes are executed in step S2012, and then this start-time effect setting process is terminated. In step S2012, for example, a process is executed to set an effect suggesting the lottery result in response to the start of the game, or to turn off the lamp around the start lever 41 to notify that the operation has been accepted, etc.

[0355] <Performance setting process when all stops> Next, the effect setting process at full stop in step S1910 in the effect setting process (Fig. 47) will be described with reference to the flowchart in Fig. 49. As already explained, the effect setting process at full stop is a process for setting effects when a newly received command is a command at full stop such as a winning result command, a first BB start command, a second BB start command, a first BB end command, a second BB end command, a premonition command, a CZ start command, an AT start command, a CZ end command, a set update command, or an AT end command.

[0356] In step S2101, it is determined whether a CZ start command has been received. If a CZ start command has been received, in step S2102, a process is executed to set the sub-side CZ flag in the various flag storage area 183a, and in step S2103, an effect setting process is executed to display the CZ start effect as a bet-time effect for the next game on the auxiliary display unit 65 and speaker 64. For example, as shown in FIG. 50(a), the CZ start effect displays on the auxiliary display unit 65 that the CZ mode will start from the current game and the number of games remaining in the CZ mode (10). In other words, if a CZ start command has been received as a stop command, after the current game ends, the CZ start effect will be executed based on a bet operation for the next game. By setting the sub-side CZ flag in step S2102, a positive determination is made in step S2009 in the start-time effect setting process for the next game, and the start-time CZ effect setting process is executed.

[0357] If a negative judgment is made in step S2101, it is determined in step S2104 whether the above-mentioned sub-side CZ flag has already been set. If it has already been set and the game to be ended is a game in CZ mode, a stop CZ effect setting process is executed in step S2105. The stop CZ effect setting process is a process for modifying the effects in CZ mode that were set in the start CZ effect setting process at the start of the game when the game ends. This stop CZ effect setting process will be explained in detail later.

[0358] If a negative determination is made in step S2104, it is determined in step S2106 whether or not an AT start command has been received. If an AT start command has been received, a process of setting a sub-side AT flag in the various flag storage area 183a is executed in step S2107, and then an AT start process is executed in the following step S2108. The AT start process, for example, executes a process of inputting the number of games of the set to be started into a game number counter for keeping track of the number of games played in each set in the AT mode, a process of inputting 1 into a set counter for keeping track of the number of sets that will continue, and a process of performing an AT start effect on the auxiliary display unit 65 or the speaker 64 as an effect when a bet is made on the next game. For example, as shown in FIG. 51(a), the AT start effect is set to display an indication that the AT mode will start (text display such as "AT Start"). In other words, if an AT start command has been received as a stop command, after the game ends, the AT start effect will be executed based on a bet operation on the next game. In addition, in the AT start performance, the background and sound effects may be set to differ depending on the continuation rate, for example, to suggest the continuation rate of the AT mode that is to be started.

[0359] If a negative decision is made in step S2106, it is determined in step S2109 whether or not an AT end command has been received. If an AT end command has been received, a process of clearing the sub-side AT flag is executed in step S2110, and a process of setting an effect for performing an AT end effect on the auxiliary display unit 65 and speaker 64 is executed in step S2111. For example, as shown in Fig. 51(b), the AT end effect is set to display a message that the AT mode is ending (a text display such as "See you later"), as well as an effect of announcing the number of continuing sets in this AT mode and the number of medals won.

[0360] If a negative judgment is made in step S2109, it is judged in step S2112 whether or not a set update command has been received. If a set update command has been received and one set of AT mode has ended and a transition to the next set has begun, set update processing is executed in step S2113. The set update processing executes processing to clear information regarding the presence or absence of continuation conditions for the previous set at the start of the current set, and processing to input the number of games in the current set into the game number counter.

[0361] If a negative judgment is made in step S2112, a stop-time premonition effect setting process is executed in step S2114. As already explained, in this embodiment, the AT mode transition lottery and the CZ mode transition lottery are executed not only at the start of the game but also at the end, and a premonition command can be output based on the result. The stop-time premonition effect setting process executes a process for setting various premonition mode effects based on the premonition command output at the end of the game. Such stop-time premonition mode setting process will be explained in detail later.

[0362] After executing the processing of step S2103, step S2105, step S2108, step S2111, step S2113, or step S2114, a number of games management process is executed in step S2115. The number of games management process is a process for managing the number of games from the transition to the advantageous zone until the ceiling for the AT mode transition win is reached, and for setting the presentation when the ceiling is reached. This number of games related process will be explained in detail later.

[0363] After executing the process of step S2115, other all-stop performance setting processes are executed in step S2116, and then this all-stop performance setting process ends. In step S2116, processes for performing performances corresponding to various commands output at the start and end of BB are carried out, or control is performed so that the upper lamp 63 lights up in a color corresponding to the winning combination, or control is performed so that a sound effect corresponding to the payout number of the winning combination is emitted from the speaker 64, or control is performed so that a sound effect corresponding to the automatic bet during replay is emitted from the speaker 64.

[0364] <Overview of CZ Performance> Prior to the description of the start-time CZ performance setting process and the stop-time CZ performance setting process, the overview of the performance of each game during the CZ mode in this embodiment will be described while referring to FIG. 54 and the like.

[0365] As already described, in the CZ mode in this embodiment, it is set to be easier to win the AT mode transition lottery than in the normal mode. And when winning the AT mode transition lottery during the CZ mode, the number of precursor games is set to 0 games, and notification of winning the AT mode transition in that game is made, and the AT mode is started from the next game. That is, in this embodiment, a complete notification type of notification mode is adopted in which the result of the AT mode transition lottery is notified within that game in each game during the CZ mode. By doing so, the flow of the game from the CZ mode to the AT mode can be made smoother, and the degree of attention of each game during the CZ mode can be suitably increased.

[0366] In this embodiment, the specific presentation of each game in the CZ mode is as follows: the auxiliary display unit 65 is provided with multiple variable regions for number characters; and when the number characters stopping in the multiple variable regions form a predetermined combination, a notification of winning the AT mode transition lottery is made. In this embodiment, the predetermined combination is defined as when the same number characters stop to form a doublet. For example, as shown in FIGS. 54(a1) to 54(c1), the auxiliary display unit 65 defines the variable regions for number characters as follows, from left to right: a left variable region SP1, a middle variable region SP2, and a right variable region SP3; and the number characters displayed in these variable regions SP1 to SP3 are number characters ranging from 1 to 9. When each game starts, the number characters in these variable regions SP1 to SP3 are displayed variably, for example, vertically, and the number characters stop in order from left to right each time the stop switches 42 to 44 are operated. Figure 54(a1) shows a state in which the left stop switch 42 is operated and a numeric character stops in the left variable area SP1, Figure 54(b1) shows a state in which the middle stop switch 43 is operated and a numeric character stops in the middle variable area SP2, and Figure 54(c1) shows a state in which the right stop switch 44 is operated and a numeric character stops in the right variable area SP3. In this case, in Figure 54, the same number "1" character is stopped in the left variable area SP1 and the middle variable area SP2, but a "4" character, which is different from the number in the middle left, is stopped in the right variable area SP3, indicating that the specified combination has not been formed. In other words, a notification is made that the AT mode transition lottery has not been won.

[0367] Here, the stop switches 42-44 are provided so as to be displaceable from an initial position located at the front side of the slot machine 10 to an operating position located at the rear side. The stop switches 42-44 are biased from the operating position toward the initial position by a spring or the like serving as a biasing means, and are disposed at the initial position before operation. When the stop switches 42-44 disposed at the initial position are pressed toward the operating position, applying a force to the rear side that exceeds the biasing force of the biasing means, the stop switches 42-44 are displaced toward the operating position. When the hand or the like is released from the stop switches 42-44, the biasing force of the biasing means returns them to the initial position.

[0368] The detection signals from the stop detection sensors 42a to 44a to the main control device 101 change from OFF to ON when the stop switches 42 to 44 are displaced from the initial position to the operating position, and change from ON to OFF when the stop switches 42 to 44 are displaced from the operating position to the initial position. The main control device 101 can determine that the stop switches 42 to 44 have displaced from the initial position to the operating position by detecting that the detection signals from the stop switches 42 to 44 have risen from OFF to ON, and can determine that the stop switches 42 to 44 have displaced from the operating position to the initial position by detecting that the detection signals from the stop switches 42 to 44 have fallen from ON to OFF.

[0369] In the following description, operating the stop switches 42-44 from the initial position toward the operating position is also referred to as a stop ON operation, and operating the stop switches 42-44 from the operating position toward the initial position (releasing your hand, etc.) is also referred to as a stop OFF operation. Furthermore, the first stop ON operation of each stop switch 42-44 will be referred to as the first stop ON operation, the first stop OFF operation as the first stop OFF operation, the second stop ON operation as the second stop ON operation, the second stop OFF operation as the second stop OFF operation, the third stop ON operation as the third stop ON operation, and the third stop OFF operation as the third stop OFF operation.

[0370] In the performance during the CZ mode, the stopping of the number characters in each of the above-mentioned variable areas SP1 to SP3 is carried out based on the stop ON operation of the stop switches 42 to 44. That is, as shown in Figure 54(a2), by operating the left stop switch 42 to stop ON, the number characters stop in the left variable area SP1, as shown in Figure 54(b2), by operating the middle stop switch 43 to stop ON, the number characters stop in the middle variable area SP2, and as shown in Figure 54(c2), by operating the right stop switch 44 to stop ON, the number characters stop in the right variable area SP3.

[0371] Note that the configuration is such that when the first stop ON operation is performed, the numeric characters stop in the left variable area SP1, when the second stop ON operation is performed, the numeric characters stop in the middle variable area SP2, and when the third stop ON operation is performed, the numeric characters stop in the right variable area SP3, and each of the variable areas SP1 to SP3 where the numeric characters stop has a one-to-one correspondence with the stop order of the stop switches 42 to 44. However, each of the variable areas SP1 to SP3 where the numeric characters stop may also have a one-to-one correspondence with each of the stop switches 42 to 44. Specifically, for example, when the middle stop switch 43 is operated as the first stop ON operation, the numeric characters stop in the middle variable area SP2, when the right stop switch 44 is operated as the second stop ON operation, the numeric characters stop in the right variable area SP3, and when the left stop switch 42 is operated as the third stop ON operation, the numeric characters stop in the left variable area SP1.

[0372] <Start time CZ effect setting process> The start CZ effect setting process of step S2010 in the start effect setting process (Figure 48) will be explained with reference to the flowchart of Figure 52.

[0373] In step S2201, it is determined whether the sub-side CZ flag is set. If the sub-side CZ flag is not set, the start-up CZ effect setting process is terminated. If the sub-side CZ flag is set, in step S2202, the CZ game count display update process is executed. Note that the number of games in CZ mode is managed in the stop-up CZ effect setting process, but the display of the remaining number of games in CZ mode on the auxiliary display unit 65 (remaining game count image GP, see Figure 54) is updated at the start of the game. In step S2202, depending on the remaining number of games in CZ mode, the corresponding remaining game count image GP is read from the memory area of ​​ROM 182, and the auxiliary display unit 65 is controlled so that the updated remaining game count image GP is displayed.

[0374] After the CZ game number display update process is executed, it is determined in step S2203 whether or not a lottery result command indicating a specific role has been received as the start command for the current game. If a lottery result command indicating a specific role has been received, in step S2204, the CZ mode effect for the current game is set to perform a tenpai effect (Fig. 55(a)) in which the number character stopped when the first stop ON operation is performed and the number character stopped when the second stop ON operation are the same number character. By performing the tenpai effect, it is possible to increase the expectation that a predetermined combination corresponding to a win for transition to AT mode will be formed, as described above.

[0375] On the other hand, if it is determined in step S2203 that a lottery result command indicating a specific role has not been received, the process proceeds to step S2205, where it is determined whether a lottery result command indicating a special role has been received. If a lottery result command indicating a special role has not been received and the lottery result of the current game is neither a specific role nor a special role, it is determined in step S2206 whether a premonition command has been received as a start command for the current game. As already explained, in the start AT lottery process, a premonition command is set to be output if the AT mode transition lottery or CZ mode transition lottery is won. Receiving a premonition command during CZ mode means that the AT mode transition lottery for the current game has been won. Furthermore, if the AT mode transition lottery is won during CZ mode, the number of premonition games is set to 0, and the AT mode will start from the game following the current game.

[0376] If a premonition command has been received in step S2206, the process proceeds to step S2204, where the effects are set so that the above-mentioned ready-to-win effect is generated by the first stop ON operation and the second stop ON operation. On the other hand, if a premonition command has not been received, the process proceeds to step S2207, where a regular ready-to-win effect lottery process is executed. In the regular ready-to-win effect lottery process, a lottery is conducted so that the ready-to-win effect occurs with a probability of approximately 5%, for example, regardless of the lottery result of the current game. Then, in step S2208, it is determined whether or not the above-mentioned ready-to-win effect lottery process has been successful. If a win has been achieved, the process proceeds to step S2204, where the ready-to-win effect is generated.

[0377] On the other hand, if it is determined in step S2208 that the winning combination has not been achieved in the lottery process for the ready-to-play effect, step S2209 is set to perform a variance effect (Fig. 55(b)) in which the number characters stopped when the first stop ON operation is performed are different from the number characters stopped when the second stop ON operation is performed. By performing the variance effect, it is possible to lower the expectation that a predetermined combination corresponding to a winning combination for transition to the AT mode will be formed, as described above.

[0378] After setting in step S2204 that the ready-to-play effect will be generated upon the first stop ON operation and the second stop ON operation, it is determined in step S2210 whether or not a premonition command has been received. If a premonition command has been received and the result of the lottery for transitioning to the AT mode of the current game is a winning result, in step S2211 it is determined by lottery whether or not to generate a bomb effect based on the third stop ON operation of the current game.

[0379] As shown in FIG. 57(a), the bomb effect is an effect in which a number character is stopped in the right variable area SP3 as a third stop ON effect, and a bomb character (bomb image BP) is displayed. In the bomb effect, after the third stop OFF operation is performed, an explosion effect is executed in which an explosion image EP is displayed in which the bomb image BP explodes, as shown in FIG. 57(b), or a misfire effect is executed in which the bomb image BP does not explode and a misfire image NP is displayed, as shown in FIG. 59(a). When the bomb effect switches to the explosion effect, as shown in FIG. 58(a), the state in which a predetermined combination has not been formed in each variable area SP1-SP3 switches to a state in which a predetermined combination has been formed, and a notification that the AT mode transition lottery has been won is issued, and an AT win effect is issued, as shown in FIG. 58(b). In contrast, when the bomb effect is executed as a misfire effect, as shown in FIG. 59(b), the state in which a predetermined combination has not been formed in each variable area SP1-SP3 is maintained, and a miss re-display effect is issued to notify the player that the AT mode transition lottery has not been won.

[0380] Here, the bomb image BP is set to be displayed in an area that does not overlap with the number characters in the right variable area SP3, specifically, it is displayed in front of the number characters in the middle variable area SP2 and overlaps with the number characters, but does not overlap with the number characters in the right variable area SP3, and further, it is displayed in a position that does not overlap with the number characters in the left variable area SP1. By doing this, it is possible to preferably avoid the situation where the number characters in the right variable area SP3 that are stopped upon the third stop ON operation becoming difficult or impossible to grasp due to the display of the bomb image BP.

[0381] In contrast, the explosion image EP (Fig. 57(b)) is displayed in front of the number characters stopped in each of the variable areas SP1 to SP3, overlapping these number characters. More specifically, in this embodiment, the explosion image EP is set to be displayed to the extent that the number characters cannot be seen. By doing so, it is possible to make it less likely that a strange feeling will be felt when the number characters are in a predetermined combination after the explosion.

[0382] In the winning bomb effect lottery process in step S2211, whether or not to generate a bomb effect is determined based on the game lottery results. In this embodiment, for example, the more unlikely the result of the AT mode transition lottery is, the more likely the explosion effect is to occur, such that a lottery triggered by a chance eye A among specific combinations is more likely to generate a bomb effect than a lottery triggered by a chance eye C. After executing the bomb effect lottery process, in step S2212, it is determined whether or not the bomb effect lottery has been won. If not, in step S2213, a setting is made so that a doublet effect (FIG. 56(a)) is generated in which characters of the same numbers as those stopped in the above-mentioned ready-to-win effect are stopped to form a predetermined combination by a third stop ON operation. Then, in step S2214, a setting is made so that an AT winning effect (FIG. 56(b)) is generated based on the third stop OFF operation of the current game, and then the start-time CZ effect setting process is terminated. The AT winning effect is set to display, for example, a soldier character roaring on the auxiliary display unit 65 to celebrate the winning of the AT mode transition.

[0383] If the explosion effect lottery at the time of AT mode transition is not won in step S2212, then in step S2215, a setting is made so that a tenpai-miss effect (Fig. 55(a)) is performed in which a character with a number different from the character with a number stopped in the above tenpai effect is stopped when the third stop ON is operated. Also, if it is determined in step S2210 that a premonition command has not been received, then in step S2216, a tenpai-miss effect (Fig. 55(a)) is performed in which a character with a number different from the character with a number stopped in the above tenpai effect is stopped when the third stop ON is operated. Furthermore, if a barakeme effect is performed instead of a tenpai effect, after the processing of step S2209 is executed, then in step S2217, a barakeme effect (Fig. 55(b)) is performed in which a character with a random number is stopped when the third stop ON is operated.

[0384] After executing the processing of step S2216 or step S2217, the process proceeds to step S2218. In step S2218, it is determined whether or not a special role flag is set in the various flag storage area 183a. The special role flag is a flag that is set in step S2222 when a special role is won. Since a negative determination is made in step S2205 this time, the special role flag is not set, so a negative determination is made in step S2218 and the process proceeds to step S2219.

[0385] In step S2219, it is determined by lottery whether or not a bomb effect will be generated based on the third stop ON operation of the current game.

[0386] In the bomb effect lottery process when the transition to AT mode is not won in step S2219, it is determined whether or not to generate a bomb effect depending on the game lottery results. For example, a lottery triggered by a specific role is made more likely to generate a bomb effect than a lottery triggered by a non-specific role. After the bomb effect lottery process is executed, in step S2220 it is determined whether or not the bomb effect lottery has been won, and if not, the start-time CZ effect setting process is terminated. If the bomb effect lottery has been won, in step S2221 a bomb image BP is set to be displayed based on the third stop ON operation, and then the start-time CZ effect setting process is terminated.

[0387] In this way, depending on the lottery results of each game and the result of the AT mode transition lottery carried out at the start, a double number effect is performed in the variable areas SP1 to SP3 to notify that the AT mode transition lottery has been won, or a miss-tenpai effect or a spread-out effect is performed to notify that the AT mode transition lottery has not been won.

[0388] On the other hand, if the game lottery result is a special role, an AT mode transition lottery is held if the operation mode of the stop switches 42-44 in the game is the first operation mode, but not if the operation mode is the second operation mode. As a result, as described above, when a special role is won, an AT mode transition lottery is not held in the start AT lottery process, but is held in the stop AT lottery process. Therefore, although it is possible to determine that a special role has been won at the start of the CZ mode, it is not possible to know whether the AT mode transition lottery was successful. Therefore, in this embodiment, the effects corresponding to the results of the AT mode transition lottery executed at the time of stop based on the special role are started in advance as variable displays of each of the variable regions SP1-SO3, and after the AT mode transition lottery at the time of stop is executed, the effects started in advance are modified to correspond to the results of the AT mode transition lottery.

[0389] Specifically, if it is determined in step S2205 that a lottery result command indicating a special role has been received, a process is executed in step S2222 to set a special role flag in the various flag storage area 183a. Then, in step S2223, a ready-to-play effect lottery process for a special role is executed. This ready-to-play effect lottery process is set to have a different winning probability from the ready-to-play effect lottery process in step S2207 above, and specifically, it is set so that the ready-to-play effect is more likely to occur when a special role is won than when neither a special role nor a specific role is won, and more specifically, in step S2223, it is set so that the ready-to-play effect will occur with a 30% probability.

[0390] After executing the Tenpai effect lottery process in step S2223, it is determined in step S2208 whether or not the Tenpai effect lottery has been won, and if it has been won, processing for setting the Tenpai effect is performed in step S2204. Incidentally, when a special role is won, a premonition command is not output in the start AT lottery process, so even if a Tenpai effect has been performed, a negative determination is made in step S2210, and it is set in step S2216 so that a Tenpai miss effect is performed.

[0391] On the other hand, if it is determined in step S2208 that the winning combination has not been achieved in the Tenpai effect lottery, steps S2209 and S2217 are set to perform the Barakeme effect.

[0392] After executing the processing of step S2216 or step S2217, as described above, the process proceeds to step S2218, where it is determined whether or not the special combination flag is set. Since the special combination flag is set this time, an affirmative determination is made in step S2218, and the process proceeds to step S2221. In step S2221, as described above, the bomb image BP is set to be displayed based on the third stop ON operation.

[0393] In other words, in a game where a special role is won, the game is set so that the tenpai effect occurs more easily than when the special role is not won, and the bomb effect in which the bomb image BP is displayed always occurs when the third stop ON operation is performed.

[0394] <CZ effect setting process when stopped> Next, the stop CZ effect setting process of step S2105 in the stop effect setting process (FIG. 49) will be described with reference to the flowchart in FIG.

[0395] In step S2301, it is determined whether the bomb effect is being executed. If the bomb effect is being executed, it is determined in step S2302 whether a premonition command has been received as the current start command or stop command. As described above, receiving a premonition command during CZ mode means winning the AT mode transition lottery, receiving a premonition command as the start command means winning the AT mode transition lottery in the start AT lottery process, and receiving a premonition command as the stop command means winning the AT mode transition lottery by operating in the first operation mode when a special role is won. In this case, too, the number of premonition games is set to 0, so the AT mode will start from the game following the game that ends this time.

[0396] If a premonition command has been received, in step S2303, it is set so that an explosion effect (Fig. 57(b)) will be performed in which the bomb image BP is switched to an explosion image EP in this bomb effect. Then, in step S2304, it is set so that a doublet effect (Fig. 58(a)) will be performed when the explosion effect ends, and then in step S2305, it is set so that an AT winning effect (Fig. 58(b)) will be performed after the doublet effect, and then the CZ effect setting process at this stop is terminated.

[0397] On the other hand, if no premonition command is received in step S2302, the process proceeds to step S2306, and a setting is made so that a misfire effect (Fig. 59(a)) is performed in which the bomb image BP is switched to a misfire image NP in this bomb effect. Then, in step S2307, a setting is made so that a misfire re-display effect (Fig. 59(b)) is performed in which the originally displayed miss symbols or barrage symbols are displayed when the misfire effect ends.

[0398] If it is determined in step S2308 that a bomb effect has not been executed, or after the processing of step S2307 has been executed, it is determined in step S2308 whether the CZ game number counter provided in the various counter area 183b is 0. The number of games (10) for CZ mode is input into the CZ game number counter when CZ mode starts. If the CZ game number counter is not 0, processing is executed in step S2309 to subtract 1 from the CZ game number counter, and then this stop-time CZ effect setting processing is terminated. In this case, in step S2202 of the start-time CZ effect setting processing, processing is executed to update the CZ game number display so that the remaining game number image GP corresponding to the value of the CZ game number counter subtracted in step S2309 is displayed.

[0399] If the CZ game number counter is 0 in step S2308, a process is executed in step S2310 to set up a CZ mode end effect, and then the process for setting the CZ effect at stop is terminated. As shown in FIG. 50(b), the CZ mode end effect is set up to notify that the number of games remaining in the CZ mode has reached 0 and that the CZ mode has ended. Note that if a misfire effect in step S2306 or a miss re-display effect in step S2307 is set up, the CZ mode end effect is set up to be performed after these misfire effects or miss re-display effects are performed.

[0400] <Special role winning game effects> Next, the presentation of the special role winning game in the CZ mode will be explained with reference to the timing chart in Fig. 60. Fig. 60(a1) shows a case where the stop switches 42-44 are operated in the first operation mode in the special role winning game, resulting in a win in the AT mode shift lottery, and Fig. 60(b1) shows a case where the stop switches 42-44 are operated in the second operation mode in the special role winning game, resulting in a loss in the AT mode shift lottery. As already explained, when the first operation mode is used in the special role winning game, the 33rd small role win is achieved and one medal is paid out, while when the second operation mode is used in the special role winning game, the 1st to 6th small role wins are achieved and eight medals are paid out.

[0401] At ta1, the rotation of each reel 32L, 32M, 32R is started based on the operation of the start lever 41. Then, a lottery process is performed based on the start operation of ta1, and if a special role is won, the start AT lottery process executed at ta1 will result in a non-winning AT mode transition lottery. Also, during the CZ mode, the variable display of the number characters in each variable area SP1 to SP3 will start based on the start operation of ta1.

[0402] When the first stop ON operation is performed at ta2, as shown in FIG. 60(a2), a number character stops in the left variable area SP1. When the second stop ON operation is performed at ta3, as shown in FIG. 60(a3), a number character stops in the center variable area SP2. The figure shows a case where the special combination winning combination effect lottery process (step S2220) is won, and in FIG. 60(a3), a winning combination effect is performed. When the third stop ON operation is performed at ta4, as shown in FIG. 60(a4), a number character stops in the right variable area SP3 to produce a winning combination effect, and a bomb effect is initiated. These effects in FIG. 60(a2) to FIG. 60(a4) are set in the start-time CZ effect setting process and correspond to pre-effects that are set before the AT mode transition lottery is performed when the special combination is stopped.

[0403] As described above, the winning result response process (FIG. 37) on the main control device 101 side is executed in step S415 of the reel control process (FIG. 22), and is executed after the payout determination process (step S413). In other words, the winning result response process is executed after each of the reels 32L, 32M, and 32R has stopped and the medal payout based on the stop has been completed.

[0404] In this case, after the bomb effect is started based on the third stop ON operation at ta4, when the third stop OFF operation is performed at ta5, medal payout based on the 33rd small win is started. Then, after medal payout is completed at ta6, the stop AT lottery process is executed, and as a result, a premonition command is received and the bomb effect is switched to an explosion effect at ta6 (Fig. 60(a5)). After that, at ta7, the explosion effect is switched to a doublet effect (Fig. 60(a6)), and at ta8, the AT winning effect is executed (Fig. 60(a7)). In this way, a notification (Fig. 60(a7)) is made that the AT mode transition lottery has been won in the game started at ta1. In this case, the AT mode will start from the game following that game.

[0405] When the second operation mode is used in a special role winning game, as shown in Figure 60(b1), the rotation of each reel 32L, 32M, 32R is started based on the start operation performed at tb1. Then, based on the first stop ON operation at tb2, a number character stops in the left variable area SP1 (Figure 60(b2)), based on the second stop ON operation at tb3, a number character stops in the middle variable area SP2 (Figure 60(b3)), based on the third stop ON operation at tb4, a number character stops in the right variable area SP3, and a bomb effect starts (Figure 60(b4)). These effects in Figures 60(b2) to 60(b4) are also set in the start CZ effect setting process and correspond to pre-effects that are set before the AT mode transition lottery is performed when the reels stop based on the special role.

[0406] As described above, when the second operation mode is used in a special role winning game, the first to sixth small role winnings are achieved, which pay out more medals than the 33rd small role winning, and eight medals are paid out.

[0407] Then, after the third stop OFF operation is performed at tb5, the payout of eight medals based on the first to sixth small wins is completed at tb7, which is after the completion of the one medal payout at the time of the 33rd small win at tb6. In other words, the stop AT lottery process in the winning result response process is executed at tb7, which is after tb6, and the result of the AT mode transition lottery at the time of the stop can also be grasped at tb7.

[0408] In this case, the bomb effect that started from tb4 switches to a misfire effect at tb7, and then a miss re-display effect is performed at tb8, announcing that the result of the AT mode transition lottery for this game was a miss.

[0409] Detailed explanation using figures will be omitted, but when the first operation mode is used in a special role winning game, if the AT mode transition is not selected in the AT lottery process at the time of stop, it will be determined that the premonition command has not been received in the CZ effect setting process at the time of stop in ta6, and in this case the bomb effect will switch to a misfire effect at ta6, and then a miss re-display effect will be displayed at ta7.

[0410] Thus, in this embodiment, if the game results in a special combination, and the operation mode of the stop switches 42-44 in that game is the first operation mode, one medal may be paid out and the AT mode transition lottery, which is one of the processes related to the instruction function, is executed. On the other hand, if the operation mode of the stop switches 42-44 in that game is the second operation mode, eight medals, more than in the first operation mode, may be paid out and the AT mode transition lottery, which is one of the processes related to the instruction function, is not executed. Therefore, in a game where the aim is to minimize the loss of medals, it is more advantageous for the player to operate in the second operation mode, and in a game where the aim is to transition to the AT mode, it is more advantageous for the player to operate in the first operation mode. In this way, since the player can choose which game to play, it is possible to provide gaming machines that meet the diverse needs of players.

[0411] Furthermore, in a special role winning game, a bomb effect corresponding to the special role is set to be performed from the start of the game, and then the bomb effect is switched between an explosion effect and a non-explosion effect depending on the result of the AT mode transition lottery held at the end of the special role winning game, so even if the special role is one in which the presence or absence of processing related to the instruction function and the execution mode differ depending on the operation mode, it is possible to notify the result of the processing related to the instruction function within the game in which the special role is won. This makes it possible to prevent the notification of the result of the processing related to the instruction function from being carried over to the next game or later, and as a so-called complete notification type notification mode, it is possible to dramatically increase the attention to the result notification in each game.

[0412] In particular, in this embodiment, if the AT mode transition lottery is won during the CZ mode, the AT mode is set to start from the game following the game in which the transition lottery was won, so even if the AT mode transition lottery is won as a result of a special combination, the AT mode transition win is notified and the AT mode can be started from the next game. Therefore, there is no need to delay the start timing of the AT mode depending on the game results or the convenience of the notifying party, and smooth gameplay can be achieved while simplifying the processing.

[0413] Since the process for the stop-time AT lottery is executed after the medal payout is completed, the period from when the third stop OFF operation is performed until the process for the stop-time AT lottery is performed will differ depending on whether the operation is performed in the first operation mode in a special role winning game or in the second operation mode in a special role winning game. In other words, when a bomb effect is started by the third stop ON operation as in Figure 57 (a1) and Figure 57 (a2), the period from when the third stop OFF operation is performed as in Figure 57 (b2) until the explosion effect occurs as in Figure 57 (b1) is period A (from ta5 to ta6 in Figure 60) until the payout of one medal based on the 33rd small win is completed, whereas when an explosion effect is started by the third stop ON operation, the period from when the third stop OFF operation is performed as in Figure 59 (b2) until the misfire effect occurs as in Figure 59 (b1) is period B (from tb5 to tb6 in Figure 60) until the payout of eight medals based on the 1st small win to the 6th small win is completed, and period B is set to be longer than period A. In this case, the timing at which the bomb effect switches to the explosion effect on the AT mode transition winning side arrives earlier than the timing at which it switches to the misfire effect on the AT mode transition non-winning side. By doing this, when performing the AT mode transition winning side performance, it is possible to not only perform the double-digit performance using each of the variable areas SP1 to SP3, but also to ensure the time to perform the AT winning performance.

[0414] As described above, in this embodiment, the bomb effect can occur not only in games where a special role is won, but also when a win is made in the bomb effect lottery process (step S2211) when a transition to AT mode is won or the bomb effect lottery process (step S2219) when a transition to AT mode is not won.When a bomb effect is being performed, the waiting period from when the third stop OFF operation is performed until the stop CZ effect setting process is performed varies in length depending on the lottery result of the game.

[0415] Specifically, as shown in Figure 61, the waiting period from the third stop OFF operation in the special role winning game to the execution of the stop CZ effect setting process is period A, which corresponds to the period during which one medal is paid out in the first operation mode, more specifically, about 0.5 seconds. In contrast, the waiting period in the special role winning game is period B, which corresponds to the period during which eight medals are paid out in the second operation mode and is longer than period A, more specifically, about 4.0 seconds.

[0416] The waiting period in the watermelon winning game is a period corresponding to the period during which three medals are paid out, which is period C, which is longer than period A and shorter than period B, and more specifically, is about 1.5 seconds.

[0417] Furthermore, in this embodiment, the period during which the same number of bets are set for the game resulting in the winning of normal ripples A to C in the replay process based on the winning of normal ripples A to C or cherries A to C is different from the period during which the same number of bets are set for the game resulting in the winning of chance ripples A to C or cherries A to C in the replay process based on the winning of chance ripples A to C or cherries A to C. The betting period for normal ripples A to C is set to be longer than the betting period for chance ripples A to C or cherries A to C. Furthermore, the betting period for chance ripples A to C or cherries A to C is set to be the same length as the period during which the same number of medals are paid out. In this way, it is possible to give the impression that specific combinations such as chance ripples A to C or cherries A to C formed by the replay result are treated the same as minor combination results such as watermelon, which result in the payout of medals, and to give the impression that they are different results from replay results such as normal ripples A to C.

[0418] In this case, the above waiting period in the normal Rip A to C winning games is the period equivalent to the period in which three bets are made, and is period D, which is longer than period C and shorter than period B in the watermelon winning game, and more specifically is approximately 3.0 seconds.

[0419] Furthermore, the above-mentioned waiting period in the Chance Eyes A to C and Cherry A to C winning games is the same length as the period in which three medals are paid out, even if three bets are made, and is the same length as the above-mentioned C period in the Watermelon winning game, specifically approximately 1.5 seconds.

[0420] These periods A to C are all periods during which there is a possibility that the bomb effect will transition to an explosion effect, and by taking advantage of the fact that the time required to pay out medals and the time required to set a bet in the replay process differ depending on the game results, the period until the explosion effect occurs is diversified, which makes it possible to appropriately increase the anticipation for the explosion effect to occur.

[0421] Then, the A period of the first operation mode in the special role winning game is the most likely to cause an explosion effect, followed by the C period of the watermelon winning game, the chance eyes A to C, and the cherry A to C winning game, and then the D period of the normal lip A to C winning game, and the B period of the second operation mode in the special role winning game is set so that the explosion effect does not occur. Furthermore, since the A period is the shortest, and the C period, D period, and B period are set to be longer in this order, it is possible to expect the explosion effect to occur at least until the D period, while making players look forward to the explosion effect occurring earlier, and it is possible to suitably increase the attention of the explosion effect.

[0422] Furthermore, in relation to the push order bell winning game, when the stop switches 42 to 44 are operated in the operation sequence corresponding to the first small win to the sixth small win, eight medals are paid out, and so the above-mentioned waiting period becomes period B. In this case, since it is set so that the AT mode transition lottery is not won when the push order bell is won (Fig. 30), there is no need to switch to the AT winning notification side performance after period B has elapsed, and it is possible to avoid the sense of incongruity and increased processing load that would occur if the performance was forced to be performed in a short period of time.

[0423] Furthermore, when the push order bell is won, if the stop switches 42 to 44 are operated in an incorrect operation sequence that does not correspond to the first to sixth small wins, one medal will be paid out or no medals will be paid out, and the above-mentioned waiting period will be period 0 or A. In other words, even during period A in which one medal is paid out, if no small wins are achieved or if the ninth to 32nd small wins are achieved instead of the 33rd small win, no explosion effect will occur, so attention to the stop results can be increased, and it becomes possible to encourage the operation of the stop switches 42 to 44 in the first operation mode so that the 33rd small win will be achieved.

[0424] <About the number of premonition games> Next, we will explain the effects in the premonition mode that are set based on the premonition command. The premonition mode is a mode in which, when the AT mode transition lottery or the CZ mode transition lottery is won, a premonition effect that suggests that the transition lottery has been won can be executed in each game, and is set so that in the game in which the set number of premonition games is 0, a notification that the AT mode transition has been won or the CZ mode transition has been won is made.

[0425] As already explained, the number of premonition games is determined in the premonition game number lottery process (step S817, step S1320) when the AT mode transition lottery or the CZ mode transition lottery is won in the start AT lottery process or stop AT lottery process on the main control device 101. And, as mentioned above, if the AT mode transition lottery is won during the CZ mode, the number of premonition games is set to 0 games.

[0426] Here, the number of premonition games in the normal mode will be explained in detail with reference to FIG.

[0427] As described above, the number of premonition games is set to be selected from any of 0 to 40 games. In this embodiment, the number of premonition games that is likely to be selected is set to be different between the case where the AT mode transition lottery is won in the start AT lottery process and the case where the AT mode transition lottery is won in the stop AT lottery process. Also, the number of premonition games that is likely to be selected is set to be different between the case where the CZ mode transition lottery is won in the start AT lottery process and the case where the CZ mode transition lottery is won in the stop AT lottery process. Furthermore, the number of premonition games that is likely to be selected is different between the case where the AT mode transition lottery is won in the start AT lottery process and the case where the CZ mode transition lottery is won in the start AT lottery process, and the number of premonition games that is likely to be selected is set to be different between the case where the AT mode transition lottery is won in the stop AT lottery process and the case where the CZ mode transition lottery is won in the stop AT lottery process.

[0428] Specifically, if the AT mode transition lottery is won in the start AT lottery process, either 1 to 5 games or 15 to 40 games is set as the number of premonition games, whereas if the AT mode transition lottery is won in the stop AT lottery process, either 1 to 12 games is set as the number of premonition games. Also, if the CZ mode transition lottery is won in the start AT lottery process, either 1 to 32 games is set as the number of premonition games, whereas if the CZ mode transition lottery is won in the stop AT lottery process, either 1 to 7 games is set as the number of premonition games.

[0429] Winning the AT mode transition lottery or CZ mode transition lottery in the stop AT lottery process only occurs when the first operation mode is used when a special role is won, and the player is likely to clearly understand the special role winning game that triggered the transition win. In contrast, winning the AT mode transition lottery or CZ mode transition lottery in the start AT lottery process is often triggered by a specific role win, but since chance eyes A-C and cherries A-C are composed of replay results, there is no chance of missing them, and the presence or absence of a miss does not affect the outcome of the transition lottery, so the player may miss the specific role winning game that triggered the transition win. Furthermore, since the CZ mode transition lottery can be won by normal roles A-C instead of specific roles, it is difficult to determine which game resulted in the CZ mode transition win. Therefore, by making it easier to select a relatively long number of premonition games in the start AT lottery process, where there is a possibility that a transition win will not be noticed, it is possible to give the impression that a transition win to the AT mode or CZ mode is possible under any circumstances, and it is possible to provide a sense of surprise when a transition win is announced, and by doing so, it is possible to suppress a decrease in the level of attention paid to each game in the normal mode. Conversely, by making it easier to select a shorter number of premonition games than the number of premonition games determined in the start AT lottery process, which is triggered by a special role, as the number of premonition games determined in the stop AT lottery process, which is triggered by a special role, it is possible to shorten the period from when the transition lottery that is easy to win has been executed to when the result is announced, and to prevent stagnation in the game.

[0430] In addition, when comparing the case where the AT mode transition lottery is won with the case where the CZ mode transition lottery is won, whether it is the start AT lottery process or the stop AT lottery process, the number of premonition games set is set so that the number of premonition games is more likely to be longer when the AT mode transition lottery is won. By doing this, players who understand that they are in the premonition mode from the premonition effects of each game will want the premonition mode to continue as long as possible, and it is possible to increase the proportion of games that attract attention by taking advantage of players' expectations for the AT mode.

[0431] In particular, the number of premonition games set when the AT mode transition is selected in the start AT lottery process and the number of premonition games set when the CZ mode transition is selected in the start AT lottery process are set so that when the CZ mode transition is selected, the number of premonition games is up to 32 games, but when the AT mode transition is selected, the number of premonition games of 33 games or more can be selected. By doing this, a player who understands that they are in the premonition mode will pay attention to each effect in the premonition mode while hoping that it will continue for 33 games or more, and it is possible to suitably increase the level of attention to each effect.

[0432] In addition, in this embodiment, even if the AT mode transition lottery or the CZ mode transition lottery is not won, a premonition effect that is the same as or similar to the effect during the premonition mode is executed, and a pseudo-premonition mode is set in which no notification is given that the player has finally won the AT mode transition lottery or the CZ mode transition lottery.

[0433] The number of games in the pseudo-premonition mode is set to be selected from 1 to 6 games or 10 to 18 games. In this case, if the premonition effect continues for 19 games or more, it is confirmed that the premonition mode is based on a win to transition to the AT mode or a win to transition to the CZ mode. Therefore, players who understand from the premonition effect that they are in the premonition mode or pseudo-premonition mode will hope that the mode will continue for 19 games or more, which can suitably increase attention to each game.

[0434] Then, in the start AT lottery processing and stop AT lottery processing in the main control unit 101, the number of premonition games is determined based on the premonition game number table set as described above, and a premonition command including information on that number of premonition games is output to the display control unit 81.

[0435] The following describes the processing on the display control device 81 side, ie, the start sign effect setting processing, the stop sign effect setting processing, and the number of games played management processing.

[0436] <Start premonition effect setting process> First, the start sign effect setting process will be described with reference to the flowchart in Fig. 63. The start sign effect setting process is executed in step S2008 in the start effect setting process (Fig. 48).

[0437] In step S2401, it is determined whether the current display mode is normal mode. If it is CZ mode or AT mode, or if it is a normal interval, this start-time premonition effect setting process is ended as is. If it is normal mode, proceed to step S2402.

[0438] In step S2402, it is determined whether the sub-side premonition counter provided in the various counter area 183b is greater than 0. The sub-side premonition counter is a counter into which a value equivalent to the number of premonition games is input when premonition mode or pseudo premonition mode is set, and which is decremented by 1 as games are played. In other words, the processing of step S2402 is processing to determine whether or not the game is in premonition mode or pseudo premonition mode.

[0439] If the sub-side premonition counter is 0 and it is determined that the game is not in premonition mode or pseudo premonition mode, in step S2403, it is determined whether a premonition command has been received as the current start command. If a premonition command has not been received, in step S2404, a pseudo premonition lottery process is executed. The pseudo premonition lottery process is a process for determining by lottery whether to set the game to the pseudo premonition mode. In the pseudo premonition lottery process, a table for the pseudo premonition lottery is obtained from the various table storage area 182a, and a lottery is performed to determine whether to set the game to the pseudo premonition mode based on the lottery result of the current game. In the pseudo premonition lottery table in this embodiment, the less likely the result of the lottery for each game is to appear, the more likely the game is to win the pseudo premonition lottery. For example, the table is set so that chance eye A is more likely to win the pseudo premonition lottery than chance eye C. In other words, if you are likely to win the AT mode transition lottery or the CZ mode transition lottery but end up not winning these transition lotteries, it is set up so that you are more likely to enter the pseudo-premonition mode.

[0440] After the pseudo premonition lottery process is executed, in step S2405 it is determined whether or not the pseudo premonition lottery has been won, and if not, the start-time premonition effect setting process is terminated. If the pseudo premonition lottery has been won, in step S2406 a process is executed to set a pseudo premonition flag in the various flags storage area 183a, and in step S2407 a pseudo premonition game number lottery process is executed. In the pseudo premonition game number lottery process, the above-mentioned number of games table (FIG. 62) for the pseudo premonition mode is obtained from the various table storage area 182a, and the number of premonition games in this pseudo premonition mode is determined by lottery.

[0441] On the other hand, if a premonition command is received in step S2403 when the game is not in premonition mode or pseudo premonition mode, the process proceeds to step S2408. In step S2408, it is determined whether the received premonition command is triggered by winning the AT mode transition lottery. If the premonition command is not output as a result of winning the AT mode transition lottery but is triggered by winning the CZ mode transition lottery, then in step S2409, a process is executed to set a sub-side CZ mode win flag in the various flag storage area 183a. On the other hand, if the premonition command is triggered by winning the AT mode transition lottery, then in step S2410, a process is executed to set a sub-side AT mode win flag in the various flag storage area 183a. After the process of step S2409 or step S2410 is executed, in step S2411, a process is executed to determine the number of premonition games set in the received premonition command.

[0442] After executing the process of lottery for the number of pseudo premonition games in step S2407 or the process of determining the number of premonition games for the premonition mode in step S2411, the process of inputting a value corresponding to the number of premonition games in the pseudo premonition mode or the premonition mode into the sub-side premonition counter is executed in step S2412. As a result of this process, a positive determination is made in step S2402 of the next game.

[0443] After executing the process of step S2412, in step S2413, it is determined whether the number of games entered in step S2412 is equal to or less than a predetermined number of games (8 games). If it is equal to or less than 8 games, in step S2414, a process is executed to set a first premonition mode effect as the premonition effect for the current premonition mode or ps...

Claims

[Claim 1] A plurality of rotating bodies on which a plurality of types of patterns are attached in the circumferential direction; A display unit that allows some of the patterns on each of the rotating bodies to be visible; a start operation means for starting rotation of each of the rotating bodies when operated; a stop operation means for performing a stop operation to stop the rotation of each of the rotating bodies; a drive control means for executing a start drive control to start rotation of each of the rotating bodies when the start operation means is operated, and for executing a stop drive control to stop rotation of the corresponding rotating body when the stop operation means is operated; a lottery means for holding a lottery to award a special prize to a player based on the operation of the start operation means; an awarding means capable of awarding a number of game values ​​corresponding to a result of the lottery by the lottery means; A gaming machine comprising: As a result of the lottery by the lottery means, When the stop operation means is operated in the first operation mode, a first symbol combination can be stopped at a predetermined position that can be seen through the display unit, and a first number of game values ​​is awarded by the awarding means. When the stop operation means is operated in a second operation mode different from the first operation mode, a second symbol combination different from the first symbol combination can be stopped at a predetermined position visible through the display unit, and a specific result is set in which a second number of game values ​​greater than the first number is awarded by the awarding means, a mode notifying means for notifying a mode of operation of the stop operation means by a predetermined notifying means; a specific processing means capable of executing specific processing relating to the function of the status notification means; a means for performing a process to make the specific process executable when the stop operation means is operated in the first operation mode in a specific game in which the lottery result by the lottery means is the specific result, and for performing a process to make the specific process unexecutable when the stop operation means is operated in the second operation mode in the specific game; a means for executing a first notification corresponding to the specific process at a specific timing after the operation of the stop operation means is executed in the specific game; means for executing a second notification regarding the predetermined content of the specific processing at a timing before the specific timing in the specific game and after a branching timing in which the operation of each of the stop operation means is performed to determine whether the operation mode is the first operation mode or the second operation mode; Equipped with The notification of the predetermined content of the specific process can be executed in a game other than the specific game, In a game in which the mode notification is not executed, the second notification can be executed. A gaming machine characterized by the

Citation Information

Patent Citations

  • Slot machine

    JP2005073731A

  • Game machine

    JP2008295707A

  • Slot machine

    JP2014033809A

  • Game machine

    JP2016137084A

  • Slot machine

    JP2017099624A