gaming machines

The gaming machine optimizes game progression and player engagement by incorporating rotating bodies, display units, and notification mode switching, enhancing game value management and notification continuity.

JP7806873B2Active Publication Date: 2026-01-27SANYO BUSSAN KK
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Patent Information

Application Number
JP2024213099
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-12-06
Publication Date
2026-01-27
Estimated Expiration
2040-06-11

AI Technical Summary

Technical Problem

Existing gaming machines lack optimization in game progression, necessitating improvements in game management and notification modes.

Method used

A gaming machine equipped with rotating bodies featuring various patterns, a display unit, start and stop operation means, bet amount operation, lottery means, and notification mode switching capabilities, allowing for optimized game progression and continuous settlement notification even after mode switching.

Benefits of technology

Enhances game optimization and player engagement through dynamic game value management and seamless notification transitions.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine that can optimize the progress of a game.SOLUTION: After performing a bet operation, a slot machine 10 starts the rotation of each reel 32L, 32M, 32R based on the operation of a start lever 41. Then, the corresponding reels are stopped by the operation of stop switches 42 to 44, stop spots according to the lottery result are stopped, and putout of tokens may occur. When a bet is possible, a first credit operation switch 56 is lit, and the bet operation is performed by operating the first credit operation switch 56. When a specific re-play winning is satisfied, a first credit insertion switch 56 is lit, and it is turned off after a specific period has elapsed.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

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

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

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

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

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

[0006] The present invention has been made in consideration of the circumstances exemplified above, and aims to provide a gaming machine that is capable of optimizing the progress of a 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 performing a start operation to start the rotation of each of the rotating bodies; a stop operation means for performing a stop operation to stop the rotation of each of the rotating bodies; a drive control means for starting rotation of each of the rotating bodies when the start operation means is operated and for stopping rotation of each of the rotating bodies when the stop operation means is operated; a bet amount operation means for performing a bet amount operation to set the game value as the bet amount for a game; a bet amount setting means for setting a bet amount for a game based on the bet amount operation; a lottery means for holding a lottery to award a prize to a player according to the number of bets set by the bet number setting means, based on the operation of the start operation means; a granting means for granting a benefit corresponding to a result of the lottery by the lottery means as a gaming value; a storage means capable of storing the game value awarded by the awarding means; a settlement operation means for performing a settlement operation of the game value stored in the storage means; A means for switching the notification mode of the specific notification means from the first notification mode to the second notification mode when the bet number operation is performed; Equipped with During the settlement of the game value based on the settlement operation, the notification mode of the specific notification means can be switched from the first notification mode to the second notification mode. and, even after the notification mode of the specific notification means is switched to the second notification mode, the settlement of the game value that was being executed before the switching is continued; A configuration capable of executing a predetermined notification corresponding to the settlement of the gaming value based on the settlement operation, The predetermined notification can be executed in a situation where the settlement of the gaming value that was executed before the switching is continued. It is characterized by: [Effects of the Invention]

[0008] According to the present invention, it is possible to optimize the progress of a game. [Brief explanation of the drawings]

[0009] [Figure 1]1 is a front view of a slot machine according to an embodiment. [Figure 2] 1 is a perspective view of the slot machine with the front door closed. FIG. [Figure 3] 1 is a perspective view of the slot machine with the front door open. FIG. [Figure 4] FIG. [Figure 5] FIG. [Figure 6] FIG. 10 is a diagram showing the arrangement of symbols on each reel. [Figure 7] 10 is an explanatory diagram showing the relationship between the symbols visible through the display window and the pay lines. FIG. [Figure 8] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 9] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 10] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 11] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 12] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 13] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 14] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 15] FIG. 2 is a block diagram showing the electrical configuration of the main control device. [Figure 16] FIG. 2 is a block diagram showing the electrical configuration of the display control device. [Figure 17] 10 is a flowchart showing timer interrupt processing by the main control device. [Figure 18] 10 is a flowchart showing normal processing by the main control device. [Figure 19] 10 is a flowchart showing lottery processing. [Figure 20] FIG. 10 is a diagram showing an example of a lottery table for a normal gaming state when three bets are made. [Figure 21]FIG. 10 is a diagram showing an example of a lottery table for a normal gaming state when two bets are made. [Figure 22] 10 is a flowchart showing a reel control process. [Figure 23] FIG. 10 is an explanatory diagram showing the relationship between the operation sequence of the stop switches and the winning patterns that are achieved. [Figure 24] 10 is a flowchart showing bonus state processing. [Figure 25] FIG. 10 is a diagram showing an example of a lottery table for a bonus state. [Figure 26] FIG. 2 is an explanatory diagram showing the transition relationship between states. [Figure 27] 10 is a flowchart showing lottery result handling processing. [Figure 28] 10 is a flowchart showing the lottery process for transition to a favorable zone. [Figure 29] 10 is a flowchart showing the AT lottery processing. [Figure 30] This is a flowchart showing the normal AT mode lottery processing. [Figure 31] A flowchart showing the AT mode lottery processing for CZ. [Figure 32] 10 is a flowchart showing a process for setting a precursory mode. [Figure 33] 10A and 10B are diagrams showing examples of various transition lottery tables. [Figure 34] A figure showing an example of an AT mode transition lottery table for CZ. [Figure 35] FIG. 10 is a diagram showing an example of an immediate notification lottery table. [Figure 36] A figure showing an example of a CZ mode game number table and a premonition effect game number table. [Figure 37] 10 is a flowchart showing the AT top-up processing. [Figure 38] FIG. 10 is a diagram showing an example of an additional lottery table. [Figure 39] 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 40] FIG. 2 is a diagram for explaining an overview of an instruction monitor and a section indicator. [Figure 41] An explanatory diagram showing an overview of the push order notification display performed on the auxiliary display unit. [Figure 42] A flowchart showing the process for notifying the order of pressing buttons. [Figure 43] 10 is a flowchart showing a winning result response process. [Figure 44] 10 is a flowchart showing a first number-of-games management process. [Figure 45] 10 is a flowchart showing a second number-of-games management process. [Figure 46] 10 is a flowchart showing a first section display process. [Figure 47] A flowchart showing processing for advantageous zone transition games. [Figure 48] 10 is a flowchart showing a second section display process. [Figure 49] FIG. 10 is a diagram for explaining an overview of transition relationships between display modes. [Figure 50] A diagram to explain the relationship between the start game and end game of the advantageous zone and the display on the zone indicator. [Figure 51] 10 is a flowchart showing a performance setting process performed by a sub-side display control device. [Figure 52] 10 is a flowchart showing a start-up effect setting process. [Figure 53] 10 is a flowchart showing a process for setting effects when all the devices are stopped. [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] 10 is a diagram for explaining an overview of a game status display section and a bet display section. FIG. [Figure 57] 10 is a flowchart showing a bet process. [Figure 58] 10 is a flowchart showing a process for setting replay. [Figure 59] 10 is a flowchart showing a medal insertion response process. [Figure 60]10 is a flowchart showing a first operation response process. [Figure 61] 10 is a flowchart showing a second operation response process. [Figure 62] 10 is a flowchart showing processing for a game status display unit. [Figure 63] 10 is a flowchart showing a bet effect setting process. [Figure 64] 10 is a flowchart showing a single bet effect setting process. [Figure 65] 10 is a flowchart showing consecutive bet effect setting processing. [Figure 66] 10 is a flowchart showing a bet effect setting process for a re-play state. [Figure 67] 10 is a flowchart showing a normal re-play bet effect setting process. [Figure 68] 10 is a flowchart showing a specific re-play bet effect setting process. [Figure 69] 10 is a timing chart for explaining how the pseudo-bet effects are restricted. [Figure 70] 10 is a timing chart for explaining how the pseudo-bet effects are restricted. [Figure 71] 10 is a flowchart showing a standby state setting process. [Figure 72] 10 is a flowchart showing a standby process. [Figure 73] 10 is a timing chart for explaining a provisional standby state and a standby state. [Figure 74] 10 is a timing chart for explaining how the pseudo bet effects are restricted in the first modification example. [Figure 75] 10 is a flowchart showing a specific re-play bet effect setting process. [Figure 76] 10 is a flowchart showing a specific re-play bet effect setting process. [Figure 77] 10 is a flowchart showing a specific re-play bet effect setting process. [Figure 78]10 is a timing chart for explaining the relationship between the start effect and the pseudo bet effect in Modification 2. [Figure 79] 10 is a flowchart showing a specific re-play bet effect setting process. [Figure 80] 10 is a flowchart showing a specific re-play bet effect setting process. [Figure 81] A flowchart showing the setting process for the push order notification effect. [Figure 82] 13 is a flowchart showing a specific re-game bet effect setting process in Modification 3. [Figure 83] 10 is a timing chart for explaining the relationship between the pseudo-bet effect and the freeze effect. [Figure 84] 10 is a flowchart showing a freeze lottery process. [Figure 85] 13 is a timing chart for explaining pseudo-bet effects according to types of bet number operations in Modification 4. [Figure 86] 10 is a flowchart showing a specific re-play bet effect setting process. [Figure 87] 13 is a flowchart showing a standby state setting process in Modification 5. [Figure 88] 10 is a flowchart showing a standby process. [Figure 89] 10 is a timing chart for explaining a provisional standby state and a standby state. [Figure 90] 13 is a flowchart showing a medal return process in Modification 6. [Figure 91] 10 is a flowchart showing a process of producing a presentation when returning a vehicle. [Figure 92] 10 is a timing chart for explaining the relationship between credit settlement and pseudo bet effects. [Figure 93] 13 is a flowchart showing a specific re-game bet effect setting process in Modification 7. DETAILED DESCRIPTION OF THE INVENTION

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0047] The second replay wins when the "replay" symbol on the left reel 32L, the "bell" symbol on the center reel 32M, and the "bar" or "cherry" symbol on the right reel 32R stop on the active line ML. When the symbols corresponding to the second replay win stop on the active line ML, as shown in FIG. 14(a), the "bar" symbols stop aligned on the upward-sloping line L5, or as shown in FIG. 14(b), the "red 7" symbol, the "bar" symbol, and the "red 7" symbol stop on the upward-sloping line L5 in order from left to right. When the second replay win is achieved, the game state does not change, but a transition to a notification mode advantageous to the player occurs, and the first AT state begins as a so-called pseudo-bonus.

[0048] The third replay wins when the "bell" symbol, "red shell" symbol, or "young man" symbol on the left reel 32L, the "bell" symbol on the center reel 32M, and the "bell" symbol on the right reel 32R stop on the active line ML. When the symbols corresponding to the third replay win stop on the active line ML, as shown in Figure 14(c), "white 7" symbols stop in a line on the bottom line L3, or as shown in Figure 14(d), "red 7" symbols stop in a line on the downward-sloping line L4. When the third replay win is achieved, although the game state does not change, a transition to a notification mode advantageous to the player occurs, and the second AT state, which is a so-called pseudo-bonus, begins.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0066] A first credit insertion switch 56 is provided on the left below 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 available. 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 available. 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 available. 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 available. When the first credit insertion switch 56 is operated, if there is not a specific number of credits, virtual medals are inserted in an amount equal to the credits. For example, if the specific number is set to three and there are two credits, two virtual medals are inserted.

[0067] Furthermore, a second credit insertion switch 57 is provided to the left of the first credit insertion switch 56. The second credit insertion switch 57 is used to insert two virtual medals. The credit insertion switches 56, 57, together with the medal insertion slot 45, constitute input means for inputting game media. Furthermore, while the medal insertion slot 45 involves the player directly inserting medals, the credit insertion switches 56, 57 merely involve the insertion of virtual medals based on stored memory. Considering this, they can also be said to constitute indirect input means for indirectly inputting game media. Note that the slot machine 10 does not have a credit insertion switch because it inserts one virtual medal.

[0068] The first credit insertion switch 56 is set to have a larger operation surface operated by the player than the second credit insertion switch 57, and the first credit insertion switch 56 is easier to operate than the second credit insertion switch 57. Therefore, it is expected that a player will normally proceed with a game by operating the first credit insertion switch 56. In other words, it is expected that a player will normally insert a set specific number of coins out of the specified number to play a game.

[0069] The first credit insertion switch 56 is provided with a first credit insertion detection sensor 56a that detects that the first credit insertion switch 56 has been operated, and the second credit insertion switch 57 is provided with a second credit insertion detection sensor 57a that detects that the second credit insertion switch 57 has been operated. These credit insertion detection sensors 56a, 57a detect the operation of the credit insertion switches 56, 57 (see FIG. 15). The first credit insertion switch 56 also has a built-in first credit lamp 56b. The first credit lamp 56b is configured to be switchable between a lit state and an unlit state, and turning the first credit lamp 56b on prompts operation of the first credit insertion switch 56. Instead of or in addition to being configured to be lit when the first credit insertion switch 56 is operable, the lamp may be configured to flash.

[0070] 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.

[0071] An account 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 inserted medals up to a predetermined maximum value (equivalent to 50 medals) and medals paid out when a prize is won, and when the account settlement switch 59 is operated while virtual medals are stored and stored, the virtual medals are paid out as real medals from the medal discharge port 49. In this case, when attention is focused on the function of paying out credited virtual medals as real medals, the account settlement switch 59 can also be said to constitute an account settlement operation means for actually paying out the stored and stored game media.

[0072] 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.

[0073] 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 the minor combination is changed and the game can proceed in an advantageous situation for the player. The instruction monitor 68 will be described in detail later.

[0074] Below the display windows 26L, 26M, 26R on the game panel 25 and to the left of the credit display unit 60, there is provided a BET display unit 75 as the first display unit for displaying the number of bets on the game that is set by operating the first credit insertion switch 56 or the second credit insertion switch 57 or by inserting a medal into the medal insertion slot 45, and a game status display unit 76 that shows the current progress of the game.

[0075] A bet display section 34 serving as a second display section for displaying the number of bets on the game is provided to the left of the display windows 26L, 26M, and 26R on the gaming panel 25. Furthermore, a wait display section 35 is provided to the right of the display windows 26L, 26M, and 26R on the gaming panel 25 for notifying players that they are in a wait state (wait state) until the reels 32L, 32M, and 32R start to spin at the start of the game.

[0076] The BET display section 75, the game status display section 76, the bet display section 34, and the wait display section 35 will be described in detail later.

[0077] 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.

[0078] 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.

[0079] 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.

[0080] Above the reel unit 31, a main control device 101 for controlling the overall game is attached to the cabinet 11.

[0081] 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.

[0082] Next, the electrical configuration of the slot machine 10 will be described with reference to the block diagrams of FIGS.

[0083] 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.

[0084] 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.Signals from these various sensors are output to the CPU 102 via the input / output port 104.

[0085] 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.

[0086] 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.

[0087] 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.

[0088] 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 BET display unit 75, the game status display unit 76, 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.

[0089] 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.

[0090] 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 results of the lottery for 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, a standby storage area 106c for storing the state before transitioning to the demo state, etc.

[0091] 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.

[0092] 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.

[0093] 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.

[0094] 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 bet display unit 34, wait display unit 35, first credit lamp 56b, upper lamp 63, speaker 64, and auxiliary display unit 65 connected to the output side. The display control device 81 drives and controls the bet display unit 34, wait display unit 35, first credit lamp 56b, upper lamp 63, speaker 64, and auxiliary display unit 65 based on various commands input from the main control device 101. In other words, the display control device 81 is a sub-board that performs auxiliary control relative to the main control device 101, which is the main board that manages games. In other words, by providing a sub-board for sounds, lamps, and displays indirectly related to games, the burden on the main board is reduced.

[0095] 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.

[0096] 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.

[0097] 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.

[0098] 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.

[0099] Here, the power outage process will be outlined.

[0100] 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.

[0101] 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.

[0102] 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.

[0103] That is, in step S104, a watchdog timer clearing process is performed to initialize the value of the watchdog timer for monitoring for malfunctions. In step S105, an interrupt end declaration process is performed to enable the CPU 102 itself to set the next timer interrupt. In step S106, a stepping motor control process is performed to drive the stepping motors that are the reel drive motors for each of the reels 32L, 32M, and 32R to rotate. In step S107, a sensor monitoring process is performed to read the status of various sensors (see FIG. 15) such as the stop detection sensors 42a to 44a, the inserted medal detection sensor 45a, and the payout detection sensor 51a connected to the input / output port 104 and to monitor whether the read results are normal. In step S108, a timer calculation process is performed to subtract the values ​​of each counter and timer. In step S109, a counter process is performed to count the number of medals bet and the number of medals paid out and output the count results to the external centralized terminal board 121.

[0104] 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.

[0105] Next, the normal processing for carrying out main control relating to the game will be described with reference to the flowchart of FIG.

[0106] 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, the game management process shown in steps S203 to S215 is performed.

[0107] 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, bet processing is performed.

[0108] In the bet process, it is determined whether any replay win was achieved in the previous game. If any replay win was achieved, an automatic insertion process is performed to automatically insert virtual medals in the same number as the previous bet. Specifically, for example, if a replay win is achieved in a 3-bet game, a process to automatically insert three virtual medals is performed, and if a replay win is achieved in a 2-bet game, a process to automatically insert two virtual medals is performed.

[0109] In the process of automatically inserting virtual medals, the 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 he owns or inserting any medals. If no replay win was achieved, a process is performed to set the number of bets based on bet number operations such as operating the credit insertion switches 56, 57 or inserting medals into the medal insertion slot 45. This bet process will be explained in detail later.

[0110] In the next step S205, it is checked whether or not an abnormality has occurred in the sensor reading results obtained in the sensor monitoring process step S107 of the timer interrupt process, and if an abnormality has occurred, an abnormality process is performed to put the slot machine 10 into an error state and notify the occurrence of the error. This error state is maintained until the reset switch 72 is operated.

[0111] After the abnormality process is executed, in step S206, a medal return process is executed to pay out the same number of medals as the credited virtual medals based on the operation of the settlement switch 59.

[0112] After the medal return process is executed, in step S207, it is determined whether or not the number of medals bet has reached the specified number as a result of the betting process in step S204, and whether or not the game is in a startable state in which a start operation to start the game can be accepted. In this slot machine 10, the specified number in the bonus state (BB state) is set to "3," and the specified number in the game states other than the bonus state is set to "2" or "3." That is, in the bonus state, a positive determination is made in step S207 on the condition that the number of medals bet is "3," and in the game states other than the bonus state, a positive determination is made in step S207 on the condition that the number of medals bet is "2" or "3." In other words, in the game states other than the bonus state, if no medals have been bet, or if the number of medals bet is "1," a negative determination is made in step S207. If the number of medals bet has not reached the specified number and the game is not in a startable state, the process returns to the betting process in step S204.

[0113] If it is in a state where it is possible to start, it is determined in step S208 whether or not a start operation has been performed by operating the start lever 41. If the start lever 41 has not been operated, the process returns to the bet processing in step S204.

[0114] On the other hand, when the start lever 41 is operated, it means that a start command has been issued to start the game, since the game can be started when the start lever 41 is operated under the condition that the specified number of medals has been bet. In such a case, in step S209, a game status display process is executed. This process is a process for controlling the display of the game status display unit 76 based on the game start operation, and the details thereof will be explained later together with the explanation of the game status display unit 76.

[0115] In the next step S210, a valid line setting process is performed to set the combination line corresponding to the bet number as the valid line. That is, only the bent line L6 is set as the valid line. In step S211, the medal passage switching solenoid 46a is switched to a non-excited state to prohibit bet acceptance. Thereafter, the lottery process in step S212, the reel control process in step S213, the medal payout process in step S214, and the standby state setting process in step S215 are executed in this order, and then the process returns to step S203.

[0116] Next, the lottery process in step S212 will be described with reference to the flowchart in FIG.

[0117] 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.

[0118] 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.

[0119] That is, in step S302, the current gaming state of the slot machine 10 is determined based on the number of bets, and a lottery table corresponding to the number of bets and the gaming state is selected. For example, if the number of bets is "3" and the current gaming state is the normal gaming state, a lottery table for the normal gaming state is selected. If the current game is a three-bet game, a lottery table for the normal gaming 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 gaming state for a two-bet game (FIG. 21) is selected. In addition, the slot machine 10 has six levels of winning probability prepared in advance, from "Setting 1" to "Setting 6." By inserting a setting key into the setting key insertion hole and turning it ON and performing a predetermined operation, it is possible to set which winning probability the internal processing will be based on. In step S302, when the setting state is "Setting 1," a lottery table with the lowest expected value of medal payout is selected, and when the setting state is "Setting 6," a lottery table with the highest expected value of medal payout is selected.

[0120] Here, a supplementary explanation will be given regarding the process for setting the winning probability.

[0121] The winning probability setting process is executed in the main process launched by the main control device 101 when the power is turned on. More specifically, the winning probability setting process is launched after the initialization process when the power is turned on while the setting key detection sensor 73a detects that the setting key is inserted into the setting key insertion hole and turned ON. In the winning probability setting process, the setting value is updated by one each time the start lever 41 is operated. For example, each time the start lever 41 is operated, the setting value is updated as follows: "Setting 1" → "Setting 2" → "Setting 3" → "Setting 4" → "Setting 5" → "Setting 6" → "Setting 1." Each setting value is displayed, for example, on the credit display unit 60, and the display is updated each time the setting value is updated. Then, operating the start lever 41 while the setting key detection sensor 73a is turned OFF is considered to be the setting value confirmation operation, and the setting value at that time is set as the current setting value, and the winning probability setting process is terminated. Upon completion of the winning probability setting process, the display on the credit display unit 60 also terminates. The 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.

[0122] 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.

[0123] 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.

[0124] 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.

[0125] 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.

[0126] 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.

[0127] 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.

[0128] 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.

[0129] 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.

[0130] Incidentally, when determining whether a winning combination is achieved using the lottery table shown in Figure 20, that is, when playing a 3-bet game in normal gaming mode, the probability of winning normal lip A (probability of winning when IV = 1) is approximately 1 in 27.3 with setting 1, approximately 1 in 27.5 with setting 3, and approximately 1 in 28.3 with setting 6, and the higher the setting value, the harder it is to win. The probability of winning normal lip B (probability of winning when IV = 2) and the probability of winning normal lip C (probability of winning when IV = 3) are both approximately 1 in 26.2 regardless of the setting value. The probability of winning chance symbol A (probability of winning when IV = 4) is approximately 1 in 164 regardless of the setting value, the probability of winning chance symbol B (probability of winning when IV = 5) is approximately 1 in 262 regardless of the setting value, and the probability of winning chance symbol C (probability of winning when IV = 6) is approximately 1 in 16,400 regardless of the setting value, so that chance symbol B is easier to win than chance symbol C, and chance symbol A is easier to win than chance symbol B. The probability of winning Cherry A (probability of winning when IV = 7) is approximately 1 in 107 with setting 1, approximately 1 in 104 with setting 3, and approximately 1 in 93.6 with setting 6, so that the higher the setting value, the easier it is to win. The probability of winning Cherry B (probability of winning when IV = 8) is approximately 1 in 215 regardless of the setting value, and the probability of winning Cherry C (probability of winning when IV = 9) is approximately 1 in 13,100 regardless of the setting value, so that Cherry B is easier to win than Cherry C, and Cherry A is easier to win than Cherry B. The probability of winning a common bell (probability of winning when IV = 10) is approximately 1 in 504 regardless of the setting value. The probability of winning a normal push bell 1, normal push bell 2, pinch push bell 1, pinch push bell 2, middle normal push bell 1, middle normal push bell 2, middle reverse push bell 1, middle reverse push bell 2, reverse pinch bell 1, reverse pinch bell 2, reverse push bell 1, reverse push bell 2 (hereinafter collectively referred to as push order bells) (probability of winning when IV = 11 to 22) is approximately 1 in 18.4 regardless of the setting value.The probability of winning a watermelon (when IV = 23) is approximately 1 in 107 regardless of the setting. The probability of winning a first BB (when IV = 25) is approximately 1 in 5.03 regardless of the setting, which is higher than the probability of winning other roles (replay, small roles, IV = 1-24). In 3-bet games, duplicate 1-coin roles (IV = 24) and second BB (IV = 26) are set to not win (the corresponding point value PV is set to 0). In 3-bet games, the probability of not winning any role, including the first BB, is 0. Furthermore, when the first BB is won, the probability of not winning any role in a 3-bet game is approximately 1 in 5.03 (for the first BB) regardless of the setting. Incidentally, in 3-bet games, excluding the increase in the first BB state, you can expect a loss of approximately 1.77 medals per game (net increase minus approximately 1.77 medals).

[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 two-bet game, the system is set up so that a double 1-coin combination (IV = 24) can be won, with a probability of approximately 1 in 1.81 regardless of the setting value. Also, in a two-bet game, the system is set up so that the first BB (IV = 25) cannot be won, but the second BB (IV = 26) can be won, with a probability of approximately 1 in 4.95 regardless of the setting value. Even in a two-bet game, the probability of not winning any combination, including the second BB, is zero. And when the second BB is won, the probability of not winning any combination in a two-bet game is approximately 1 in 4.95 (for the second BB), regardless of the setting value. Incidentally, in a two-bet game, excluding the increase in the second BB, you can expect a decrease of approximately 0.64 medals per game (net increase minus approximately 0.64 medals).

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

[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, the ninth small role, the tenth small role, and the thirteenth small role winning are stoppable on each of the reels 32L, 32M, and 32R. Also, if the watermelon is won (won when IV = 23) and the seventh small role winning flag and the eighth small role winning flag are set, the stop symbol information is set so that symbols corresponding to the seventh and eighth small role winning are stoppable on each of the reels 32L, 32M, and 32R.

[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] 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 explained in detail later.

[0141] Next, the reel control process in step S213 will be described with reference to the flowchart in FIG.

[0142] In the reel control process, first, in step S401, a spin effect process is performed. The spin effect process is a process for performing an effect using reel control during an invalid period based on the result of the freeze lottery process performed in step S309. In the following step S402, a spin start process is performed to start the rotation of each of the reels 32L, 32M, and 32R.

[0143] 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 the wait time has not elapsed, the system waits until the wait time has elapsed. If the wait time has elapsed, the system resets the wait time for the next game and performs a motor control initialization process to set spin start information in a motor control storage area in RAM 106. This process initiates a stepping motor acceleration process in the stepping motor control process (step S106) of the timer interrupt process, causing each of the reels 32L, 32M, and 32R to start spinning. For this reason, even if a player bets a specified number of medals and operates the start lever 41, the reels 32L, 32M, and 32R may not immediately start spinning. The system then waits until each of the reels 32L, 32M, and 32R spins at a predetermined constant speed, and the spin start process ends. In addition, when the rotation speed of each reel 32L, 32M, 32R reaches a constant speed, the CPU 102 notifies the player, etc. that it is now possible to issue a stop command by lighting up the lamps (not shown) of each stop switch 42 to 44.

[0144] 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.

[0145] 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.

[0146] 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.

[0147] 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.

[0148] A brief description will be given of the arrangement of symbols on each reel 32L, 32M, and 32R. In the slot machine 10, the reels 32L, 32M, and 32R can be stopped after sliding a maximum of four symbols from the timing of the operation of the stop switches 42 to 44. Therefore, when symbols of the same kind are arranged on each reel 32L, 32M, and 32R with a spacing of four symbols or less, when a winning symbol is formed, the winning symbol can be stopped on an active line regardless of the timing of the operation of the stop switch 43. On the other hand, when symbols are arranged so that they form a section spaced five symbols or more apart, the player must operate the stop switches 42 to 44 while aiming at the symbol to stop it on an active line.

[0149] 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.

[0150] 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.

[0151] When the 18th small winning symbol on the left reel 32L stops in the middle row, the stop information second setting process changes the stop information so that the 18th small winning symbol can be achieved.

[0152] The 18th minor winning symbol on the center reel 32M is a "replay" symbol. On the left reel 32L, the "replay" symbols are arranged so that the interval between each "replay" symbol is four symbols or less. Therefore, in this case, regardless of the operation timing of the center stop switch 43, stop control is performed so that the "replay" symbol stops on the upper row of the center reel 32M.

[0153] The 18th minor winning symbol on the right reel 32R is a "white shell" symbol and a "young man" symbol. The "white shell" and "young man" symbols are arranged on the right reel 32R so that the spacing between them is at least five symbols. In other words, depending on the timing of operation of the right stop switch 44, the 18th minor winning symbol, the "white shell" symbol or the "young man" symbol, may or may not be able to stop on the upper row. If the right stop switch 44 is operated at a time when it is possible to stop the symbol on the upper row, the 18th minor winning symbol is established, and if the right stop switch 44 is operated at a time when it is not possible to stop the symbol on the upper row, a so-called miss occurs.

[0154] Here, when the "red shell" symbol stops in the middle row of the left reel 32L and the "replay" symbol stops in the top row of the middle reel 32M, in addition to the case where the middle push bell 1 is won and the 18th small prize is achieved as described above, there is also a case where the middle push bell 2 is won and the 20th small prize is achieved. In other words, the 20th small prize symbol in the middle push bell 2 is the 18th small prize symbol on the left reel 32L and the middle reel 32M. And, on the right reel 32R, the 18th small prize symbol is the "white shell" symbol and the "young man" symbol, while the 20th small prize symbol is the "red 7" symbol and the "white 7" symbol, which are different. In particular, on the right reel 32R, the 18th small win symbol and the 20th small win symbol are arranged so that if the right stop switch 44 is operated at the timing when the 18th small win symbol can be stopped on an active line, the 20th small win symbol cannot be stopped on an active line, and if the right stop switch 44 is operated at the timing when the 20th small win symbol can be stopped on an active line, the 18th small win symbol cannot be stopped on an active line. Therefore, assuming that it is not known whether the middle push bell 1 or the middle push bell 2 has been won, even if the left reel 32L and the middle reel 32M are stopped and a stop pattern is formed in which there is a possibility of winning the 18th small win symbol and the 20th small win symbol, it is not possible to aim for that and win.

[0155] Next, we will explain an example in which the middle push bell 1 is won and the stop switches 42 to 44 are operated in the order of middle → left → right. In this case, the reels 32L, 32M, and 32R are stopped to establish the third small win.

[0156] On the middle reel 32M, the "replay" symbol, which is the third minor winning symbol, is arranged so that the interval between the "replay" symbols is four symbols or less. Therefore, when the middle stop switch 43 is operated first, the "replay" symbol stops on the top row regardless of the operation timing.

[0157] On the left reel 32L, the "bell" symbols, which are the third minor winning symbols, are arranged so that the interval between each "bell" symbol is four symbols or less. Therefore, when the left stop switch 42 is operated second, the "bell" symbols will stop in the middle row regardless of the timing of the operation.

[0158] On the right reel 32R, the third minor winning symbols, the "watermelon" symbol and the "red shell" symbol, are arranged so that the spacing between these symbols is four symbols or less. Therefore, if the right stop switch 44 is operated third, the "watermelon" symbol or the "red shell" symbol will stop on the top row regardless of the timing of the operation. As shown above, if the middle order push bell 1 is won and the middle stop switch 43 → left stop switch 42 → right stop switch 44 are operated in this order, the third minor winning symbol will be established regardless of the timing of the operation.

[0159] As described above, when the push order bell is won, if the stop switches 42 to 44 are operated in a predetermined operation sequence, the first small prize, the second small prize, the third small prize, the fourth small prize, the fifth small prize, or the sixth small prize will be won regardless of the operation timing, and if the stop switches 42 to 44 are operated in a different operation sequence, depending on the operation timing, a small prize will be won, or none of the small prizes will be won and it will be missed. Incidentally, when the common bell is won, the first small prize, the second small prize, the third small prize, the fourth small prize, the fifth small prize, or the sixth small prize will be won regardless of the operation sequence and operation timing.

[0160] Returning to the explanation of the reel control process, if it is determined in step S411 that all reels 32L, 32M, and 32R have stopped, a payout determination process is performed in step S413. The payout determination process is a process for setting the number of medals to be paid out, with one of the conditions being that a winning combination of symbols is aligned on an active line. In the payout determination process, a combination of symbols formed on an active line is derived from the symbol numbers of the symbols that have stopped on the lower rows of each reel 32L, 32M, and 32R, and it is determined whether a winning combination has been achieved on the active line. If a winning combination has been achieved, it is further determined whether the winning combination corresponds to a winning flag set in the win flag storage area 106a. If the winning combination corresponds to a winning flag, the winning combination and the payout amount corresponding to the winning combination are set in a payout information storage area provided in RAM 106. On the other hand, if the winning combination does not correspond to the winning flag, the slot machine 10 is put into an error state and an error occurrence notification process is performed. This error state is maintained until the reset switch 72 is operated.

[0161] After the payout determination process is performed, bonus state process is performed in step S414. The bonus state process will be described in detail later. After the bonus state process is performed, winning result process is performed in step S415. The winning result process includes processes such as transitioning the game state based on the winning result. The winning result process will be described in detail later.

[0162] After the winning result processing is performed, a second interval display processing is executed in step S416. The second interval display processing is processing related to display control of the instruction monitor 68, and this processing will be explained in detail later. Thereafter, in step S417, a winning result command is set so that the display control device 81 knows the winning combination in the current game, and the reel control processing is terminated.

[0163] Next, the medal payout process in step S214 will be outlined.

[0164] In the medal payout process, it is determined whether the payout number set in the payout information storage area is 0 or not. 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 was achieved, the medal payout process is terminated as is, and if any of the replay winning combinations was achieved, a process is performed to store information on the winning replay results, and the medal payout process is terminated. Note that in the BET process (step S204), a process is performed to automatically place a bet based on the replay winning combination.

[0165] On the other hand, if the payout number set in the payout information storage area is not 0, medals equal to the payout number are paid out, and the medal payout process is terminated. Specifically, regarding the payout of medals, if the count value of the credit counter has not reached its upper limit (50 medals stored), the payout number is added to the count value of the credit counter, and the value after the addition is displayed on the credit display unit 60. If the count value of the credit counter has reached its upper limit, or if the count value reaches its upper limit during the addition of the payout number, the medal payout rotating plate is driven, and medals are paid out from the hopper device 51 to the medal tray 50 via the medal discharge port 49. The medal payout process also involves changing the payout number displayed on the payout number display unit 62 in accordance with the payout of medals. If the current game state is the BB state, the payout number is subtracted from the value of the remaining payout number counter (described later), and the remaining payout number displayed on the remaining payout number display unit 61 is subtracted.

[0166] Next, the bonus state process in step S414 will be described with reference to the flowchart of FIG.

[0167] First, in step S501, it is determined whether the current gaming state is a bonus state, i.e., whether the current gaming state is the first BB state or the second BB state. Whether the current gaming state is the first BB state or the second BB state can be determined by the presence or absence of a first BB state flag or a second BB state flag that are set in the various flag storage area 106d of RAM 106 when transitioning to the first BB state or the second BB state. That is, in step S501, if neither the first BB state flag nor the second BB state flag is set, it is determined that the current state is not the first BB state or the second BB state, and the process proceeds to step S502.

[0168] In step S502, it is determined whether the first BB hit flag or the second BB hit flag is set, and whether either BB has been hit. If neither BB hit flag is set, the bonus state processing ends. If either BB hit flag is set, the process proceeds to step S503.

[0169] In step S503, a process is performed to input 3 into the MAX bet counter provided in the various counter area 106e of the RAM 106. The MAX bet counter is used to set a specific number of virtual medals to be inserted when the first credit insertion switch 56 is operated. That is, when the first credit insertion switch 56 is operated while the MAX bet counter has input 3, three virtual medals are inserted. In this case, since the MAX bet counter does not set the specified number of medals for the game, when the specified number of medals for the game is set to two or three, it is permitted to perform a two-bet game by operating the second credit insertion switch 57 or inserting two medals into the medal insertion slot 45. Note that if 3 has already been input into the MAX bet counter in step S503, that state is maintained.

[0170] The initial value of the MAX bet counter is 2, and when the reset switch 72 is operated to clear the RAM, 2 is input to the MAX bet counter and the slot machine 10 is started up.

[0171] In the following step S504, it is determined whether the first BB win or the second BB win has been achieved. If neither of the BB wins has been achieved, the bonus state processing ends. If either of the BB wins has been achieved, the process proceeds to step S505, where it is determined whether the first BB win has been achieved.

[0172] If the first BB win has been achieved, in step S506, a process of inputting "46" into the BB counter provided in the various counter area 106e is executed. The BB counter is a counter for determining the upper limit of the payout amount in each BB state. That is, by inputting "46" into the BB counter in step S506, the first BB state is set to end when 46 or more medals are paid out. In step S507, the first BB hit flag is cleared. Then, in step S508, the first BB state flag is set in the various flag storage area 106d. As a result, from the next game onwards, a positive determination is made in step S501. 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.

[0173] 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.

[0174] 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.

[0175] 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 a process of inputting "2" to the BB counter is executed. That is, the second BB state is set to end when two or more medals are paid out. Then, in step S512, a process of clearing the second BB win flag is executed, and in step S513, a process of setting the second BB state flag is executed. After that, in step S514, a process of setting a second BB start command to be output to the display control device 81 is executed. 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.

[0176] 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.

[0177] If the determination in step S501 is affirmative and the state is the first BB state or the second BB state, the process proceeds to step S515, where processing for the first BB state or the second BB state is performed. FIG. 25 shows an example of a lottery table for the BB state. In this embodiment, a common lottery table is used for the first BB state and the second BB state. However, separate lottery tables may be provided for each state, with different types of winning combinations and winning probabilities for each combination. In this embodiment, as shown in FIG. 25, in the first BB state and the second BB state, normal lip A, common bell, and overlapping 1-coin combinations are possible. The probability of winning normal lip A (the probability of winning when IV = 1) is approximately 1 in 61.2, the probability of winning common bell (the probability of winning when IV = 10) is approximately 1 in 9.02, and the probability of winning overlapping 1-coin combinations (the probability of winning when IV = 24) is approximately 1 in 1.78. In addition, in the 1st BB state or 2nd BB state, the probability of not winning any winning combination is approximately 1 in 3.13. In this case, you can expect a decrease of approximately 0.96 medals per game (net increase minus approximately 0.96 medals).

[0178] Here, in the normal game state in a 3-bet game and the 1st BB state to which a 3-bet game can be entered, the main medal increase is caused by the winning of the 1st to 6th minor combinations, which result in a payout of 13 medals, and these combinations are the push order bell in the normal game state and the common bell in the 1st BB state. Comparing the winning rates of these main minor combinations, in the normal game state, assuming that the stop switches 42 to 44 are operated in a fixed operation order, the winning probability is about 1 in 9.19, while in the 1st BB state the winning probability is about 1 in 9.03, and in a 3-bet game, the 1st BB state is set to be more likely to result in a winning than the normal game state. In addition, in the normal game state in a 2-bet game and the second BB state to which a 2-bet game can be entered, the main medal increase is the common bell, and while in the normal game state the probability of winning is approximately 1 in 9.64, in the second BB state the probability of winning is approximately 1 in 9.03, so even in a 2-bet game, the second BB state is set up so that winning is more likely to occur than in the normal game state.

[0179] However, as mentioned above, in the first BB state and the second BB state, a lottery table is used in which the number of medals may decrease in each game, so even if the first BB state or the second BB state is completed, an increase in the number of medals held cannot be expected; conversely, it is expected that the number of medals held will decrease as the first BB state or the second BB state is completed.

[0180] 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 above-mentioned 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, a process is executed in which the payout amount corresponding to the winning combination is subtracted from the BB counter in the various counter area 106e. Then, in step S517, it is determined whether or not the BB counter has become 0 or less as a result of the subtraction process in step S516. For example, if a common bell is won in the second BB state and the first to sixth small winning combinations are achieved, a payout of 13 coins will be generated. Therefore, in step S516, 13 is subtracted from the BB counter, and the BB counter becomes 0 or less.

[0181] 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.

[0182] 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 game cannot be played by operating the first credit insertion switch 56. To play a 3-bet game, three medals must be inserted into the medal insertion slot 45.

[0183] 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.

[0184] In the initial state after the initialization (clearing) of the RAM 106, the first BB hit flag and the second BB hit flag are not set, and it is a normal game state (non-internal state) where no BB has been hit. In this case, as described above, the specified bet number (specified number of coins per game) is set to 2 and 3, and a 2-bet game and a 3-bet game are possible. However, when 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 becomes a 2-bet game.

[0185] 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.

[0186] If the first BB or second BB is won but no prize is awarded in that winning game, the game enters a carryover state (internal state) in which the first BB win or second BB win is carried over. As mentioned above, even in the internal state, 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 3 is input into the MAX bet counter as mentioned above and the first credit insertion switch 56 is operated to start a game, the game will be a 3-bet game.

[0187] 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.

[0188] 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.

[0189] Also, in the 1st BB state and the 2nd BB state, the main role for increasing medals is the common bell. Also, in the non-internal state and the internal state, the main role for increasing medals in a 2-bet game is the common bell, whereas the main role for increasing medals in a 3-bet game is the push order bell. For the common bell, any of the 1st to 6th small roles will be achieved regardless of the operation sequence and operation timing of each of the stop switches 42 to 44, whereas for the push order bell, the small role that is achieved will differ depending on the operation sequence and operation timing of each of the stop switches 42 to 44. In other words, the fluctuation in medal increase or decrease depending on the operation sequence and operation timing (mainly the operation sequence) when the push order bell is won is greater in the non-internal state and the internal state in a 3-bet game than in the 1st BB state and the 2nd BB state. For example, by announcing the operation sequence (Figure 25) that will result in the first to sixth small prize winnings when the push order bell is won, it is possible to switch between an AT mode (assist time mode, navigation mode) that assists in winning and a non-AT mode (non-navigation mode) that does not, and to create a state in which medals increase or decrease depending on whether or not the notification (assist) is given.

[0190] Then, in a game in which the first credit insertion switch 56 is operated, first, a 2-bet game is played in the non-internal state, and the second BB is won in the 2-bet game. When the second BB is won, the state shifts to the internal state, and in a game in which the first credit insertion switch 56 is operated, the state switches to a 3-bet game, and the game proceeds in a state in which the above-mentioned second BB winning cannot be realized. In this case, as described above, in the 3-bet game in which the second BB winning is carried over, neither the first BB nor the second BB winning occurs, and generally, the game continues in an internal state in which the second BB winning is carried over.

[0191] In the slot machine 10, the first BB hit flag is stored in a normal area in the various flag storage area 106d, whereas the second BB hit flag is stored in a save area in the various flag storage area 106d. The normal area is an area where various general flags, such as hit flags for other combinations, are stored. The flags stored in the normal area are retained by backup power or the like even if the power supply to the slot machine 10 is stopped (power is turned off). Therefore, for example, even if the power is turned off when the gaming hall closes, if the power is turned on the next day, the slot machine 10 is started with the various flags stored in the normal area. Even if the power is turned on / off with the first BB hit flag set, the slot machine 10 is started with the first BB hit flag set. However, when a win probability setting process is started (when the setting is changed) when the slot machine 10 is started, an initialization process (clearing process) of the normal area is performed. Therefore, when the process for setting the winning probability is performed, the first BB winning flag is cleared together with the other flags stored in the normal area.

[0192] In contrast, the storage area is an area where only the second BB win flag is stored. As with the normal area, the flag stored in the storage area is not cleared when the power is turned on / off. Furthermore, even when the winning probability setting process is initiated when the slot machine 10 is started up, the storage area is not initialized (it is excluded from the initialization process). Therefore, even when the winning probability setting process is performed, the second BB win flag stored in the storage area is not cleared but is retained (saved). In other words, when the winning probability setting process is performed in an internal state where the first BB win flag is stored and the first BB win flag is cleared, the machine is started in a non-internal state. On the other hand, when the winning probability setting process is performed in an internal state where the second BB win flag is stored and the second BB win flag is not cleared and the machine is started in the internal state where the second BB win is retained. This makes it possible to continue playing in an internal state where the second BB win is carried over not only when the power is turned on / off but also when the settings are changed.

[0193] Then, in order to play in an internal state in which the second BB win is carried over, basically, it is sufficient to play until the second BB win occurs in the two-bet game as it is when the slot machine 10 is shipped from the factory, and thereafter, the second BB win is stored and held until the reset switch 72 is operated and the RAM clear process is performed. In this way, it is possible to preferably play in a state in which the second BB win is carried over.

[0194] 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).

[0195] <Lottery result processing> First, the lottery result response process performed in step S310 will be described with reference to the flowchart in Figure 27. The lottery result response process is a process performed after the lottery process for each game has been performed, and is a process that performs a lottery for transition to an AT mode in which a push order notification is generated based on the lottery result of the game.

[0196] First, in step S601, a process is performed to grasp the current gaming state. More specifically, it is grasped whether the current gaming state is either the first BB state or the second BB state, or whether the current gaming state is a non-internal state (normal gaming state) before the first BB or second BB win, or an internal state (carryover state) after the first BB or second BB win. In the first BB state or the second BB state, the specified number (specified bet number) is set to 3, while in the non-internal state before the first BB or second BB win or the internal state after the first BB or second BB win, the specified number (specified bet number) is set to 2 or 3. Then, in step S602, it is determined whether the number of bets for the current game is one specified number (specific specified number) specified in the state grasped in step S601. In this embodiment, the specific specified number for the first BB state or the second BB state is set to 3. In this case, the specified number of bets in the first BB state or the second BB state is 3. Therefore, if it is determined in step S601 that the state is the first BB state or the second BB state, a positive determination is always made in step S602. In contrast, in this embodiment, in states other than the first BB state or the second BB state, the specific specified number is set to 3 out of the specified numbers of 2 and 3. If the number of bets is 3 in a state other than the first BB state or the second BB state, a positive determination is made in step S602. In this case, processing for the display mode (processing for the instruction function) from step S603 onwards is performed. In contrast, if the number of bets is 2 in a state other than the first BB state or the second BB state, a negative determination is made in step S602, and the lottery result response processing is terminated.

[0197] In other words, in this embodiment, if the internal state is a 2-bet game, the lottery for transition to the AT mode after step S603 is not performed, which is disadvantageous to the player. By doing so, the internal state is set to a 3-bet game, making it easier to play a normal game in which the 2 BB is carried over. Note that the specific specified number for the 1 BB state or the 2 BB state may be set to 2, and in the 1 BB state or the 2 BB state, a negative determination may always be made in step S602, so that processing for the display mode is not performed.

[0198] If the determination in step S602 is affirmative, in step S603, it is determined whether or not an advantageous zone flag is set in the various flag storage area 106d. In this slot machine 10, regarding whether or not a push order notification or the like occurs, advantageous zones in which the push order notification or the like may occur and normal zones in which the notification may not occur are set. The advantageous zone flag is a flag that allows the CPU 102 to determine whether the current game is in an advantageous zone, and is set upon transition to an advantageous zone and cleared upon transition to a normal zone.

[0199] If the advantageous zone flag is not set, it means that the current game is in the normal zone, and in this case, the advantageous zone transition lottery process is executed in step S604, and then the lottery result response process is terminated.

[0200] In the advantageous zone transition lottery process, as shown in the flowchart of FIG. 28, the lottery result of the current game is grasped in step S701. Then, in step S702, an advantageous zone transition lottery table is obtained from the various table storage area 105a of the ROM 105. As shown in FIG. 33, 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. 33, the trigger roles for the lottery for transition to the advantageous zone are set as follows: normal lip A, normal lip B, normal lip C, chance eye A, chance eye B, chance eye C, cherry A, cherry B, cherry C, common bell, push order bell, and watermelon. In other words, in normal play as a 3-bet game carrying over the second BB, all possible winning results are set as trigger roles for the lottery for transition to the advantageous zone.

[0201] 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.

[0202] If it is determined in step S705 that the transition lottery has been won, in step S706, a process of setting an advantageous interval winning game flag in the various flag storage area 106d is executed. The advantageous interval winning game flag is a flag for the CPU 102 to recognize that the game has won the transition lottery to the advantageous interval in the current game. If the determination in step S705 is negative, or after the process of step S706 is executed, the advantageous interval transition lottery process ends.

[0203] Returning to the explanation of the lottery result corresponding process, if it is determined in step S603 that the advantageous interval flag is set, the process proceeds to step S605. In step S605, it is determined whether an AT mode winning flag or an AT mode flag is set in the various flag storage area 106d. The AT mode winning flag is a flag set when winning the transition lottery to the AT mode, and the AT mode flag is a flag set when transitioning to the AT mode. That is, in step S605, it is determined whether the situation is such that the transition to the AT mode has already been determined or has already occurred. If neither flag is set in step S605 and the transition to the AT mode has not yet been determined, in step S606, the AT lottery process is executed. On the other hand, if either flag is set in step S605, in step S607, the AT topping-up process is executed.

[0204] <AT lottery process> First, the AT lottery process in step S606 will be described while referring to the flowchart in FIG. 29.

[0205] In step S801, a subtraction process is executed on the ceiling counter provided in the various counter area 106e. The ceiling counter is a counter that allows the CPU 102 to grasp the maximum number of games (ceiling game number) that can be played in the advantageous zone without transitioning to the AT mode. A predetermined lottery value is input to the ceiling counter when transitioning to the advantageous zone. In this embodiment, the maximum value of the ceiling counter is set to 999. In other words, by playing a maximum of 999 games after transitioning to the advantageous zone, transition to the AT mode will occur even if the AT mode transition lottery is not won. In step S801, a process is executed to subtract 1 from the ceiling counter. Then, in step S802, it is determined whether the ceiling counter has reached 0. If it is not 0, an AT mode transition lottery is executed in steps S803 to S805.

[0206] That is, in step S803, it is determined whether any of the first CZ mode flag, second CZ mode flag, and third CZ mode flag is set in the various flag storage area 106d. In this embodiment, normal mode and CZ mode are provided as advantageous zones before winning the lottery for transitioning to the AT mode, and the CZ mode is set as a mode in which it is easier to win the lottery for transitioning to the AT mode than the normal mode. As the CZ mode, the first CZ mode, the second CZ mode, and the third CZ mode, which have different transition triggers, are set, and the above-mentioned first CZ mode flag to third CZ mode flag are flags for the CPU 102 to distinguish between these first CZ mode to third CZ mode. Then, if it is determined in step S803 that any of the CZ mode flags is not set, normal AT mode lottery processing is executed in step S804, and if any of the CZ mode flags is set in step S803, CZ AT mode lottery processing is executed in step S805.

[0207] In the normal AT mode lottery process in step S804, as shown in the flowchart of FIG. 30, first, in step S901, the lottery result of the current game is grasped. Then, in step S902, a normal AT mode transition lottery table is obtained from the various table storage area 105a of the ROM 105. As shown in FIG. 33, the normal AT mode transition lottery table has an AT mode transition rate (probability of winning the AT mode transition lottery) set according to the lottery result of each game. As shown in FIG. 33, the trigger roles for the normal AT mode transition lottery are set as normal lip A, normal lip B, normal lip C, chance eye A, chance eye B, chance eye C, cherry A, cherry B, cherry C, common bell, push order bell, and watermelon. 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 normal AT mode transition lottery.

[0208] After acquiring the lottery table in step S902, a process of acquiring a random number for the AT mode transition lottery is executed in step S903. Then, in step S904, an AT mode transition lottery is executed, and then the AT mode transition lottery process is terminated. That is, in the normal AT mode lottery process, an AT mode transition lottery is executed based on the lottery results of each game.

[0209] In contrast, in the AT mode transition lottery during CZ mode, the AT mode transition lottery is conducted using the lottery results of multiple games during CZ mode.

[0210] That is, in the CZ AT mode lottery process in step S805, first, the lottery result of the current game is grasped in step S1001, as shown in the flowchart of Fig. 31. Then, in step S1002, a process of acquiring a point table from the various table storage area 105a of the ROM 105 is executed.

[0211] As shown in Figure 33, the points table is set up so that the point value acquired in the current game can differ depending on the lottery results of each game. For example, if the lottery result of this game is Cherry A, 20 points will be acquired, and if the lottery result of this game is Cherry B, which is less likely to win than Cherry A, 50 points will be acquired. In other words, the lower the probability of winning in the lottery process of each game, the more points will be acquired.

[0212] Then, in step S1003, a process is executed to add the point value acquired in the current game to the cumulative counter RC provided in the various counter area 106e. Note that in this embodiment, the lottery result command for each game is set to include information on the cumulative counter RC, and the value of the cumulative counter RC can be grasped on the display control device 81 side together with the lottery result of each game.

[0213] In the following step S1004, a process is executed to grasp the CZ counter provided in the various counter area 106e. The CZ counter is a counter that allows the CPU 102 to grasp the number of games remaining in the CZ mode, and is a counter that is decremented by one each time one game is played in the CZ mode. Then, in step S1005, a process is executed to acquire the CZ AT mode transition lottery table from the various table storage area 105a, and in step S1006, an AT mode transition lottery is executed, after which the CZ AT mode lottery process is terminated.

[0214] As shown in FIG. 34, the CZ AT mode transition lottery table is set so that the winning probability of the AT mode transition lottery differs depending on the CZ counter and the cumulative counter RC. More specifically, the product of a predetermined number, which is set according to the CZ counter value and the cumulative counter RC value, and the cumulative counter RC is set as the winning probability (%) of the AT mode transition lottery. For example, if the CZ counter is 16 or more, and the cumulative counter RC is 0 to 59, the predetermined number is set as 0.1, and if the cumulative counter RC is 80 to 100, the predetermined number is set as 0.6. In this case, if the CZ counter is 16 or more and the cumulative counter RC is 30, the winning probability of the AT mode transition lottery is 3% due to the product of the predetermined number (0.1) and the cumulative counter RC (30). Also, if the CZ counter is 16 or more and the cumulative counter RC is 90, the winning probability of the AT mode transition lottery is 54% due to the product of the predetermined number (0.6) and the cumulative counter RC (90). Also, when the CZ counter is 3 to 1, if the cumulative counter RC is 0 to 9, the predetermined number is set to 0.5, and if the cumulative counter RC is 50 to 100, the predetermined number is set to 1.0. In this case, if the CZ counter is 3 to 1 and the cumulative counter RC is 5, the product of the predetermined number (0.6) and the cumulative counter RC (5) gives a winning probability of 3%. Also, if the CZ counter is 3 to 1 and the cumulative counter RC is 90, the product of the predetermined number (1.0) and the cumulative counter RC (90) gives a winning probability of 90%.

[0215] In other words, in the CZ mode of this embodiment, the larger the point value acquired in each game in the CZ mode, the easier it is to win the AT mode transition lottery, and the fewer the number of games remaining in the CZ mode, the easier it is to win the AT mode transition lottery. Furthermore, even if the point value acquired in each game in the CZ mode is large, if the number of games remaining in the CZ mode is large, it is set to be difficult to win the AT mode transition lottery. In this way, winning the AT mode transition lottery too early after transitioning to the CZ mode is suppressed, and efforts are made to increase attention to the lottery results of each game in the CZ mode while allowing players to enjoy the game (presentation) in the CZ mode to the end.

[0216] Returning to the explanation of the AT lottery processing, after the AT mode lottery processing is executed in step S804 or step S805, it is determined in step S806 whether or not the AT mode transition lottery has been won in the AT mode lottery processing in these steps S804 and S805. If the AT mode transition lottery has been won, the AT mode winning processing in steps S807 to S810 is executed, and if the AT mode transition lottery has not been won, the AT mode non-winning processing in steps S811 to S819 is executed.

[0217] That is, if the AT mode transition lottery is won, first, in step S807, a process for setting the premonition mode is executed. Note that, even if the ceiling counter becomes 0 in step S802, the process proceeds to step S807, and a process for setting the premonition mode is executed. The premonition mode is a mode in which, when a situation in which a transition to the AT mode may occur is created due to winning the AT mode transition lottery or the like, a premonition effect is performed on the auxiliary display unit 65 or speaker 64 to suggest that a transition to the AT mode may occur. In step S807, a process for setting the number of games, etc. of the premonition mode is executed according to the trigger that creates a situation in which a transition to the AT mode may occur.

[0218] That is, in the premonition mode setting process, as shown in the flowchart of Figure 32, first, in step S1101, a process for determining the cumulative counter RC is executed, and then in step S1102, a process for determining the CZ counter is executed. Then, in step S1103, a process for acquiring an immediate notification lottery table from the various table storage area 105a is executed, and in step S1104, an immediate notification lottery process is executed. In the immediate notification lottery process, a lottery is held to determine whether or not to notify that a situation has arisen in which a transition to AT mode may occur without going through the premonition effects.

[0219] As shown in Fig. 35, the instant notification lottery table is set so that the probability of winning the instant notification lottery varies depending on the CZ counter and the cumulative counter RC. More specifically, the smaller the CZ counter value, i.e., the fewer the number of games remaining in the CZ mode, the easier it is to win the instant notification lottery, and the larger the cumulative counter RC value, i.e., the larger the point value acquired during the CZ mode, the easier it is to win the instant notification lottery. Note that, in this embodiment, if the CZ counter is 0 and a transition to AT mode during normal mode is won, the instant notification lottery has a 100% probability of winning.

[0220] In step S1105, it is determined whether or not the immediate notification lottery in step S1104 has been won. If the immediate notification lottery has not been won, processing for the premonition mode is performed in steps S1106 to S1113, and if the immediate notification lottery has been won, processing for notification of the AT mode is performed in steps S1114 to S1119.

[0221] If the immediate notification lottery is not won, in step S1106, it is determined whether the situation in which the current AT mode transition lottery was won was the first CZ mode or the third CZ mode among the CZ modes. If it is not the first CZ mode or the third CZ mode but the second CZ mode, in step S1107, a lottery process for the number of premonition effect games is executed. Then, in step S1108, a process is executed in which the result of the lottery in step S1107 and the current CZ counter (the number of games remaining in CZ mode) are added together and the result is input into the premonition counter provided in the various counter area 106e. The premonition counter is a counter that allows CPU 102 to grasp the number of games from when a situation in which transition to AT mode may occur until a notification of that situation (AT win notification effect) is executed.

[0222] In the lottery process for the number of premonition effect games in step S1107, a premonition effect game number table is obtained from the various table storage area 105a, and the number of premonition effect games for this time is set randomly. As shown in FIG. 36, the premonition effect game number table is set so that one of 13 to 15 games is selected. For example, while 15 games are likely to be selected, 13 or 14 games are unlikely to be selected, and the selection rate varies depending on the number of games. For example, if 14 games are selected in the premonition effect game number lottery process and the number of games remaining in the CZ mode is 3, 17 is input into the premonition counter, and a notification to that effect will be made 17 games after a situation in which a transition to the AT mode may occur (after the AT mode hit flag is set).

[0223] After executing the input process of the precursor counter in step S1108, the process of setting a precursor flag in the various flag storage area 106d is executed in step S1109. Then, the process of setting the precursor command to be output to the display control device 81 is executed in step S1110, and then the precursor mode setting process is terminated. The precursor flag is a flag that allows the CPU 102 to know that the precursor mode has been set, and the precursor command is a command that allows the display control device 81 to know that the precursor mode has been set. The precursor command also includes the value of the precursor counter, and the display control device 81 can determine from the value of the precursor counter which game should be notified that a situation has arisen in which a transition to AT mode may occur. The process performed by the display control device 81 when the precursor command is received will be described in detail later.

[0224] If the first CZ mode or the third CZ mode is selected in step S1106, a determination is made in step S1111 as to whether the first CZ mode is selected. If the first CZ mode is selected, a process is executed in step S1112 in which a predetermined number (5) is added to the CZ counter and the resulting value is input to the premonition counter. If the third CZ mode is selected and not the first CZ mode in step S1111, a process is executed in step S1113 in which the value of the CZ counter is input to the premonition counter. Then, after the premonition flag is set in step S1109 and the premonition command is set in step S1110, the premonition mode setting process is terminated. In this case, in the first CZ mode, a predetermined number of games are played after the number of remaining games in the first CZ mode reaches 0, and in the third CZ mode, a notification is issued that the AT mode transition lottery has been won when the number of remaining games in the third CZ mode reaches 0.

[0225] In other words, when the AT mode transition lottery is won, the number of games until the notification of the fact that the AT mode transition lottery has been won varies depending on the type of CZ mode, and the notification of the fact that the AT mode transition lottery has been won is made in the first CZ mode after a fewer number of games than in the second CZ mode or the third CZ mode. The reason for this configuration will be explained in detail when explaining the content of the presentation in the CZ mode.

[0226] If it is determined in step S1105 that the instant notification lottery has been won, the process proceeds to step S1114. In step S1114, a process is executed to clear the CZ counter to 0. Thereafter, in step S1105, an AT type determination process is executed to determine whether the type of the current AT mode will be the first AT mode or the second AT mode. In this embodiment, the first AT mode and the second AT mode, which have different add-on performance during the AT mode (probability of winning the add-on lottery), are set as the AT modes, and the second AT mode has better add-on performance than the first AT mode (it is set so that it is easier to win the add-on lottery). In the AT type determination process in step S1115, the current AT mode type is determined by lottery, for example, according to the setting value, the type of the previous AT mode, the number of medals increased in the advantageous zone, the number of games in the advantageous zone, etc., or randomly.

[0227] In step S1116, it is determined whether the first AT mode has been set based on the processing result of step S1115. If the first AT mode has been set, in step S1117, a process is executed to set a first AT notification flag in the various flag storage area 106d, and in step S1118, a process is executed to set a first AT win instant notification command as an output target to the display control device 81, and then the setting process of this premonition mode is terminated. The first AT notification flag is a flag that the CPU 102 uses to determine that the first AT start symbols will appear on each of the reels 32L, 32M, and 32R when the first AT mode starts, and the first AT win instant notification command is a command that causes the display control device 81 to determine that a situation has arisen in which a transition to the first AT mode may occur. The processing on the display control device 81 side that receives the first AT win instant notification command will be described in detail later.

[0228] If it is determined in step S1116 that the AT is the second AT and not the first AT, a process is executed in step S1119 to set a second AT notification flag in the various flag storage area 106d, and a process is executed in step S1120 to set a second AT win instant notification command as an output target to the display control device 81, and then the premonition mode setting process is terminated. The second AT notification flag is a flag that allows the CPU 102 to know that the results for starting the second AT will appear on each of the reels 32L, 32M, and 32R when the second AT mode starts, and the second AT win instant notification command is a command that allows the display control device 81 to know that a situation has arisen in which a transition to the second AT mode may occur. The processing on the display control device 81 side that receives the second AT win instant notification command will also be described in detail later.

[0229] Returning to the explanation of the AT lottery processing, after the premonition mode setting processing is executed in step S807, it is determined in step S808 whether any CZ mode flag is set. If any CZ mode flag is set, processing is executed to clear the set CZ mode flag in step S809. If a negative determination is made in step S808, or after the processing of step S809 is executed, processing is executed to set the AT mode winning flag in step S810, and then this AT lottery processing is terminated. By performing such processing, an affirmative determination will be made in step S605 in the lottery result corresponding processing from the next game onwards.

[0230] If it is determined in step S806 that the AT mode transition lottery has not been won, it is determined in step S811 whether any of the CZ mode flags are set. If none of the CZ mode flags are set and the mode is normal, the CZ mode transition lottery is performed in steps S812 to S819. On the other hand, if any of the CZ mode flags is set, the AT lottery processing is terminated without performing the processing of steps S812 to S819.

[0231] That is, in step S812, it is determined whether the number of games in the advantageous zone AG set in the various counter areas 106e is equal to or greater than a predetermined first predetermined value (31) and equal to or less than a predetermined second predetermined value (700). The number of games in the advantageous zone AG is a counter that allows the CPU 102 to grasp the number of games in the advantageous zone, and is incremented by one for each game after transition to the advantageous zone, and is reset when the advantageous zone ends. If the number of games in the advantageous zone AG is less than the first predetermined number or greater than the second predetermined number, the AT lottery processing is terminated without conducting a lottery for transition to CZ mode, etc.

[0232] In this embodiment, the CZ mode may be set when the advantageous zone is transitioned to, and the first predetermined number is set to a number greater than the number of games required until the announcement of the result of the AT mode transition lottery in the CZ mode set when the advantageous zone is transitioned is completed. Also, as described above, in this embodiment, the ceiling counter set when the advantageous zone is transitioned becomes 0, allowing transition to the AT mode without going through the AT mode transition lottery, and the second predetermined value is a value close to the upper limit (999) of the ceiling counter set when the advantageous zone is transitioned to, and more specifically, is set to 700, which is 70% of the upper limit.

[0233] In other words, when the advantageous zone is consumed up to a value close to the upper limit of the ceiling counter, the lottery for transition to CZ mode and the like will no longer be held. Note that the ceiling counter setting process will be explained in detail later, but there are cases where a value smaller than the second predetermined value is set in the ceiling counter when transitioning to the advantageous zone, and in this case, the ceiling is reached and transition to AT mode is permitted before reaching the upper limit number of games (700) at which the lottery for transition to CZ mode and the like is held. In other words, even if a value smaller than the second predetermined value is input to the ceiling counter, there are cases where the lottery for transition to CZ mode is won just before reaching the ceiling.

[0234] If the number of games in the advantageous zone AG is within the range for holding a CZ mode transition lottery or the like in step S812, a process for retrieving a CZ mode transition lottery table from the various table storage area 105a is executed in step S813, and a CZ mode transition lottery process is executed in step S814. As shown in FIG. 33, the CZ mode transition lottery table has a transition rate to CZ mode (probability of winning the CZ mode transition lottery) set according to the lottery results of each game. For example, if the lottery result of this game is chance eye A, there is a 7% probability of winning the CZ mode transition lottery, and if the lottery result of this game is chance eye B, which is less likely to win than chance eye A, there is a 15% probability of winning the CZ mode transition lottery, which is higher than the chance eye A, and so on. In other words, the lower the occurrence rate of the game's lottery result, the easier it is to win the CZ mode transition lottery.

[0235] After performing the CZ mode transition lottery in step S814, in step S815, it is determined whether or not the CZ mode transition lottery has been won. If not won, the AT lottery process is terminated as it is. If the CZ mode transition lottery has been won, in step S816, the second CZ mode game number lottery process is executed, in step S817, the game number corresponding to the lottery result is input to the CZ counter, and in step S818, the process of setting the second CZ mode flag is executed. That is, when winning the CZ mode transition lottery during the normal mode in the advantageous section, the second CZ mode is set, and the game number thereof is determined by the lottery process in step S816. In the lottery process for the second CZ mode game number, the second CZ mode game number table is acquired from the various table storage areas 105a, and the game number for this time's second CZ mode is set randomly. As shown in FIG. 36, the second CZ mode game number table is set such that any one of 8 games to 15 games is selected. For example, 10 games or 11 games are likely to be selected, while 8 games or 15 games are difficult to be selected. That is, the selection rate varies depending on the game number. For example, if 10 games are selected in the second CZ mode game number lottery process, in step S817, 10 is input to the CZ counter.

[0236] After setting the second CZ mode flag in step S818, in step S819, the process of setting the second CZ mode start command as the output target to the display control device 81 is executed, and then the AT lottery process is terminated. The process on the display control device 81 side that receives the second CZ mode start command will be described in detail later.

[0237] <AT additional process> Next, the AT additional process executed in step S607 will be described while referring to the flowchart in FIG. 37. As already described, the AT additional process is a process executed in a situation where the AT mode winning flag and the AT mode flag are set, and is a process for increasing the number of continuous games in the AT mode.

[0238] In the AT addition process, first, in step S1201, the lottery result of the current game is grasped. Then, in steps S1202 to S1208, a process is executed to obtain an addition lottery table according to the current situation. That is, in step S1202, it is determined whether or not the AT mode hit flag is set and a situation has arisen in which a transition to the AT mode may occur, but a transition to the AT mode has not yet occurred. If the situation is before a transition to the AT mode, an affirmative determination is made in step S1202, and it is determined in step S1203 whether or not a first AT notification flag or a second AT notification flag is set in the various flag storage area 106d. A situation in which the first AT notification flag or the second AT notification flag is set means that a notification (AT hit notification effect) has already been executed to indicate that a transition to the AT mode may occur, and a transition to the AT mode has not yet occurred. In other words, a situation in which neither the first AT notification flag nor the second AT notification flag is set in step S1203 means that a situation has arisen in which a transition to AT mode may occur, but no notification to that effect has yet been made (premonition mode).

[0239] Therefore, if it is determined in step S1203 that neither the notification flag for the first AT nor the notification flag for the second AT is set, a process is executed in step S1204 to obtain a post-winning, pre-winning notification additional lottery table from the various table storage area 105a, and if it is determined in step S1203 that either flag is set, a process is executed in step S12056 to obtain a post-winning, pre-transition additional lottery table.

[0240] As shown in Fig. 38, when comparing the post-winning, pre-winning notification additional lottery table with the post-winning notification, pre-transition additional lottery table, the additional lottery using the post-winning notification, pre-transition additional lottery table is set so that it is easier to win the additional lottery than the additional lottery using the post-winning, pre-winning notification additional lottery table. More specifically, for example, in an additional lottery triggered by chance eye B, the additional lottery using the post-winning, pre-winning notification additional lottery table has a 5% chance of winning, while the additional lottery using the post-winning, pre-winning notification additional lottery table has a 7% chance of winning, so that in the situation before transition to AT mode, it is easier to win the additional lottery after winning notification than before AT mode winning notification.

[0241] If the AT mode winning flag is not set in step S1202, it means that the AT mode flag is set, and a transition to the AT mode has already occurred. In this case, in step S1206, the first AT flag is set in the various flag storage area 106d, and it is determined whether the current AT mode is the first AT mode. If it is the first AT mode, in step S1207, a process is executed to obtain a first AT additional lottery table from the various table storage area 105a, and if it is the second AT mode, in step S1208, a process is executed to obtain a second AT additional lottery table from the various table storage area 105a.

[0242] As shown in Fig. 38, when the first AT add-on lottery table and the second AT add-on lottery table are compared, the add-on lottery using the second AT add-on lottery table is set so that it is easier to win the add-on lottery than the add-on lottery using the first AT add-on lottery table. More specifically, for example, in the add-on lottery triggered by Cherry B, the add-on lottery using the first AT add-on lottery table has a 10% chance of winning, while the add-on lottery using the second AT add-on lottery table has a 20% chance of winning, and in the situation after the AT mode transition, it is easier to win the add-on lottery in the second AT mode than in the first AT mode.

[0243] After the add-on lottery table is obtained in any of the processes of step S1204, step S1205, step S1207, and step S1208, an add-on lottery is executed in step S1209. Then, in step S1210, it is determined whether or not the add-on lottery has been won. If the add-on lottery has not been won, the AT add-on processing is terminated. If the add-on lottery has been won, an add-on game number lottery processing is executed in step S1211. In the add-on game number lottery processing, an add-on game number table is obtained from the various table storage area 105a, and the number of add-on games this time is determined by lottery. As shown in Figure 38, the number of added games table is set so that the number of added games varies depending on the lottery result of the game that triggers the addition.For example, when the addition is triggered by a normal lip A, an average of 150 games are added, while when the addition is triggered by a cherry A, an average of 15 games are added.In other words, the number of added games is set to be greater when the addition is triggered by an opportunity that is less likely to result in a win in the add-on lottery.

[0244] After executing the process for drawing lots for the number of added games in step S1211, in step S1212, the CPU 102 executes a process for adding the current number of added games to the AT counter provided in the various counter area 106e. The AT counter is a counter that allows the CPU 102 to grasp the number of games remaining in the AT mode. After executing the process of step S1212, in step S1213, the CPU 102 executes a process for setting the added command as an output target to the display control device 81, and then ends the AT added-on process. The display control device 81, which has received the added-on command, executes a process for displaying an added-on notification effect corresponding to the addition on the auxiliary display unit 65 and speaker 64.

[0245] Returning to the explanation of the lottery result response process (FIG. 27).

[0246] After the processing of step S606 or step S607 is executed, in step S608, it is determined whether or not the lottery result of this game is a push order role win. A push order role is a result that includes not only the push order bell but also normal lip A, normal lip B, and normal lip C. Normal lip A, normal lip B, and normal lip C are all results that can be won in multiple replays, and the replay that establishes a win can vary depending on the operation order of stop switches 42 to 44.

[0247] Specifically, as shown in Figure 39, in normal replay A, regardless of the operation order of the stop switches 42 to 44, the reels 32L, 32M, and 32R are basically stopped so that the first replay win is achieved. In contrast, in normal replay B and normal replay C, when the right stop switch 44 is operated first, the reels 32L, 32M, and 32R are stopped so that the second replay win or the third replay win is achieved. When the left stop switch 42 or the center stop switch 43 is operated first, the reels 32L, 32M, and 32R are stopped so that the first replay win is achieved. However, in normal replay A, normal replay B, and normal replay C, regardless of which of the overlapping replay wins is achieved, the bonus awarded is a replay, and the only difference is the type of replay that is achieved. In other words, normal RIP A, normal RIP B, and normal RIP C are game results in which a replay win is achieved regardless of the operation order of the stop switches 42-44, but the stop results differ depending on the operation order. In particular, normal RIP B and normal RIP C trigger the start of the AT mode. After the AT mode win flag is set, a notification is issued indicating that a situation in which a transition to the AT mode is possible, and then the first AT mode is started in a game in which a second replay win is possible. After the AT mode win flag is set, a notification is issued indicating that a situation in which a transition to the AT mode is possible, and then the second AT mode is started in a game in which a third replay win is possible. In other words, even if the AT mode win flag is set, the first AT mode or the second AT mode will not start until the above notification (AT win notification effect) is executed, and even after the above notification is executed, the first AT mode or the second AT mode will not start until the game in which a second replay win or a third replay win is possible.

[0248] If it is determined in step S608 that the push order role has been won, it is determined in step S609 whether any of the CZ mode flags, AT mode win flags, or AT mode flags are set. If any of these flags is set, the push order notification process is executed in step S610, and then the lottery result response process is terminated. If a negative determination is made in step S608 or step S609, the lottery result response process is terminated.

[0249] <Outline of push order notification> Prior to explaining the push order notification process executed in step S610, we will provide an overview of the push order notification executed by the instruction monitor 68 and the push order notification effect executed by the auxiliary display unit 65. Note that the push order notification and push order notification effect can also be referred to as push order navigation, sequence notification, or mode notification, for example. The instruction monitor 68 is connected to the main control unit 101, and the push order notification is performed by the main control unit 101. In contrast, the auxiliary display unit 65 is connected to the display control unit 81, and the push order notification effect is performed by the display control unit 81.

[0250] First, the configuration of this instruction monitor 68 will be described with reference to Fig. 40. Fig. 40(a) is a front view of the instruction monitor 68, and Fig. 40(b) is a diagram for explaining the relationship between the display mode and display content of the instruction monitor 68.

[0251] As shown in FIG. 40(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.

[0252] More specifically, the first display segment N1 to the seventh display segment N7 are all linear display segments, and are arranged so that they can display at least the numbers "1" to "6." The eighth display segment N8 is a circular display segment, and is arranged laterally in the lower right portion of the area where the first display segment N1 to the seventh display segment N7 are arranged. Therefore, the indication monitor 68 can display at least the numbers "1" to "6," "1." to "6.", and "."

[0253] 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.

[0254] The first display segment N1 to the seventh display segment N7 are display segments used to notify the operation sequence of the push order combination. For example, as shown in FIG. 40(b), if the stop switches 42 to 44 are operated in the order of "left" → "center" → "right" to perform the stop operations in this order, which results in a winning mode advantageous to the player, the sixth display segment N6 and the seventh display segment N7 are lit to display "1." Also, if the stop switches 42 to 44 are operated in the order of "right" → "left" → "center" to perform the stop operations in this order, which results in a winning mode advantageous to the player, the first display segment N1, the second display segment N2, the third display segment N3, the fifth display segment N5, and the sixth display segment N6 are lit to display "5." In other words, the numbers (symbols) displayed on each display segment N1 to N7 correspond one-to-one to the operation order of the stop switches 42 to 44, and by operating the stop switches 42 to 44 to stop based on the numbers (symbols) displayed on the display segments N1 to N7, the player can win in an advantageous manner.

[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. 41. 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. 41(a), in the auxiliary display unit 65, of the three button displays arranged in parallel corresponding to the stop switches 42 to 44, the button display corresponding to the stop switch that should be operated first (in the figure, the middle button display corresponding to the middle stop switch 43) is marked with the number 1 and displayed larger than the other button displays. In addition, each button display is displayed in a color corresponding to the winning combination (yellow for a bell, blue for a replay, etc.). This allows the player to recognize the winning combination in the current game and that the stop switch that should be operated first is the middle stop switch 43. In addition, in the auxiliary display unit 65, the right button display is displayed with the number 2 and the left button display is displayed with the number 3, indicating that the stop switch that should be operated next is the right stop switch 44 and the stop switch that should be operated last is the left stop switch 42.

[0261] When the player operates the middle stop switch 43, as shown in Figure 41 (b), the middle button display corresponding to the middle stop switch 43 disappears on the auxiliary display unit 65, and the right button display corresponding to the right stop switch 44 is displayed large. This allows the player to confirm that the operation of the middle stop switch 43 has been completed, and that the next stop switch to be operated is the right stop switch 44.

[0262] When the player operates the right stop switch 44, as shown in Figure 41 (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] <Press order notification processing> Next, the push order notification process executed in step S610 will be described with reference to the flowchart of FIG.

[0265] First, in step S1301, it is determined whether any of the first CZ mode flag, the second CZ mode flag, and the third CZ mode flag are set. If none of the first CZ mode flag, the third CZ mode flag, and the third CZ mode flag are set, it is determined whether the AT mode winning flag is set in step S1302. If the first CZ mode flag, the third CZ mode flag, and the AT mode winning flag are not set, and the AT mode winning flag is set, it means that the transition to the AT mode has not yet occurred after the AT mode winning. In this case, in step S1303, it is determined whether the first AT notification flag or the second AT notification flag is set in the various flag storage area 106d. If the AT mode winning flag is set but these AT notification flags are not set, it means that the AT mode transition lottery has been won but the player is still in the premonition mode. In this case, no push order notification is generated in this game, and the push order notification process is terminated. If the first AT notification flag or the second AT notification flag is set, it proceeds to step S1304.

[0266] In step S1304, it is determined whether the lottery result of this game is normal reply B or normal reply C. If it is not normal reply B or normal reply C, but normal reply A or the push order bell, the process for notifying the actual push order is terminated. If it is either normal reply B or normal reply C, it is determined in step S1305 whether it is normal reply B. If it is normal reply B, it is determined in step S1306 whether the above-mentioned flag for notifying the first AT is set. If the flag for notifying the second AT is set instead of the flag for notifying the first AT, the process for notifying the actual push order is terminated. If normal reply B is won and the flag for notifying the first AT is set, proceed to step S1307, and process to start the first AT mode is executed.

[0267] That is, in step S1307, the first AT notification flag is cleared. Then, in step S1308, a first AT start flag is set in the various flag storage area 106d. The first AT start flag is a flag that allows the CPU 102 to know that the first AT mode will start from the current game. Then, in step S1309, the instruction monitor 68 is controlled to perform a push order notification corresponding to the second replay win. Then, in step S1310, a push order command including information on the operation order corresponding to the second replay win is set as an output target to the display control device 81, and then this push order notification process is terminated. Upon receiving this push order command, the display control device 81 performs a push order notification effect corresponding to the second replay win, such as a push order notification effect indicating the order in which the right stop switch 44 should be operated first, a display or voice guidance such as "Aim from the right!!", and controls the auxiliary display unit 65 and speaker 64 to notify the symbol corresponding to the second replay win.

[0268] If it is determined in step S1305 that the selected reply is normal reply C and not normal reply B, the process proceeds to step S1311. In step S1311, it is determined whether or not the flag for notifying the second AT is set. If the flag for notifying the first AT is set and not the flag for notifying the second AT, the process for notifying the actual push order ends. If normal reply C is selected and the flag for notifying the second AT is set, the process proceeds to step S1312, and the process for starting the second AT mode is executed.

[0269] That is, in step S1312, the second AT notification flag is cleared. Then, in step S1313, a second AT start flag is set in the various flag storage area 106d. The second AT start flag is a flag that allows the CPU 102 to know that the second AT mode will start from the current game. Then, in step S1314, the instruction monitor 68 is controlled to perform a push order notification corresponding to the third replay win. Then, in step S1315, a push order command including information on the operation order corresponding to the third replay win is set as an output target to the display control device 81, and then this push order notification process is terminated. Upon receiving this push order command, the display control device 81 performs a push order notification effect corresponding to the third replay win, such as a push order notification effect indicating the order in which the right stop switch 44 should be operated first, a display or voice guidance such as "Aim from the right!!", and controls the auxiliary display unit 65 and speaker 64 to notify the symbol corresponding to the third replay win.

[0270] If it is determined in step S1301 that any CZ mode flag is set, or if the AT mode winning flag is not set in step S1301 and the AT mode is already in progress, the process proceeds to step S1316. In step S1316, it is determined whether the lottery result for this game is a push order bell. If it is not a push order bell, the push order notification process ends. If it is a push order bell, it is determined in step S1317 whether any CZ mode flag is set. If any CZ mode flag is set, it is determined in step S1318 whether an already-announced flag is set in the various flag storage area 106d. The already-announced flag is a flag that allows the CPU 102 to determine that a push order notification has already been made when the push order bell is won in CZ mode, and is a flag that is cleared when the CZ mode ends (including when transitioning to AT mode). If the already-announced flag is set, the push order notification process ends. If the notification flag is not set, the process goes to step S1319 to set the notification flag.

[0271] If the AT mode flag is set instead of the CZ mode flag in step S1317, or after executing the processing of step S1319, in step S1320, the instruction monitor 68 is controlled so that push order notifications corresponding to the first small win to the sixth small win are made according to the type of push order bell this time. Then, in step S1321, a process is executed to set a push order command including information on the operation sequence corresponding to the first small win to the sixth small win as an output target to the display control device 81, and then this push order notification process is terminated. The display control device 81, which has received this push order command, controls the auxiliary display unit 65 and speaker 64 so that push order notification effects corresponding to the first small win to the sixth small win are made.

[0272] <Winning result processing> Next, the winning result response process performed in step S415 in the reel control process will be described with reference to the flowchart in Figure 43. In the winning result response process, processing is performed to start or end the CZ mode, AT mode, etc. depending on the game result.

[0273] First, in step S1401, a process is performed to grasp the current gaming state, and in step S1402, it is determined whether the number of bets for the current game is the specific specified number specified in the state grasped in step S1401. This process corresponds to steps S601 and S602 above, and if the number is not the specific specified number in step S1402, the process ends without performing the processes from step S1403 onwards. If the number of bets is the specific specified number corresponding to the state, the process proceeds to step S1403.

[0274] In step S1403, a first number-of-games management process is executed, and in step S1404, a second number-of-games management process is executed. The first number-of-games management process is a process for managing the number of games played before transitioning to an AT mode, such as a CZ mode or a premonition mode, and the second number-of-games management process is a process for managing the number of games played in the AT mode.

[0275] In the first number-of-games management process, as shown in the flowchart of FIG. 44, first, in step S1501, it is determined whether the first BB state flag or the second BB state flag is set. If either of the BB states is present, the first number-of-games management process is terminated. In other words, if a transition to the second BB state occurs in a two-bet game, management of the number of games played in the premonition mode or CZ mode is not performed. If neither of the BB states is present, the process proceeds to step S1502, where it is determined whether the CZ counter is greater than 0 and the number of games set at the time of transition to the CZ mode has not been played. As already explained, if the AT mode transition lottery is won during the CZ mode, the CZ mode flag is cleared in the AT lottery process. Therefore, even if the CZ mode flag is not set, it may be determined in step S1502 that the CZ counter is greater than 0.

[0276] Incidentally, as mentioned above, if you win the AT mode transition during CZ mode, unless you win the instant notification lottery, a value equal to or greater than the CZ counter will be entered into the premonition counter. In other words, if the CZ counter is greater than 0 and the CZ mode flag is not set, it means that you are in premonition mode after winning the AT mode transition.

[0277] If the CZ counter is greater than 0, processing is executed in step S1503 to subtract 1 from the CZ counter. Then, in step S1504, it is determined whether the CZ counter has reached 0. If it has reached 0, it is determined in step S1505 whether any CZ mode flags are set. As described above, if the AT mode transition lottery is won during CZ mode, the CZ mode flag is cleared. Therefore, if any CZ mode flag is set in step S1505, this means that CZ mode ends without winning the AT mode transition lottery. If any CZ mode flag is set in step S1505, processing is executed in step S1506 to set a CZ end game flag in the various flag storage area 106d. The CZ end game flag is a flag that allows CPU 102 to determine which game has ended CZ mode, and is cleared after the game that has ended is finished (see step S203).

[0278] If the CZ mode flag is not set in step S1505, or after the processing of step S1506 has been executed, processing is executed in step S1507 to set the CZ end command as an output target to the display control device 81. The processing on the display control device 81 side that has received the CZ end command will be described in detail later.

[0279] If the CZ counter is 0 in step S1502, if the CZ counter is not 0 in step S1504, or after the processing of step S1507 is executed, it is determined in step S1508 whether the premonition counter is greater than 0 and the number of games corresponding to the premonition counter set in the premonition mode setting processing has not yet been played. If the premonition counter is greater than 0, processing is executed to subtract 1 from the premonition counter in step S1509. Then, it is determined in step S1510 whether the premonition counter has become 0.

[0280] If the premonition counter becomes 0, the process proceeds to step S1511, where the premonition flag is cleared. Then, in step S1512, an AT type determination process is performed to determine whether the current AT mode type is the first AT mode or the second AT mode. This process corresponds to the process of step S1115. That is, in the AT type determination process of step S1512, the current AT mode type is determined by lottery, for example, depending on the set value, the type of the previous AT mode, the number of medals increased during the advantageous zone, the number of games played during the advantageous zone, etc., or randomly. The AT type determination process of step S1115 and the AT type determination process of step S1512 may have different selection rates for the first AT mode and the second AT mode. For example, the process of step S1512 may have a higher selection rate for the second AT mode than the process of step S1115.

[0281] In step S1513, it is determined whether the first AT mode has been determined as a result of the processing in step S1512. If the first AT mode has been determined, in step S1514, a process is executed to set the notification flag for the first AT, and in step S1515, a process is executed to set the first AT winning notification command as an output target to the display control device 81, and then the number of games management process is terminated. By setting the notification flag for the first AT, processing is performed in the above-mentioned push order notification process to generate a push order notification for the second re-play winning. The processing on the display control device 81 side that receives the first AT winning notification command will be explained in detail later.

[0282] If it is determined in step S1513 that the AT mode to be transitioned to this time is not the first AT mode but the second AT mode, then in step S1516, a process is executed to set the notification flag for the second AT, and in step S1517, a process is executed to set the second AT winning notification command as an output target to the display control device 81, and then the number of games management process is terminated. By setting the notification flag for the second AT, processing is performed in the above-mentioned push order notification process to generate a push order notification for the third re-play winning. The processing on the display control device 81 side that receives the second AT winning notification command will be explained in detail later.

[0283] In the second number-of-games management process, as shown in the flowchart of Figure 45, first, in step S1601, it is determined whether the first BB state flag or the second BB state flag is set, and if it is either of the BB states, the second number-of-games management process is terminated. In other words, if a transition to the second BB state occurs in a two-bet game, management of the number of games in the AT mode is not performed. If it is not either of the BB states, the process proceeds to step S1602, where it is determined whether the AT counter is greater than 0 and whether the number of remaining games in the AT mode is greater than 0.

[0284] If the AT counter is greater than 0, processing is executed to subtract 1 from the AT counter in step S1603. Then, in step S1604, it is determined whether the AT counter has reached 0, and if so, processing is executed to clear the AT mode flag in step S1605. Then, in step S1606, processing is executed to set the AT end command as an output target to the display control device 81. The processing on the display control device 81 side that has received the AT end command will be explained in detail later. If the AT counter is 0 in step S1602 or if the AT counter is not 0 in step S1604, the second game number management processing is terminated.

[0285] After executing the process of step S1606, a third CZ mode game number lottery process is executed in step S1607, the number of games according to the lottery result is input to the CZ counter in step S1608, and a process of setting the third CZ mode flag is executed in step S1609. That is, in this embodiment, when the AT mode ends, the CZ mode is transitioned to, and the CZ mode to which the transition is triggered by the end of the AT mode is set to the third CZ mode, and the number of games is determined by the lottery process of step S1607. In the third CZ mode game number lottery process, a third CZ mode game number table is obtained from the various table storage area 105a, and the number of games for this third CZ mode is set randomly. As shown in FIG. 36, the third CZ mode game number table is set so that one of 25 games to 30 games is selected. For example, 30 games is likely to be selected, while 25 games is unlikely to be selected, and the selection rate varies depending on the number of games. For example, if 30 games are selected in the third CZ mode game number lottery process, 30 will be input to the CZ counter in step S1608.

[0286] After the third CZ mode flag is set in step S1609, in step S1610, a process is executed to set the third CZ mode start command as an output target to the display control device 81. The process on the display control device 81 side that has received the third CZ mode start command will be described in detail later.

[0287] Returning to the explanation of the winning result response process, after executing the game number management process of step S1403 and step S1404, it is determined in step S1405 whether the first AT start flag is set. As described above, the first AT start flag is a flag set in a game in which a second re-play win is possible when a transition to the first AT mode occurs. More specifically, it is a flag set at the start of a game in which the normal replay B is won when the first AT notification flag is set. In other words, the first AT start flag is not set based on the winning result. If the first AT start flag is set, the first AT start flag is cleared in step S1406, and the first AT flag is set in the various flag storage area 106d in step S1407. As already explained, when the first AT flag is set, an additional lottery is performed using the first AT additional lottery table.

[0288] If it is determined in step S1405 that the first AT start flag is not set, it is determined in step S1408 whether the second AT start flag is set. As described above, the second AT start flag is a flag set in a game in which a third re-play win is possible when a transition to the second AT mode occurs. More specifically, it is a flag set at the start of a game in which a normal replay C is won when the second AT notification flag is set. In other words, the second AT start flag is not set based on the winning result. If the second AT start flag is set, the second AT start flag is cleared in step S1409, and the second AT flag is set in the various flag storage area 106d in step S1410. If it is determined in step S1408 that the second AT start flag is not set, the winning result response process is terminated. As already explained, when the second AT flag is set, an additional lottery is performed using the second AT additional lottery table.

[0289] After executing the processing of step S1407 or step S1410, processing is executed in step S1411 to input 50 to the AT counter. As already explained, the AT counter is a counter corresponding to the number of games remaining in the AT mode, and in this embodiment, 50 games is set as the initial number of games in both the first AT mode and the second AT mode. Note that the initial number of games may be different between the first AT mode and the second AT mode, or may be determined by lottery. In this case, the initial number of games may be more likely to be greater in the second AT mode than in the first AT mode.

[0290] In step S1412, a process is executed to clear the AT mode winning flag, and in step S1413, a process is executed to set the AT mode flag. Then, in step S1414, a process is executed to set the AT start command as an output target to the display control device 81, and then this winning result corresponding process is terminated. The process on the display control device 81 side that received the AT start command will be explained in detail later.

[0291] <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.

[0292] <First section display process> First, the first section display process will be described with reference to Fig. 46. 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.

[0293] 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.

[0294] In step S1702, it is determined whether or not an advantageous zone flag is set in the various flag storage area 106d. If the advantageous zone flag is not set, in step S1703, a process is executed to increment the normal counter provided in the various counter area 106e by 1. The normal counter is a counter that allows the CPU 102 to grasp the number of games that have started as a normal zone rather than an advantageous zone.

[0295] After executing the processing of step S1703, it is determined in step S1704 whether or not the advantageous zone winning game flag is set. The advantageous zone winning game flag is a flag that is set when the advantageous zone transition lottery is won in the advantageous zone transition lottery processing, and is a flag that allows CPU 102 to identify that it is the winning game. If the advantageous zone winning game flag is set, processing is executed in step S1705 to clear the advantageous zone winning game flag. Then, processing is executed in step S1706 to set the advantageous zone flag.

[0296] In step S1707, the number of games in the advantageous zone is counted, more specifically, processing is performed to start measuring the advantageous zone game number AG in the various counter areas 106e. As described above, the advantageous zone game number AG corresponds to a grasping means for grasping the number of games executed in the advantageous zone. Then, in step S1708, processing for advantageous zone transition games is executed.

[0297] In the processing for the advantageous zone transition game, as shown in the flowchart of FIG. 47, a first CZ mode game number lottery process is executed in step S1801, the number of games according to the lottery result is input to the CZ counter in step S1802, and the first CZ mode flag is set in step S1803. That is, in this embodiment, the CZ mode is set upon transition to the advantageous zone, and when the transition to the advantageous zone is triggered, the first CZ mode is set, and the number of games is determined by the lottery process in step S1801. In the lottery process for the first CZ mode game number, a first CZ mode game number table is obtained from the various table storage area 105a, and the number of games for this first CZ mode is randomly set. As shown in FIG. 36, the first CZ mode game number table is set so that one of 8 to 10 games is selected, and the selection rate varies depending on the number of games, such that 8 and 9 games are easily selected, while 10 games is less likely to be selected. For example, if 10 games are selected in the first CZ mode game number lottery process, 10 is input to the CZ counter in step S1802.

[0298] After the first CZ mode flag is set in step S1803, in step S1804, a process is executed to set the first CZ mode start command as an output target to the display control device 81. The process on the display control device 81 side that has received the first CZ mode start command will be described in detail later.

[0299] In the following step S1805, a ceiling game number lottery process is executed. In the ceiling game number lottery process, a ceiling game number table is obtained from the various table storage area 105a, and the current ceiling game number is randomly determined. In the ceiling game number table, numbers of games that are likely to be selected (e.g., 341, 682) and numbers of games that are unlikely to be selected or will not be selected are set within a range that does not exceed the maximum ceiling game number (999 games in this embodiment). In addition, in the ceiling game number table, the minimum number of games is set to 100 games, and is set so that the ceiling game number will not be reached during the first CZ mode set when transitioning to the advantageous zone (more specifically, during the premonition mode when a win occurs in transitioning to the AT mode during the first CZ mode).

[0300] In step S1806, the process of inputting the ceiling game number into the ceiling counter is executed based on the processing result of step S1805. After that, the advantageous zone transition game process is terminated.

[0301] Returning to the explanation of the first section display process, after executing the advantageous section transition game process in step S1708, or if it is determined in step S1702 that the advantageous section flag is set, it is determined in step S1709 whether any of the CZ mode flags or AT mode flags are set. As already explained, in this embodiment, in the AT mode or CZ mode, a push order notification can be made when the push order bell is won, and a situation in which any of these flags is set can be said to be a situation in which the display start condition of the section indicator is met. If any of the flags is set, in step S1710, the display of the section indicator is started by lighting the eighth display segment N8.

[0302] If it is determined in step S1701 that the eighth display segment N8 is being displayed as a section indicator, then in step S1711, processing is executed to continue the display during the favorable section. Specifically, in step S1711, 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.

[0303] If it is determined in step S1704 that neither the advantageous zone flag nor the advantageous zone winning game flag is set, or if the advantageous zone flag or the advantageous zone winning game flag is set but the CZ mode flag or AT mode flag is not set and the mode is normal, the process proceeds to step S1712. In step S1712, a process is executed to add 1 to the first role ratio counter provided in the various counter area 106e. The first role ratio counter is a counter for counting the number of games in which no push order notification occurs, i.e., the number of games in the normal zone and the non-specific zone.

[0304] Furthermore, after the display start process of the section indicator is executed in step S1710, and after the display continuation process of step S1711 is executed, the process proceeds to step S1713. In step S1713, a process of adding 1 to the role ratio second counter provided in the various counter area 106e is executed. 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.

[0305] After the processing of step S1712 or step S1713 is executed, a role ratio calculation process is executed in step S1714. 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 S1715, a process is executed to display the calculation processing result of step S1714 on the role ratio monitor 77.

[0306] 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.

[0307] In step S1715, the result of the calculation process in step S1714 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 S1715 is executed, the first section display process is terminated.

[0308] 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 S1714. 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.

[0309] <Second section display process> Next, the second section display process will be described with reference to the flowchart in Fig. 48. 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.

[0310] In step S1901, 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 S1902, a process is executed to count the number of games in the advantageous zone. Specifically, a process is executed to add 1 to the number of games in the advantageous zone AG. After the process of step S1902 is executed, in step S1903, an update process is executed for the advantageous zone increase / decrease number MY (MY counter) provided in the various counter area 106e.

[0311] In the MY update process in step S1903, 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.

[0312] After executing the MY update process in step S1903, a remaining game number management process is executed in step S1904, followed by a remaining coin management process in the following step S1905. The remaining game number management process is a process for managing whether the advantageous zone will reach its upper limit number of games (1500 games) with the current remaining number of games based on the number of games remaining in the AT mode, etc. The remaining game number management process, for example, determines whether the sum of the number of games in the advantageous zone AG (the number of games played in the advantageous zone), the AT counter (the number of games remaining in the AT mode), the CZ counter (the number of games remaining in the CZ mode), and the premonition counter (the number of games remaining in the premonition mode) is greater than the upper limit number of games in the advantageous zone. If such a situation exists, a first excess flag is set in the various flag storage area 106d as a flag for identifying that situation. The remaining coin number management process is a process for managing whether the advantageous zone will reach its upper limit increase number (2400 coins) with the current remaining number of games based on the number of games remaining in the AT mode, etc. In the remaining payout number management process, for example, it is determined whether the sum of the expected increase calculated from the AT counter and the average increase per game in AT mode and the current increase / decrease in the advantageous zone MY is greater than the increase / decrease in the advantageous zone. If this is the case, a second excess flag is set in the various flag storage area 106d as a flag to identify the situation.

[0313] In the following step S1906, it is determined whether the number of games in the advantageous zone AG has reached the upper limit of 1500, or whether the number of coins in the advantageous zone increase / decrease MY has reached the upper limit of 2400. If either of these conditions for forced termination is met, in step S1907, the number of games in the advantageous zone AG and the number of coins in the advantageous zone increase / decrease MY are cleared to 0. In the following step S1908, a process is performed to end the display of the eighth display segment N8 as a zone indicator. Then, in step S1909, a process is performed to initialize parameters and information such as various flags and counters in the advantageous zone, and in step S1910, a process is performed to clear the normal counter, and then this zone display second process is terminated.

[0314] More specifically, the initialization process for the advantageous zone information in step S1909 is a process that resets flags and counters set upon transition to the current advantageous zone and flags and counters set during the current advantageous zone to their initial values. For example, if advantageous zone flags, AT mode win flags, AT mode flags, various CZ mode flags, etc. are set and not cleared, these flags are cleared. Furthermore, if the advantageous zone game count AG, advantageous zone increase / decrease number MY, premonition counter for premonition mode, counters for the number of continued games in CZ mode, etc. are greater than 0, all of these counters are reset to 0. In other words, the initialization process initializes all variables and parameters that affect the performance of push order notifications for advantageous zones that are advantageous states using push order notifications, and is a process that clears RAM for such variables and parameters.

[0315] If it is determined in step S1906 that the number of games in the advantageous zone AG has not reached the upper limit and the number of increases or decreases in the advantageous zone MY has not reached the upper limit increase number, proceed to step S1911 and determine whether the CZ end game flag is set or not.

[0316] Here, in this embodiment, when the AT mode transition lottery is won in various CZ modes, the CZ mode flag is cleared when the AT mode win flag is set (steps S808 to S810). The CZ end game flag is a flag that is set when the number of remaining games in the CZ mode (CZ counter) becomes 0 while the CZ mode flag remains set. Therefore, when the CZ end game flag is set, it means that the CZ mode has ended without winning the AT mode transition lottery.

[0317] If the CZ mode end game flag is set in step S1911, it is determined in step S1912 whether the second CZ mode flag or the third CZ mode flag is set.

[0318] If the second CZ mode flag or the third CZ mode flag is set in step S1912, and the second CZ mode, which is set in response to winning the CZ mode transition lottery during the advantageous zone, or the third CZ mode, which is set in response to the end of the AT mode, ends without winning the AT mode transition lottery, the process proceeds to step S1907, and processing for the end of the advantageous zone is executed. On the other hand, if the first CZ mode flag is set in step S1912, rather than the second CZ mode flag or the third CZ mode flag, and the first CZ mode, which is set in response to the transition to the advantageous zone, ends without winning the AT mode transition lottery, the process proceeds to step S1913, the first CZ mode flag is cleared, and the second processing for displaying this zone is terminated.

[0319] That is, if the second CZ mode or the third CZ mode ends without winning the AT mode transition lottery, the advantageous period ends, whereas if the first CZ mode ends without winning the AT mode transition lottery, the advantageous period continues without ending. Note that the second CZ mode flag and the third CZ mode flag are cleared during the processing for the end of the advantageous period (step S1909).

[0320] <Advantageous zones and display modes> The relationship between advantageous zones and display modes will be explained with reference to Figure 49.

[0321] As already explained, the slot machine 10 has an advantageous zone where a push order notification may occur and a normal zone where a push order notification does not occur. A situation where the advantageous zone flag is set is an advantageous zone, and a situation where the advantageous zone flag is not set is a normal zone. The advantageous zone flag is a flag set in the various flag storage area 106d of the RAM 106. For example, when the setting value of the slot machine 10 is changed (a process for changing the winning probability), an initialization process of the RAM 106 is performed and the advantageous zone flag is also cleared. In other words, when the setting value is changed and the power is turned on, the game starts from the normal zone. In the normal zone, the display mode is set to the normal mode in which a push order notification does not occur.

[0322] In the normal zone, if the advantageous zone transition lottery is won, a transition to the advantageous zone occurs. More specifically, by winning the advantageous zone transition lottery process, the advantageous zone winning game flag is set, and the advantageous zone flag is set on the condition that the advantageous zone winning game flag is set in the zone display first process. Then, in the process of setting the advantageous zone flag, a process for the advantageous zone transition game is executed, and in the advantageous zone transition game process, a process for setting the display mode to the first CZ mode is performed. In addition, when transitioning to the advantageous zone, a ceiling game number (maximum 999 games) is set.

[0323] The first CZ mode is set to have a continuous game count of 8 to 10 games, and is configured so that there is a high probability of winning the lottery to transition to AT mode during the first CZ mode. If the lottery to transition to AT mode is won in the first CZ mode, the transition to AT mode occurs mainly via the premonition mode. On the other hand, if the first CZ mode ends without winning the lottery to transition to AT mode, the display mode will transition to normal mode. However, in this case, the advantageous zone will not end.

[0324] When the display mode is normal mode in the advantageous zone, the lottery for switching to AT mode is executed together with the lottery for switching to CZ mode. If the lottery for switching to CZ mode is won in normal mode, the game will transition to the second CZ mode.

[0325] The second CZ mode is set to a number of 8 to 15 games, and is set so that there is a high probability of winning the lottery to transition to AT mode during the second CZ mode, just like the first CZ mode. If the lottery to transition to AT mode is won in the second CZ mode, the transition to AT mode occurs mainly via the premonition mode. On the other hand, if the second CZ mode ends without winning the lottery to transition to AT mode, the display mode transitions to the normal mode, and then the advantageous zone ends and the transition to the normal zone occurs.

[0326] In AT mode, when the push-order bell is won, a push-order notification corresponding to the first through sixth minor roles occurs, and it is a mode in which many coins can be expected to be added. Once the push-order notification is activated in AT mode, it becomes possible to win the first through sixth minor roles when each push-order bell is won, and the net increase in coins per game during AT mode is approximately 8.04 coins. AT mode starts with 50 games, and the remaining number of games is increased by winning the bonus lottery. The probability of winning the bonus lottery is also set higher in the second AT mode than in the first AT mode. When the number of remaining games in AT mode reaches 0, AT mode ends and the game switches to the third CZ mode.

[0327] The third CZ mode is set to a continuous game count of 25 to 30 games, and is set so that there is a high probability of winning the lottery to transition to AT mode during the third CZ mode, just like the first and second CZ modes. If the lottery to transition to AT mode is won in the third CZ mode, a transition to AT mode occurs. On the other hand, if the third CZ mode ends without winning the lottery to transition to AT mode, the display mode transitions to normal mode, and then the advantageous zone ends and transitions to the normal zone.

[0328] As already explained, in CZ mode, an AT mode transition lottery is executed for each game using a CZ AT mode transition lottery table, and the CZ AT mode transition lottery table is configured to make it easier to win the AT mode transition lottery than the normal AT mode transition lottery table. Furthermore, the CZ AT mode transition lottery table is configured to use the point value earned in each game in CZ mode to determine whether the AT mode transition lottery is successful. Given that an AT mode transition lottery is executed for each game in CZ mode and that point values ​​can be earned in each game in CZ mode, it can be said that the longer the CZ mode is set to a game number, the easier it is to win the AT mode transition lottery. In other words, it is easier to win the AT mode transition lottery in the second CZ mode than in the first CZ mode, and it is easier to win the AT mode transition lottery in the third CZ mode than in the second CZ mode.

[0329] In this case, although the first CZ mode is less likely to win the AT mode transition lottery than the second or third CZ mode, if the player does not win the AT mode transition lottery during the second or third CZ mode, the advantageous period ends, whereas if the player does not win the AT mode transition lottery during the first CZ mode, the advantageous period does not end.Therefore, from the perspective of the continuity of the advantageous period, the first CZ mode is more advantageous for the player than the second or third CZ mode.

[0330] <About the push order indicator and section indicator and game progress> The relationship between the start and end of the advantageous zone and the display of the eighth display segment N8 as a zone indicator will be explained with reference to Figure 50.

[0331] In this slot machine 10, as shown in Figure 50, in the normal zone, which is not an advantageous zone, the eighth display segment N8 as a zone indicator is turned off (not lit). In this normal zone, push order notification is not performed. In other words, while the advantageous zone has the performance related to the instruction function such as push order notification, the normal zone can be said to be a zone that does not have such instruction function.

[0332] In the normal zone, for example, if the player wins the lottery for transitioning to the advantageous zone by winning the seventh minor role (watermelon), the player transitions to the advantageous zone in the game in which the game result that triggered the win is realized, and the game is used as the starting game to start counting the number of games played in the advantageous zone (counting the number of advantageous zone games AG). As described above, the first CZ mode is set when transitioning to the advantageous zone, and a push order notification can occur in the first CZ mode. Therefore, in the advantageous zone transition game (first CZ mode transition game), the start condition for displaying the zone indicator is considered to be met, and the eighth display segment N8 lights up. More specifically, the eighth display segment N8 lights up at the start of the advantageous zone transition game (first CZ mode transition game) (when the start lever 41 is operated).

[0333] After that, while the eighth display segment N8 is lit, a push order notification is generated using the first display segment N1 to the seventh display segment N7. In this case, the push order information ("1" to "6") is displayed by the first display segment N1 to the seventh display segment N7 as described above, and the player can understand the push order based on this push order information. In the push order notification, the push order information begins to be displayed when the start lever 41 is operated in the game, and ends when the third reel stop ON is operated in the game (when the stop switch 42 to 44 corresponding to the last reel is pressed). If the game is not the final game of the advantageous zone, when the third reel stop ON is operated, only the display of the push order information by the first display segment N1 to the seventh display segment N7 ends, and the display of the advantageous zone by the eighth display segment N8 continues. Then, if a push order combination is won again in the next game or later, the push order information corresponding to that push order combination is displayed by the first display segment N1 to the seventh display segment N7.

[0334] When the conditions for ending the advantageous zone are met, the advantageous zone ends and the game transitions to the normal zone. The conditions for ending the advantageous zone include the number of continued games or the number of medal increases reaching their upper limit, and in this embodiment, the end of the second CZ mode or the third CZ mode without winning the AT mode transition lottery. When the advantageous zone ends, the eighth display segment N8 goes out when medal payout ends (by the second zone display process, which is the process that follows the payout determination process). If medal payout is not performed in the final game, the eighth display segment N8 goes out when the third reel is stopped and turned off (when the pressing operation of the stop switches 42 to 44 corresponding to the final reel is completed).

[0335] As described above, a push order notification can be generated by moving into a favorable zone, and the transition to that favorable zone (transition to a specific zone) and the end of that favorable zone are clearly notified by the eighth display segment N8. In other words, by checking whether the eighth display segment N8 as a zone indicator is lit or not, it is possible to clearly understand that at least a situation in which the benefit of the push order notification can be enjoyed (a specific zone, a zone where actual increase is possible) is present. In this way, it becomes possible for the manager of the gaming hall or the like to clearly confirm, for example, whether an increase in medals has occurred by enjoying the benefit of the push order notification in the favorable zone, or whether fraudulent activity is being committed that results in an increase in medals by fraudulently enjoying the benefit of the push order notification even when the zone is not favorable.

[0336] On the other hand, if the second or third CZ mode of the CZ modes ends without winning the AT mode transition lottery during the advantageous zone, not only the second or third CZ mode but also the advantageous zone ends. When the advantageous zone ends, the eighth display segment N8, which serves as the zone indicator, goes out, allowing the player to clearly understand that the advantageous zone has ended. In other words, when the eighth display segment N8 goes out, the player can clearly understand that they did not win the AT mode transition lottery in the second or third CZ mode.

[0337] As a result, there is a high possibility that the game will be terminated based on the extinguishing of the eighth display segment N8. Furthermore, a gaming machine with the eighth display segment N8 extinguished serves as a sign that the player did not win the AT mode transition lottery in the immediately preceding second or third CZ mode. For example, this makes it difficult for the player to pick up the winning jackpot from the previous player's transition lottery. In any case, the extinguishing of the eighth display segment N8 can be one of the causes of a decrease in the operating rate of the gaming machine. Therefore, the slot machine 10 has a unique configuration that eliminates the decrease in operating rate caused by the extinguishing of the eighth display segment N8. This configuration will be described below.

[0338] <Performance setting processing> Next, the effect setting process executed by the CPU 181 of the display control device 81 will be described with reference to the flowchart of Fig. 51. 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 S2001, 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 S2002, 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 S2001, or after the processing of step S2002 has been executed, it is determined in step S2003 whether or not it is the timing before the start of the game. The timing before the start of the game is a state in which bet amount operations such as operating the first credit insertion switch 56 or the second credit insertion switch 57 or operating the medal insertion slot 45 can be performed, or a re-game state setting process can be performed. At this timing before the start of the game, processing is mainly performed to set effects corresponding to bet time commands from the main control device 101. The bet time commands are commands output from the main control device 101 based on the bet amount operations performed, and are commands set in the bet processing of step S204 of the normal processing. In step S2004, a bet time effect setting process is executed to set effects based on the current bet operation based on the bet time command.

[0341] If a negative determination is made in step S2003, or after the processing of step S2004 is executed, in step S2005, it is determined whether or not it is time to start a game after a bet. The game start timing is a state in which operation of the start lever 41 is valid, and at such a game start timing, processing is performed to set an effect corresponding to a start command from the main control device 101. The 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 set in the lottery result response processing (FIG. 30) or the first section display processing (FIG. 46), a first AT win immediate notification command, a second AT win immediate notification command, a second CZ mode start command, an additional command, a push order notification command, a first CZ mode start command, etc. In step S2006, a start effect setting process is executed based on these start commands.

[0342] If a negative determination is made in step S2005, or after the processing of step S2006 has been executed, step S2007 determines whether or not each of the reels 32L, 32M, and 32R is spinning. If each of the reels 32L, 32M, and 32R is spinning, processing is performed to set effects corresponding to each stop operation command from the main control device 101. Each stop operation command is a command output from the main control device 101 based on the respective stop operations of each of the reels 32L, 32M, and 32R, and is a stop command command set in step S405 of the reel control processing (FIG. 22). In step S2008, each stop operation effect setting processing is executed to set effects based on the current stop operation based on each stop operation command.

[0343] If a negative judgment is made in step S2007, or after the processing of step S2008 is executed, in step S2009, it is determined whether all reels 32L, 32M, and 32R have stopped. If all reels 32L, 32M, and 32R have stopped, processing is performed to set an effect corresponding to an all-stop command from the main control device 101. An all-stop command is a command output from the main control device 101 when all reels 32L, 32M, and 32R have stopped. In addition to the winning result command set in step S417 of the reel control processing (FIG. 22), there are AT start commands, CZ end commands, first AT winning notification commands, second AT winning notification commands, AT end commands, third CZ mode start commands, etc., which are set in the winning result response processing (FIG. 43). In step S2010, processing to set the all-stop effect is executed based on these all-stop commands.

[0344] If a negative decision is made in step S2009, or after the processing of step S2010 has been executed, other processing is executed in step S2011, and then the effect setting processing is terminated. In step S2011, the auxiliary display unit 65, speaker 64, etc. are controlled so that the various effects set in each of the above effect setting processing are executed at the corresponding timing. Also, in step S2011, 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] Below, the start-time effect setting process and the all-stop effect setting process will be explained, and then the bet-time effect setting process will be explained.

[0346] <Start-up performance setting process> The start-time effect setting process in step S2006 will be described with reference to the flowchart in FIG.

[0347] In step S2101, it is determined whether the lottery result of the game to be started this time is a push order role win based on the received lottery result command. If the push order role win is a push order role win, in step S2102 it is determined whether a push order notification command has been received. If a push order notification command has been received, in step S2103 it is determined whether the lottery result of the current game is normal lip B. If the push order notification command is set in a game that is normal lip B, this means that it is the start game of the first AT mode, and in this case, in step S2104 a setting process is executed to perform a push order notification effect corresponding to a second replay win.

[0348] If a negative decision is made in step S2103, it is determined in step S2105 whether the lottery result of this game is normal lip C. When the push order notification command is set in a game that is normal lip C, it means that it is the start game of the second AT mode, and in this case, in step S2106, a setting process is executed to perform a push order notification effect corresponding to the third re-play winning.

[0349] If a negative judgment is made in step S2105, it means that the lottery result for this game is a push order bell win, and in this case, in step S2107, settings are executed so that push order notification effects corresponding to the first small win to the sixth small win are displayed on the auxiliary display unit 65 and speaker 64.

[0350] If a negative determination is made in step S2101 or step S2102, or after the execution of any of the processes in steps S2104, S2106, and S2107, the process proceeds to step S2108. In step S2108, it is determined whether the current time is a specific wait period, which is a period before the wait time has elapsed. As described above, if the wait time has not elapsed between the start of rotation of the reels 32L, 32M, and 32R at the start of a game and the start of rotation of the reels 32L, 32M, and 32R at the start of the next game, the start of rotation of the reels 32L, 32M, and 32R is put on hold. In this embodiment, the display control device 81, like the main control device 101, can determine whether the wait time has elapsed using a timer counter or the like. If it is determined in step S2108 that the wait period has not elapsed, the process executes a process in step S2109 to turn on the wait indicator 78, and then returns to step S2108. If the wait display unit 78 is already in the lit state in step S2109, that state is maintained.

[0351] If it is determined in step S2108 that the wait period has elapsed, the process proceeds to step S2110, where the wait display unit 78 is turned off. If the wait display unit 78 is already turned off, that state is maintained. Thereafter, the process of setting the effects to be displayed when each of the reels 32L, 32M, and 32R starts spinning is executed in steps S2111 to S2122. That is, the push order notification effects executed in steps S2101 to S2107 are executed based on the operation of the start lever 41 even before the wait period has elapsed, while the various start effects set in steps S2111 to S2122 are not executed unless the wait period has elapsed even if the start lever 41 is operated, and are instead executed when each of the reels 32L, 32M, and 32R starts spinning.

[0352] For simplicity of explanation, the description has been given using a loop process in which, if it is determined in step S2108 that the wait period has not elapsed, the process of step S2109 is executed and then the process waits until the wait period has elapsed. However, the start-up effect setting process may be terminated. This can eliminate the inconvenience of the start-up effect setting process not being terminated until the wait period has elapsed. This also applies to other loop processes.

[0353] As part of the process for setting the effect executed when each reel 32L, 32M, and 32R starts to spin, first, in step S2111, it is determined whether the lottery result of the current game is a win for a specific role. A specific role is a lottery result known as a rare role that is unlikely to appear (become a 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 Figures 33 and 34, in the AT mode transition lottery triggered by these lottery results, it is set so that the AT mode transition is more likely to be won than when a lottery result other than the specific role is triggered. If the lottery result of the current game is a win for a specific role, in step S2112, a process for announcing a specific role is executed. In the process for announcing a specific role, settings are executed so that a specific role notification that the lottery result of the current game is one of the above specific roles is made on the auxiliary display unit 65 and the speaker 64. For example, as a notification of a specific role, as shown in Figure 55 (b), an effect is set up in which three exclamation mark characters are displayed on the auxiliary display unit 65 in correspondence with the three stop switches 42 to 44.

[0354] If a negative judgment is made in step S2111, or after executing the processing of step S2112, the process proceeds to step S2113. In step S2113, it is determined whether or not an additional command has been received. If an additional command has been received, processing to set up an additional effect is executed in step S2114. In the processing to set up the additional effect, an additional effect is executed in which the number of games added is displayed on the auxiliary display unit 65 as a notification corresponding to the addition of the number of games remaining in the AT mode. Note that the mode of the additional effect is not limited to a mode performed in the game in which the additional effect has been performed, and may include, for example, a mode in which the number of games added is notified after a predetermined number of games have been played, triggered by the game in which the additional effect has been performed, or, for example, a configuration may be adopted in which a mode is included in a so-called post-addition effect in which an additional effect is executed when the number of games remaining in the AT mode reaches a predetermined number (for example, one game remaining).

[0355] If a negative judgment is made in step S2113, or after the processing of step S2114 is executed, it is determined in step S2115 whether a first AT winning instant notification command or a second AT winning instant notification command has been received. The first AT winning instant notification command and the second AT winning instant notification command are commands output from the main control device 101 when the AT mode transition lottery is won and the instant notification lottery is won. If these commands have been received, settings are executed in step S2116 so that the corresponding AT winning instant notification effect is performed on the auxiliary display unit 65 and the speaker 64. For example, as shown in FIG. 54(a), the AT winning instant notification effect displays the text "AT confirmed!!" on the auxiliary display unit 65 and outputs a corresponding sound effect from the speaker 64. Note that the AT winning instant notification effect clearly indicates whether the first AT or the second AT has been won based on the received instant notification command. For example, it is advisable to make the background color of the auxiliary display unit 65 in the AT win instant notification effect different between when the first AT mode and when the second AT mode have been won, so that the player can clearly understand which AT mode has been won. It is also possible to use a configuration in which it is not clearly indicated whether the first AT or the second AT has been won, but rather the auxiliary display unit 65 or the speaker 64 or the like is used to suggest that the first AT or the second AT has been won. In this way, it is possible to avoid eliminating the gameplay element of looking forward to which AT has been won after the AT win instant notification effect until the AT start game.

[0356] If a negative judgment is made in step S2115, or after the processing of step S2116 is executed, it is determined in step S2117 whether or not a premonition command has been received. As already explained, the premonition command is a command that is output when the AT mode transition lottery is won but the immediate notification lottery is not won (step S1105: NO) in the AT lottery processing (Fig. 29) on the main control device 101 side, and includes information that the AT mode win flag has been set, as well as information on the number of games from the game in question (the game in which the AT mode win flag has been set) to the game in which the AT win notification effect should be performed (the value of the premonition counter). If a premonition command has been received, premonition effect setting processing is executed in step S2118.

[0357] In the premonition effect setting process, a process is performed to set a continuous effect that can be executed continuously across multiple games as a premonition effect. In the continuous effect in this embodiment, the result of the AT mode transition lottery is notified in the final game, and the continuous effect set in the premonition effect setting process is set so that the result of the AT mode transition lottery is notified in the final game of the continuous effect.

[0358] In the premonition effect setting process, if the display mode that wins the AT mode transition lottery is not the first CZ mode but the second CZ mode, third CZ mode, or normal mode, the continuous effects are set so that the result of the AT mode transition lottery (AT mode winning notification) is announced after the number of games equivalent to the number of premonition games included in the premonition command. As already explained, the second CZ mode continues for 8 to 15 games, and 13 to 15 games are set as the number of premonition games when the AT mode transition is won, so the number of games from the transition to the second CZ mode until the result of the AT mode transition lottery (AT mode winning notification) is announced is anywhere from 13 to 30 games. In this embodiment, when the game transitions to the second CZ mode, a continuous performance is set to start, and if the AT mode transition lottery is won in the second CZ mode, the result of the AT mode transition lottery (AT mode winning notification) is announced from the 13th game to the 30th game of the continuous performance that started when the game transitioned to the second CZ mode. In addition, the third CZ mode continues for 25 to 30 games, and the number of remaining games in the third CZ mode is set as the number of premonition games when the game transition to the AT mode is won. In other words, the number of games from the transition to the third CZ mode until the result of the AT mode transition lottery (AT mode winning notification) is announced is anywhere from 25 to 30 games. In this embodiment, the continuous performance is set to start even when transitioning to the 3rd CZ mode, and if the AT mode transition lottery is won in the 3rd CZ mode, the result of the AT mode transition lottery (AT mode winning notification) will be announced between the 25th and 30th games of the continuous performance that started when transitioning to the 3rd CZ mode.

[0359] On the other hand, if the display mode that was selected in the AT mode transition lottery is the first CZ mode, it is determined whether or not a continuous performance has already started, and if a continuous performance has not started, the continuous performance is set so that the result of the AT mode transition lottery (AT mode winning notification) will be announced after the number of games corresponding to the number of premonition games included in the premonition command. Since the first CZ mode is played over 8 to 10 games, and if the AT mode transition lottery is won in the first CZ mode, the number of premonition games is set to 5, so the number of games from the transition to the first CZ mode until the result of the AT mode transition lottery (AT mode winning notification) is announced will be anywhere from 5 to 15 games. Also, if the display mode that was selected in the AT mode transition lottery is the first CZ mode and a continuous performance has already started, processing is performed to set the remaining number of games in the continuous performance to the current premonition game number. As described above, when the second CZ mode is entered, a continuous effect is set to start. Furthermore, in this embodiment, if the second CZ mode does not win the AT mode transition lottery, the continuous effect is set to continue. Therefore, when a continuous effect has already started when the AT mode transition lottery is won in the first CZ mode, this means that the continuous effect that started when the second CZ mode started is continued. As described above, since the second CZ mode continues for 8 to 15 games, if the AT mode transition lottery is won in the first CZ mode via the second CZ mode, the number of games from when the continuous effect starts upon entering the second CZ mode until the result of the AT mode transition lottery is announced (the winning or losing result of the AT mode transition lottery) is announced will be between 13 and 30 games, excluding the number of games in the normal section. In other words, if you win the AT mode transition lottery in the first CZ mode via the second CZ mode, and if the normal period is one game, the result of the AT mode transition lottery (AT mode winning notification) will be announced from the 14th game to the 31st game of the continuous performance that started when you transitioned to the second CZ mode.

[0360] In this case, particularly when the result of the AT mode transition lottery is announced (AT mode winning announcement) in the continuous performance started upon transition to the second CZ mode, if the first CZ mode is not used, the result of the AT mode transition lottery is announced (AT mode winning announcement) from the 13th game to the 30th game of the continuous performance, and if the first CZ mode is used, the result of the AT mode transition lottery is announced (AT mode winning announcement) from the 14th game to the 31st game of the continuous performance. Therefore, when the result of the AT mode transition lottery is announced (AT mode winning announcement) from the 13th game to the 30th game of the continuous performance started upon transition to the second CZ mode, it becomes difficult to determine whether the first CZ mode has been used, that is, whether the advantageous zone has ended, from the number of games in the continuous performance. Although detailed explanation is omitted, in this embodiment, the number of games of consecutive effects in which the result of the AT mode transition lottery is a non-winning result is set according to the number of games in which such an AT mode winning notification is made. Therefore, for example, when a consecutive effect starts in the second CZ mode, it becomes difficult to determine whether or not the advantageous zone has ended during the consecutive effect from the content and number of games of the consecutive effect, making it difficult to end the game when the advantageous zone ends.

[0361] Returning to the explanation of the start-time effect setting process, if a negative judgment is made in step S2117 or after the process of step S2118 is executed, the process proceeds to step S2119. In step S2119, it is determined whether a first CZ mode start command or a second CZ mode start command has been received. If either CZ mode start command has been received, the process executes a CZ mode start setting process in step S2120. If a first CZ mode start command has been received and a continuous effect is not continuing, a new first CZ mode effect is started, and if a continuous effect is continuing, the continuous effect is continued. Also, as described above, in this embodiment, a continuous effect is started when the second CZ mode starts, and if a second CZ mode start command has been received, the process executes a setting process for starting a continuous effect for a number of games longer than the total number of continuing games in the second CZ mode and the number of continuing games in the first CZ mode that may be executed thereafter. This makes it possible to create a situation where the continuous performance continues when the first CZ mode starts (when the advantageous zone transitions) even if the CZ mode ends without winning the AT mode transition lottery.

[0362] If a negative determination is made in step S2119, or after the processing of step S2120 has been executed, a continuous effect setting process is executed in step S2121. The continuous effect setting process is a process for setting the effects of each game of the continuous effects that can continue across multiple games when notifying the result of the AT mode shift lottery, as described above, and for setting the continuous effects in the event that the AT mode shift lottery is not won.

[0363] Thereafter, in step S2122, other start-time effect setting processes are executed, and then this start-time effect setting process is terminated. In step S2122, for example, a process is performed to set an effect suggesting the lottery result in response to the start of the game, or to turn off the lamp around start lever 41 to notify that the operation has been accepted.

[0364] <Performance setting process when all stops> Next, the all-stop effect setting process of step S2010 will be described with reference to Fig. 53. As already explained, the all-stop effect setting process is a process for setting effects when a newly received command is a all-stop command such as a winning result command, an AT start command, a CZ end command, a first AT winning notification command, a second AT winning notification command, an AT end command, or a third CZ mode start command.

[0365] In step S2201, it is determined whether a first AT winning notification command or a second AT winning notification command has been received. The first AT winning command or the second AT winning notification command is a command output from the main control device 101 when the AT mode winning flag is set and the premonition counter becomes 0. If one of these AT winning notification commands has been received, the process proceeds to step S2202, where settings are made to have the corresponding AT winning notification effect displayed on the auxiliary display unit 65 or the speaker 64 as a betting effect for the next game. The AT winning notification effect is an effect that occurs after announcing that the AT mode transition lottery has been won in the final game of the consecutive effects set as described above. For example, if the consecutive effects are set as a battle effect in which a ally character battles an enemy character, an effect in which the ally character wins the battle effect may be executed in the final game of the consecutive effects, and then an effect in which the ally character rejoices when a bet is placed on the next game may be set as the AT winning notification effect. The AT winning notification effect set here is executed as a bet effect for the next game when a bet operation such as operating the first credit insertion switch 56 or the second credit insertion switch 57 or inserting a medal into the medal insertion slot 45 is performed.

[0366] If it is determined in step S2201 that an AT win notification command has not been received, the process proceeds to step S2203. In step S2203, it is determined whether an AT start command has been received. The case where an AT start command has been received refers to the case where a push order notification effect for a second replay or a third replay is being performed at the start of the game. In this case, in step S2204, settings are executed so that the AT start effect is performed on the auxiliary display unit 65 and the speaker 64. For example, as shown in FIG. 54(b), the AT start effect displays on the auxiliary display unit 65 a start replay symbol corresponding to the type of AT mode to be started this time (such as a diagonal alignment of "BAR" symbols corresponding to the second replay in the first AT mode (FIG. 14(a)), or a bottom row alignment of "white 7" symbols corresponding to the third replay in the second AT mode (FIG. 14(c))), along with the text "AT Start!!", and a corresponding sound effect is output from the speaker 64.

[0367] If an AT start command has not been received in step S2203, it is determined in step S2205 whether or not an AT end command has been received. If an AT end command has been received, in step S2206 settings are executed so that an AT end effect is displayed on the auxiliary display unit 65 and speaker 64. For example, as shown in Fig. 55(a), the AT end effect displays the number of games continued in the current AT mode and the number of medals acquired in the current AT mode on the auxiliary display unit 65.

[0368] If the AT end command is not received in step S2205, it is determined in step S2207 whether or not the 3rd CZ mode start command has been received. If the 3rd CZ mode start command has been received, in step S2208, the 3rd CZ mode effect start process is executed. In the 3rd CZ mode effect start process, it is set so that continuous effects will start over the number of continuing games (25 to 30 games) of this 3rd CZ mode.

[0369] If it is determined in step S2207 that the third CZ mode start command has not been received, then in step S2209 it is determined whether or not a CZ mode end command has been received. If a CZ end command has been received, then in step S2210, a CZ end effect setting process is executed. In the CZ end effect setting process, if the CZ mode to be ended this time is the second CZ mode, the ongoing continuous effect is set to continue. Also, if the CZ mode to be ended this time is the first CZ mode, if the first CZ mode is the first CZ mode via the second CZ mode, that is, if the effect in the first CZ mode was performed by continuing the continuous effect of the second CZ mode, then the continuous effect is ended as is. If the first CZ mode is the first CZ mode without going through the second CZ mode, then the continuous effect set in the first CZ mode is set to continue. And if the CZ mode to be ended this time is the third CZ mode, then the continuous effect set in the third CZ mode is set to end as is.

[0370] If the CZ mode end command is not received in step S2209, or after any of steps S2202, S2204, S2206, S2208, and S2210 has been executed, step S2211 executes a process of temporarily storing information on the game result of the current game (lottery result and information on whether or not there was a win) and information on the number of bets on the current game. Then, in step S2212, other all-stop effect setting processes are executed, and then this all-stop effect setting process is terminated. In step S2212, for example, the upper lamp 63 is controlled to light up in a color corresponding to the winning combination, a sound effect corresponding to the payout number of the winning combination is controlled to be emitted from the speaker 64, or a sound effect corresponding to an automatic bet during a replay is controlled to be emitted from the speaker 64.

[0371] In this way, in this embodiment, in a game in which a player transitions from a normal zone to an advantageous zone through a favorable zone transition lottery, and by winning the AT mode transition lottery in the advantageous zone, a transition to the AT mode occurs and the player can expect to win many medals, the transition to the AT mode is mainly made to occur via the CZ mode, and the subsequent content of the continuous performance set in the CZ mode is prevented from being predicted by the end of the advantageous zone. In this case, the AT mode transition lottery is not limited to the CZ mode, and is executed according to the lottery results of each game, and it is set so that if the lottery result of each game is a specific role as a so-called rare role, the player is more likely to win the AT mode transition, and if the result is other than that, the player is less likely to win the AT mode transition.

[0372] As already explained, the specific combinations in this embodiment are Chance Eye A to Chance Eye C, Cherry A to Cherry C, and Watermelon. Of these, Watermelon is a so-called minor combination result in which medals are paid out upon winning, while Chance Eye A to Chance Eye C and Cherry A to Cherry C are combinations resulting from a replay result. By setting specific combinations using replay results in this way, it is possible to diversify specific combinations simply by increasing the number of replay results. Furthermore, for replay results that do not result in an increase or decrease in medals, it is possible to set specific combinations while minimizing the impact on the payout rate. Furthermore, while the first replay result combination is basically achieved, as in normal replays A to C, the second replay result combination or the third replay result combination can be achieved at a predetermined timing (at the start of the AT mode). This allows the winning results and stop results to be varied without changing the bonus awarded depending on the operation order of the stop switches 42 to 44, and this can be used in games. In addition, it is possible to improve the appearance rate of specific roles by using, for example, an RT state that increases the probability of winning in the replay results, and using the replay results to create specific roles etc. has a great advantage in terms of increasing the enjoyment of the game.

[0373] However, if the specific combination is composed of a minor combination result and a replay result as described above, when it is a minor combination result, the player's own bet is required in the next game, whereas when it is a replay result, the bet is not necessary because virtual medals are automatically inserted, and the progress mode of the game will be significantly different. Therefore, when a winning of a specific combination due to a replay result is established, it may give the player a strong sense of discomfort due to the difference from a minor combination result or the like, which may become an obstacle to the smooth progress of the game and may also reduce the player's enthusiasm for the game.

[0374] Therefore, in the present embodiment, when a winning of a result composed of a replay result among such specific combinations is established, the notification mode is devised. Hereinafter, the notification mode in the case of a replay result will be described. In the following description, the first replay result is also referred to as a normal replay result, and a replay result other than the first replay result is also referred to as a specific replay result.

[0375] <BET Display Unit and Bet Display Unit> As shown in FIG. 1, on the game panel 25, a bet display unit 34 is provided to the left of the display windows 26L, 26M, and 26R, and a BET display unit 75 is provided in the lower left of the display windows 26L, 26M, and 26R.

[0376] As shown in FIG. 56, the BET display unit 75 has a first BET display unit 75a, a second BET display unit 75b, and a third BET display unit 75c. Each of the display units 75a to 75c is configured to be switchable between a lighting state (or a blinking state) and a lighting-off state, and the bet number is notified by the BET display units 75a to 75c that are in the lighting state. For example, when the first BET display unit 75a and the second BET display unit 75b of the BET display unit 75 are in the lighting state and the third BET display unit 75c is in the lighting-off state, it means that 2 bets are made, and when all the BET display units 75a to 75c are in the lighting state, it means that 3 bets are made.

[0377] 1, the bet display unit 34 also has a first bet display unit 34a, a second bet display unit 34b, and a third bet display unit 34c, and each of the bet display units 34a to 34c is configured to be switchable between a lit state (or a flashing state) and an unlit state. Similarly to the BET display unit 75, the bet number is notified by the lit bet display units 34a to 34c.

[0378] 16, the BET display unit 75 is connected to the main control device 101, and the bet display unit 34 is connected to the display control device 81, and they differ in that the BET display unit 75 is controlled by the CPU 102 on the main control device 101 side, while the bet display unit 34 is controlled by the CPU 181 on the display control device 81 side. Also, as shown in FIG. 1, the bet display unit 34 is set to have a larger area that transmits light when the display units 34, 75 are turned on on the gaming panel 25 than the BET display unit 75, and the bet display unit 34 is set to be more easily noticed by the player (easier to grasp) than the BET display unit 75. It should be noted that the bet display unit 34 may be configured to be more eye-catching (easier for the player to understand) than the BET display unit 75, and may be configured to have a higher brightness or light output when lit, or the bet display unit 34 may be configured to be made up of an operable device or the like, or the number of bets displayed by the bet display unit 34 may be displayed on the auxiliary display unit 65.

[0379] In addition, as shown in FIG. 1, the game state display unit 76 is a display unit smaller than the bet display unit 34 and the first credit input switch 56, similar to the BET display unit 75. As shown in FIGS. 16 and 56, it has a replay state display unit 76a, a startable state display unit 76b, and an acceptable state display unit 76c, and each of the display units 76a to 76c is configured to be switchable between a lit state and an extinguished state. The replay state display unit 76a is for notifying that the next game can be executed with the same number of bets as the number of bets in the current game, and is lit when set to the replay state and extinguished when the game set to the replay state ends. The startable state display unit 76b is for notifying that the game has entered a startable state where the start operation of the game can be accepted, and is lit when set to the start state and extinguished when the start operation is accepted in the startable state. The acceptable state display unit 76c is for notifying that the medal can be inserted from the medal insertion port 45, and is lit when in the acceptable state and extinguished when the insertion of the medal is not accepted. More specifically, regarding the acceptable state display unit 76c, it is lit when the medal passage switching solenoid 46a that guides the medal inserted from the medal insertion port 45 to the storage passage 47 side is excited, and is extinguished when the medal passage switching solenoid 46a that guides the medal to the discharge passage 48 side is not excited.

[0380] <BET Processing> Next, the BET processing performed in step S204 in the normal processing will be described while referring to the flowchart of FIG. 57.

[0381] In step S2301, it is determined whether the game result of the previous game was a replay result winning. This process can be determined based on the information of the previous game stored in the medal payout process in step S214. If it is the next game in which any replay result winning was achieved, it is determined in step S2302 whether the winning replay result is the first replay result as a normal replay result. The normal replay result winning can be achieved if normal replay A to normal replay C are won, and if normal replay A to normal replay C are won, the normal replay result winning is basically achieved unless the right reel 32R is stopped first (FIG. 39). If it is the next game in which a normal replay winning was achieved, a process is executed in step S2303 to set a normal replay flag in the various flag storage area 106d. On the other hand, if it is the next game following the game in which a replay result other than the first replay result as the specific replay result has been achieved, a process is executed in step S2304 to set a specific replay flag in the various flag storage area 106d.

[0382] The processes of steps S2301 to S2304 may be performed in the medal payout process or the medal payout determination process.

[0383] After executing the process of step S2303 or step S2304, the process proceeds to step S2305, where the number of bets in the previous game is obtained from the BET counter provided in the various counter area 106e, and the value of the BET counter is temporarily stored in a register, etc. The BET counter is a counter that allows the CPU 102 to know the number of bets that have been placed.

[0384] If a negative determination is made in step S2301, or after the process of step S2305 has been executed, the BET counter is cleared in step S2506. Then, in step S2307, a process is executed to determine the specified number of coins for the current game. As already explained, the specified number is the number of coins bet that allows the game to be played, and in any of the BB states, the specified number is set to 3 coins, and in normal gaming states other than the BB state, the specified number is set to 2 coins or 3 coins.

[0385] In the next step S2308, the process of turning on the acceptable status indicator is executed. Then, in step S2309, it is determined whether the normal re-play flag or the specific re-play flag is set and whether it is the next game in which either of the re-play result winnings is established. If it is the next game in which the re-play result winnings is established, in step S2310, the re-play setting process is executed.

[0386] <Replay setting process> In the re-game setting process, as shown in the flowchart of Fig. 58, first, in step S2401, a process is executed to turn on the re-game status display unit. In the following step S2402, a process is executed to turn off all BET display units. Then, in step S2403, it is determined whether or not the specific re-game flag is set. If it is not set and it is the next game after the normal re-game result winning, in step S2404, a process is executed to set a normal BET command to be output to the display control device 81. The normal BET command is a command for controlling the bet display unit 34 on the display control device 81 side.

[0387] After the normal BET command is set, the process proceeds to step S2405. Steps S2405 to S2410 are processes for automatically inserting virtual medals based on the winning of the normal re-game result. That is, in step S2405, a process for incrementing the BET counter by 1 is executed, and in step S2406, a process for turning on (or blinking) the BET display unit corresponding to the BET counter of the current increment result is executed. Specifically, as a result of the process in step S2405, if the BET counter is 1, the first BET display unit 75a is turned on, if the BET counter is 2, the second BET display unit 75b is turned on, and if the BET counter is 3, the third BET display unit 75c is turned on. Then, in step S2407, a process for setting the re-game BET command as an output target to the display control device 81 is executed. The re-play BET command is a command for turning on the bet display unit 34 on the display control device 81 side in conjunction with the lighting process of the BET display unit 75 in step S2406.

[0388] In the next step S2408, a process is executed to input 134 into the BET timer provided in the various counter area 106e. The BET timer is a counter that determines the interval at which virtual medals are automatically inserted, and the BET timer is decremented by 1 each time the timer interrupt process is started, and the value input in step S2408 becomes 0 after approximately 0.2 seconds.

[0389] In step S2409, the BET timer is reset to 0, and it is determined whether or not approximately 0.2 seconds have passed since the processing of step S2408 was executed. If not, the processing waits until this time has passed. If approximately 0.2 seconds have passed and a positive determination is made in step S2409, it is determined in step S2410 whether or not the value of the BET counter is equal to the number of bets in the previous game that was temporarily stored in step S2305. If the number of bets has not been reached, the processing returns to step S2405 and the processing of automatically inserting virtual medals is executed again. If the value of the BET counter has reached the number of bets in the previous game, a positive determination is made in step S2410, and the processing proceeds to step S2411.

[0390] In step S2411, a bet end command is set as an output target to the display control device 81. The bet end command is a command for informing the display control device 81 that a series of bets has ended, and includes information on the current number of bets. In the following step S2412, a start enable flag is set in the various flag storage area 106d. The start enable flag is a flag that allows the CPU 102 to determine whether a start operation of the start lever 41 is acceptable. In other words, if the start enable flag is not set, even if a start operation of the start lever 41 is performed, the start operation is not accepted. As already described, a wait period is set in the slot machine 10, and the start enable flag is set to be set before the wait period has elapsed. In other words, even if the start enable flag is set and a start operation of the start lever 41 is acceptable, the start operation is accepted, but the spin start control of each of the reels 32L, 32M, and 32R may be suspended until the wait period has elapsed.

[0391] After executing the process of step S2412, the process of turning on the start-ready state display unit 76b is executed in step S2413, and then the re-game setting process is terminated. By turning on the start-ready state display unit 76b, the player can understand that the start operation of the start lever 41 is now acceptable.

[0392] On the other hand, if the specific re-game flag is set in step S2403 and it is the next game in which a specific re-game result win has been achieved, the process proceeds to step S2414. In step S2414, a process is executed to set a specific BET command as an output target to the display control device 81. The specific BET command is a command for controlling the bet display unit 34 on the display control device 81 side.

[0393] In the following step S2415, a process is executed in which the number of bets in the previous game is input into the BET counter. Then, in step S2416, a process is executed in which the BET display units 75a to 75c corresponding to the values ​​input into the BET counter are turned on. That is, when 1 is input into the BET counter in step S2415, only the first BET display unit 75a is turned on; when 2 is input into the BET counter, the first BET display unit 75a and the second BET display unit 75b are turned on while the third BET display unit 75c remains off; and when 3 is input into the BET counter, all of the BET display units 75a to 75c are turned on.

[0394] After executing the processing of step S2416, the process proceeds to step S2411, where the process of setting the bet end command and start possible flag is executed, the process of turning on the start possible status display unit 76b is executed, and then this re-play setting process is terminated.

[0395] In other words, the process of automatically inserting virtual medals based on winning replay results is set to be completed in a shorter time when automatically inserting based on winning a specific replay result than when automatically inserting based on winning a normal replay result.

[0396] Returning to the explanation of the BET process, if no re-play flag is set in step S2309, or after the re-play setting process has been executed in step S2310, the process proceeds to step S2311. The processes of steps S2311 to S2319 are processes for setting bets and credits by inserting medals into the medal insertion slot 45 or operating each of the credit insertion switches 56 and 57.

[0397] That is, in step S2311, it is determined whether the value of the credit counter provided in the various counter area 106e is the upper limit (50). The credit counter corresponds to the credit displayed on the credit display unit 60, and corresponds to the virtual game medium storage means of the CPU 102. If the credit counter has not reached the upper limit, in step S2312 the medal passage switching solenoid 46a is set to an excited state so that medals inserted through the medal insertion slot 45 are guided to the storage passage 47. On the other hand, if the credit counter is at the upper limit, in step S2313 the medal passage switching solenoid 46a is set to a non-excited state so that medals inserted through the medal insertion slot 45 are guided to the discharge passage 48.

[0398] After executing the processing of step S2312 or step S2313, the process proceeds to step S2314. The processing of steps S2314 to S2319 is performed when a bet operation such as inserting a medal into the medal insertion slot 45, operating the first credit insertion switch 56, or operating the second credit insertion switch 57 is performed.

[0399] That is, in step S2314, it is determined whether or not a medal has been inserted through the medal insertion slot 45. In this embodiment, an inserted medal detection sensor 45a is provided upstream (toward the medal insertion slot 45) of the selector 46, in which the medal path switching solenoid 46a is provided, in the path through which the medal inserted through the medal insertion slot 45 passes, and the CPU 102 can determine that a medal has been inserted based on the detection result of the inserted medal detection sensor 45a. If a medal has been inserted, medal insertion response processing is executed in step S2315.

[0400] If no medals have been inserted, the process proceeds to step S2316, where it is determined whether or not the first credit insertion switch 56 has been operated based on the detection result of the first credit insertion detection sensor 56a. If the first credit insertion switch 56 has been operated, a first operation response process is executed in step S2317.

[0401] If the first credit insertion switch 56 has not been operated, in step S2318 it is determined whether the second credit insertion switch 57 has been operated based on the detection result of the second credit insertion detection sensor 57a. If the second credit insertion switch 57 has been operated, in step S2319 a second operation response process is executed.

[0402] After executing any of the processes in steps S2315, S2317, and S2319, or after a negative judgment in step S2318, it is judged in step S2320 whether the start possible flag is set or not, and if it is not set, the process returns to step S2311, and if the start possible flag is set, the BET processing is terminated.

[0403] The medal insertion response process, the first operation response process, and the second operation response process will be explained below.

[0404] <Medal insertion processing> As shown in the flowchart of FIG. 59, the medal insertion process first determines whether the specific re-play flag is set. If the specific re-play flag is not set and no specific re-play result win was achieved in the previous game, step S2502 determines whether the normal re-play flag is set. If the normal re-play flag is not set and no normal re-play result win was achieved in the previous game, i.e., if the current state is not set to the re-play state, step S2503 proceeds to determine whether the BET counter has reached the specified number. As described above, the specified number for the current game is determined in step S2307. In addition, in any BB state, the specified number is set to three coins, and in states other than the BB state, the specified number is set to two or three coins. In step S2503, if the BET counter is 3 in the BB state, a positive determination is made, and in states other than the BB state, a determination is made as to whether the larger of the specified numbers of two or three coins has been reached. That is, in a state other than the BB state, if the BET counter is 3, an affirmative determination is made.

[0405] If a negative determination is made in step S2503, a process of incrementing the BET counter by 1 is executed in step S2504. In other words, when the specified number of medals is set to 2 or 3, it is possible to change from a state in which a game with the specified number of medals of 2 (2 bet game) can be started to a state in which a game with the specified number of medals of 3 (3 bet game) can be started by inserting one more medal.

[0406] In the next step S2505, it is determined whether the BET counter has reached a specified number due to the current medal insertion. If the specified number has been reached, it is determined in step S2506 whether the start possible flag has been set. If the start possible flag has not been set, the start possible flag is set in step S2507, and the start possible status display unit 76b is turned on in step S2508.

[0407] If it is determined in step S2505 that the BET counter has not reached the specified number, if the start possible flag is set in step S2506, or after the process of lighting up the start possible state display unit 76b in step S2508, the process of setting the inserted BET command as an output target to the display control device 81 is executed in step S2509, and then this medal insertion response process is terminated. The inserted BET command is a command for making the display control device 81 understand that a bet has been set by inserting this medal.

[0408] If it is determined in step S2502 that the specific replay flag is not set but the normal replay flag is set, or if it is determined in step S2503 that the BET counter has reached the specified number of coins and the BET counter is 3 during the BB state, or if the BET counter is 3 during a state other than the BB state, the process proceeds to step S2510. In step S2510, it is determined whether the credit counter is 50. If the credit counter is not 50, in step S2511, the credit counter is incremented by 1, and in step S2512, an insertion increase command is set as an output target to the display control device 81. Then, in step S2513, it is determined based on the result of the processing in step S2511 whether the credit counter has reached 50. If it has reached 50, in step S2514, the medal passage switching solenoid 46a is de-energized, and in step S2515, the medal insertion response processing is terminated. If a positive judgment is made in step S2510, or if a negative judgment is made in step S2513, the medal insertion response processing is terminated.

[0409] On the other hand, if the specific re-play flag is set in step S2501 and a specific re-play result win has been achieved in the previous game, the process proceeds to step S2516, where a process is executed to set a specific input command as an output target to the display control device 81. The specific input command is a command for making the display control device 81 understand that a medal has been inserted in a re-play state set based on a specific re-play result win. After executing the process of step S2516, the process proceeds to step S2510, where a process for increasing credits is executed on the condition that the credit counter has not reached 50.

[0410] That is, in this embodiment, even when the replay state is set, it is possible to increase the credit counter by inserting a medal, and in particular, in a replay state set based on a specific replay result win, a specific insertion command is output by inserting a medal. The processing on the display control device 81 side when a specific insertion command is received will be explained in detail later.

[0411] <First operation response process> In the first operation response process, which is the process when the first credit insertion switch 56 is operated, as shown in the flowchart of Figure 60, it is determined in step S2601 whether or not the specific re-play flag is set, and it is determined in step S2602 whether or not the normal re-play flag is set. If the specific re-play flag is not set, the normal re-play flag is set, and a winning result in the normal re-play was achieved in the previous game, no bet is made by operating the first credit insertion switch 56, so the first operation response process is terminated. If neither the specific re-play flag nor the normal re-play flag is set, the process proceeds to step S2603.

[0412] In step S2603, it is determined whether the credit counter is equal to or greater than 1 and one or more virtual medals have been stored. If the credit counter is less than 1 and no virtual medals have been stored, no bet will be placed even if the first credit insertion switch 56 is operated, and the first operation response process is terminated. If the credit counter is equal to or greater than 1, the process proceeds to step S2604, where it is determined whether the current BET counter is a specific number. As already explained, the specific number is the number of coins bet when the first credit insertion switch 56 is operated, out of the specified number. In the BB state, the specific number is set to three coins. In a non-internal state other than the BB state and before the BB win, the specific number is set to two coins. In an internal state other than the BB state and after the BB win, the specific number is set to three coins (see FIG. 24). If the current BET counter is equal to the specific number, no new bet will be placed even if the first credit insertion switch 56 is operated, and the first operation response process is terminated.

[0413] If the BET counter does not indicate the specific number, in step S2605, a process is executed to set the normal first operation command as the command to be output to the display control device 81. The normal first operation command is a command for making the display control device 81 understand that the first credit insertion switch 56 has been operated in a state other than the replay state where the credit counter indicates 1 or more.

[0414] In the following step S2606, the credit counter is decremented by 1 based on the current operation of the first credit insertion switch 56. Then, in step S2607, the BET counter is incremented by 1, and in step S2608, the corresponding BET display units 75a to 75c are turned on.

[0415] In the following step S2609, it is determined whether the BET counter has reached a specific number as a result of the processing in step S2606. If not, the process proceeds to step S2610, where it is determined whether the credit counter is 1 or greater. If the credit counter is 1 or greater and further betting is possible with this operation of the first credit insertion switch 56, then in step S2611, a process of inputting 67 into the BET timer is executed. As described above, the BET timer is a counter that determines the interval at which virtual medals are automatically inserted, and the value input in step S2611 becomes 0 after approximately 0.1 seconds. In other words, when virtual medals are inserted by operating the first credit insertion switch 56, the virtual medals are inserted at shorter intervals than the interval (approximately 0.2 seconds) when virtual medals are automatically inserted in the replay setting process.

[0416] In step S2612, the BET timer is reset to 0, and a determination is made as to whether or not approximately 0.1 seconds have elapsed since the processing of step S2611 was executed. If not, the processing waits until this time has elapsed. If approximately 0.1 seconds have elapsed and a positive determination is made in step S2612, a consecutive bet command is set as an output target to the display control device 81 in step S2613, and the processing returns to step S2606. The consecutive bet command is a command for making the display control device 81 aware that multiple bets are being made by operating the first credit insertion switch 56, and the timing of these bets. In this case, the processing of steps S2606 to S2613 is repeated until the BET counter reaches a specific number (step S2609: YES) or the credit counter reaches 0 (step S2610: NO).

[0417] If the bet counter reaches the specific number in step S2609, the process proceeds to step S2614. In step S2614, a process is executed to set a bet end command as an output target to the display control device 81. As described above, the bet end command is a command for making the display control device 81 know that a series of bets has ended. Then, in step S2615, a process is executed to set a start possible flag, and in step S2616, a process is executed to turn on the start possible state display unit 76b, and then the first operation response process is terminated.

[0418] If it is determined in step S2610 that the credit counter has reached 0, the process proceeds to step S2617, where the above bet end command is set as an output target to the display control device 81, and then the first operation response process is terminated.

[0419] If it is determined in step S2601 that the specific re-game flag is set, then in step S2618, a process is executed to set the specific first operation command as an output target to the display control device 81, and then this first operation response process is terminated. That is, in a re-game state established based on the establishment of a specific re-game result win, when the first credit insertion switch 56 is operated, no bet is made, but the output setting of the specific first operation command is performed. The process on the display control device 81 side when the specific first operation command is received will be explained in detail later.

[0420] <Second operation response process> In the second operation response process, which is the process when the second credit insertion switch 57 is operated, as shown in the flowchart of Figure 61, it is determined in step S2701 whether or not the specific re-play flag is set, and it is determined in step S2702 whether or not the normal re-play flag is set. If the specific re-play flag is not set, the normal re-play flag is set, and a winning result in the normal re-play was achieved in the previous game, no bet is made by operating the second credit insertion switch 57, so the second operation response process is terminated. If neither the specific re-play flag nor the normal re-play flag is set, the process proceeds to step S2703.

[0421] In step S2703, it is determined whether the credit counter is equal to or greater than 1 and one or more virtual medals are stored. If the credit counter is less than 1 and no virtual medals are stored, no bet will be made even if the second credit insertion switch 57 is operated, and therefore the second operation response process is terminated.

[0422] If the credit counter is 1 or more, it is determined in step S2704 whether the BET counter is at a specified number. If it is not at the specified number, the process proceeds to step S2705, where a process is executed to set a normal second operation command as an output target to the display control device 81. The normal second operation command is a command for making the display control device 81 understand that the second credit insertion switch 57 has been operated in a situation other than a replay state.

[0423] In the following step S2706, the BET counter is incremented by 1, and in step S2707, the credit counter is decremented by 1. Then, in step S2708, the corresponding BET display units 75a to 75c are turned on.

[0424] In the following step S2709, it is determined whether the BET counter has reached the specified number in the process of step S2706, and if it has reached the specified number, a process is executed to set the start possible flag in step S2710, and a process is executed to turn on the start possible status indicator 76b in step S2711, and then the second operation response process is terminated.On the other hand, if it is determined in step S2709 that the BET counter has not reached the specified number, the second operation response process is terminated.

[0425] If it is determined in step S2704 that the BET counter is at a specific number, i.e., if the second credit insertion switch 57 is operated even though the BET counter is at the specified number, the process proceeds to step S2712. In step S2712, it is determined whether the BET counter is at 3. That is, in a gaming state in which the specified number of coins is set to 2 and 3, if the BET counter is at 3 and a positive determination is made in step S2704, a positive determination is also made in step S2712, and if the BET counter is at 2 and a positive determination is made in step S2704, a negative determination is made in step S2712. If a negative determination is made in step S2712 and the BET counter is at 2, the process proceeds to step S2705, where a further bet is made and each process corresponding to setting the BET counter to 3 is executed. Note that in this case, a negative determination is made in step S2709 and the start enable flag is not set, but the start enable flag was set previously (when the BET counter reached 2).

[0426] If the second credit insertion switch 57 is further operated while 3 has been input into the BET counter in step S2712, whether or not the BET...

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 performing a start operation to start the rotation of each of the rotating bodies; a stop operation means for performing a stop operation to stop the rotation of each of the rotating bodies; a drive control means for starting rotation of each of the rotating bodies when the start operation means is operated and for stopping rotation of each of the rotating bodies when the stop operation means is operated; a bet amount operation means for performing a bet amount operation to set the game value as the bet amount for a game; a bet amount setting means for setting a bet amount for a game based on the bet amount operation; a lottery means for holding a lottery to award a prize to a player according to the number of bets set by the bet number setting means, based on the operation of the start operation means; a granting means for granting a benefit corresponding to a result of the lottery by the lottery means as a gaming value; a storage means capable of storing the game value awarded by the awarding means; a settlement operation means for performing a settlement operation of the game value stored in the storage means; a means for switching the notification mode of the specific notification means from the first notification mode to the second notification mode when the bet number operation is performed; Equipped with During the settlement of the game value based on the settlement operation, the notification mode of the specific notification means can be switched from the first notification mode to the second notification mode, and even after the notification mode of the specific notification means is switched to the second notification mode, the settlement of the game value that was being executed before the switching continues, A configuration capable of executing a predetermined notification corresponding to the settlement of the gaming value based on the settlement operation, A gaming machine characterized in that it is configured to be able to execute the specified notification in a situation where the settlement of the gaming value that was being executed before the switch continues.

Citation Information

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