gaming machines

By integrating rotating bodies with visible patterns and advanced lottery systems, the gaming machine enhances entertainment value through dynamic gameplay and interactive bonuses, improving player engagement.

JP7827097B2Active Publication Date: 2026-03-10SANYO BUSSAN KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-06-28
Publication Date
2026-03-10

AI Technical Summary

Technical Problem

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

Method used

Incorporation of rotating bodies with visible patterns, start and stop operation mechanisms, lottery systems, and bonus awarding mechanisms, along with specific information acquisition and determination processes to create varied game states and notifications.

Benefits of technology

Increases the enjoyment of the game by providing dynamic and engaging gameplay experiences through enhanced lottery-based bonuses and interactive features.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine capable of increasing interest of a game.SOLUTION: After performing a betting operation, a slot machine 10 starts rotating each of reels 32L, 32M, 32R on the basis of operation of a start lever 41. The reels corresponding to operation of stop switches 42 to 44 are stopped, and a stop combination according to a lottery result may be stopped. An AT counter is acquired based on acquisition conditions satisfied by the operation of the stop switches 42 to 44, the acquired AT counter is stored in a lottery information storage area, and it is used when an AT mode shift lottery is performed. When another acquisition condition is satisfied, such as when the number of AT counters stored in the lottery information storage area is insufficient, another lottery counter may be acquired and converted to the AT counter.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

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

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

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

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

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

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

[0007] The present invention provides A plurality of rotating bodies on which a plurality of types of patterns are attached in the circumferential direction; A display unit that allows some of the patterns on each of the rotating bodies to be visible; a start operation means for starting rotation of each of the rotating bodies when operated; a stop operation means for stopping the rotation of each of the rotating bodies when operated; a drive control means for starting rotation of each of the rotating bodies when the start operation means is operated and for stopping rotation of each of the rotating bodies when the stop operation means is operated; a lottery means for holding a lottery to determine whether or not to award a special benefit to a player based on the operation of the start operation means; a bonus awarding means for awarding a bonus corresponding to a result of the lottery drawn by the lottery drawing means; A gaming machine comprising: a specific information acquisition means for acquiring specific information when a predetermined acquisition condition is met; a specific information storage means capable of storing the specific information acquired by the specific information acquisition means; a specific determination means for executing a specific determination of causing a specific event to occur by using at least the specific information stored in the specific information storage means and the lottery result by the lottery means; a means for executing specific notification of the specific information stored in the specific information storage means by a predetermined notification means before the specific information becomes a target of the specific determination; Equipped with The specific information acquisition means a first means for acquiring the specific information when a first condition is met based on an operation by a player as the acquisition condition; a second means for acquiring the specific information when a second condition different from the first condition is established based on an operation by a player as the acquisition condition; Equipped with the specific determination means is capable of making the specific determination based on a lottery result by the lottery means and the specific information acquired in a game prior to the lottery being performed by the lottery means; The game state has a specific state that is advantageous to the player, a configuration capable of executing the specific determination in the specific state, The specific information can be acquired when the specific state is entered. It is characterized by: [Effects of the Invention]

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

[0009] [Figure 1] 1 is a front view of a slot machine according to an embodiment. [Figure 2] 1 is a perspective view of the slot machine with the front door closed. FIG. [Figure 3] 1 is a perspective view of the slot machine with the front door open. FIG. [Figure 4] FIG. [Figure 5] FIG. [Figure 6] FIG. 10 is a diagram showing the arrangement of symbols on each reel. [Figure 7] 10 is an explanatory diagram showing the relationship between the symbols visible through the display window and the pay lines. FIG. [Figure 8] 10 is an explanatory diagram showing the relationship between the symbols visible through the display window and the pay lines. FIG. [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 an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 12] FIG. 2 is a block diagram showing the electrical configuration of the main control device. [Figure 13] FIG. 2 is a block diagram showing the electrical configuration of the display control device. [Figure 14] 10 is a flowchart showing timer interrupt processing by the main control device. [Figure 15] 10 is a flowchart showing normal processing by the main control device. [Figure 16]10 is a flowchart showing lottery processing. [Figure 17] FIG. 10 is a diagram showing an example of a lottery table for a normal gaming state. [Figure 18] 10 is a flowchart showing a reel control process. [Figure 19] 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 20] FIG. 10 is an explanatory diagram for explaining reel stop control. [Figure 21] 10 is a flowchart showing RT state processing. [Figure 22] FIG. 10 is a diagram showing an example of a lottery table for the first RT state. [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] FIG. 10 is a diagram showing an example of a lottery table for the second RT state. [Figure 25] FIG. 10 is a diagram showing an example of a lottery table for the third RT state. [Figure 26] 10 is a flowchart showing bonus state processing. [Figure 27] 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 28] FIG. 10 is a diagram showing an example of a lottery table for a BB state. [Figure 29] FIG. 2 is an explanatory diagram showing the transition relationship between states. [Figure 30] FIG. 2 is an explanatory diagram showing an overview of a display mode. [Figure 31] 10 is a flowchart showing lottery result handling processing. [Figure 32] 10 is a flowchart showing the lottery process for transition to a favorable zone. [Figure 33] 10 is a flowchart showing the first specific winning process. [Figure 34] 10 is a flowchart showing the second specific winning process. [Figure 35] 10 is a flowchart showing an additional notification process. [Figure 36]10 is a flowchart showing the third specific winning process. [Figure 37] 10 is a flowchart showing a process for a specialized zone. [Figure 38] 10 is a diagram for explaining the main results of a lottery relating to an instruction function and the setting difference in winning probability. [Figure 39] A figure showing an example of a favorable zone transition lottery table and an AT mode transition lottery table. [Figure 40] FIG. 10 is a diagram showing an example of a premonition game number table. [Figure 41] A figure showing an example of an additional lottery table and an additional game number lottery table. [Figure 42] This is a diagram to explain the relationship between the actual number of remaining games in the advantageous zone and the displayed number of remaining games. [Figure 43] FIG. 10 is a diagram showing an example of a later-addition lottery table. [Figure 44] FIG. 10 is a diagram illustrating an example of an additional notification timing table. [Figure 45] 10 is a flowchart showing a mode transition notification process. [Figure 46] An explanatory diagram showing an overview of the push order notification display performed on the auxiliary display unit. [Figure 47] This is a flowchart showing the push order role processing. [Figure 48] 10 is a flowchart showing a winning result response process. [Figure 49] 10 is a flowchart showing a number-of-games management process. [Figure 50] 10 is a flowchart showing an end determination process. [Figure 51] FIG. 2 is a diagram for explaining an overview of an instruction monitor and a section indicator. [Figure 52] 10 is a flowchart showing a first section display process. [Figure 53] 10 is a flowchart showing a second section display process. [Figure 54] 10 is a flowchart showing remaining game number management processing. [Figure 55]10 is a flowchart showing a remaining number management process. [Figure 56] 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 57] 10 is a flowchart showing a performance setting process performed by a sub-side display control device. [Figure 58] 10 is a flowchart showing a bet effect setting process. [Figure 59] 10 is a flowchart showing a start-up effect setting process. [Figure 60] A flowchart showing the process for notifying the order of pressing buttons. [Figure 61] A flowchart showing the setting process for the additional effects. [Figure 62] 10 is a flowchart showing a process for setting effects at the time of each stop operation. [Figure 63] 10 is a flowchart showing a process for setting effects when all the devices are stopped. [Figure 64] This is a flowchart showing the bonus effect setting process. [Figure 65] This is a flowchart showing the process for notifying transition trigger roles. [Figure 66] 10 is a flowchart showing a continuous performance setting process. [Figure 67] A diagram showing the relationship between notification timing and additional effects. [Figure 68] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 69] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 70] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 71] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 72] FIG. 10 is an explanatory diagram illustrating an example of a continuous effect. [Figure 73] 10 is a flowchart showing a random number acquisition process. [Figure 74] FIG. 10 is a diagram showing an overview of a lottery information storage area. [Figure 75] 10 is a flowchart showing a random number shift process. [Figure 76] FIG. 10 is a diagram showing an example of an AT mode transition lottery table. [Figure 77] This is a diagram showing the relationship between the AT counter value that results in a win to transition to AT mode and the game lottery results. [Figure 78] 10 is a flowchart showing a process for displaying a hold; [Figure 79] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 80] This is a diagram showing the relationship between the type of special image as a hold display and the AT counter. [Figure 81] 10 is a flowchart showing a process for a reserved shift. [Figure 82] This is a diagram to explain the outline of the AT mode transition lottery using the AT counter and the game lottery results. [Figure 83] This is a diagram to explain the outline of the AT mode transition lottery using the AT counter and the game lottery results. [Figure 84] FIG. 10 is a diagram illustrating the difference in the probability of winning a specific role for each game state. [Figure 85] FIG. 10 is a diagram for explaining the expectation of a special image for each game state. [Figure 86] 10 is a flowchart showing a status display start process. [Figure 87] 10 is a flowchart showing a status display update process. [Figure 88] 10A and 10B are diagrams for explaining an overview of special images and status displays. [Figure 89] 10A and 10B are diagrams for explaining an overview of special images and status displays. [Figure 90] 10A and 10B are diagrams for explaining an overview of special images and status displays. [Figure 91] 10 is a flowchart showing the hold display process in the first modified example. [Figure 92] FIG. 10 is a diagram for explaining how a special image is displayed. [Figure 93]10 is a flowchart showing a BB winning game adjustment process in Modification 2. [Figure 94] 10A and 10B are diagrams for explaining an overview of special images and status displays. [Figure 95] FIG. 13 is a diagram showing an outline of the symbol arrangement of each reel in Modification 3. [Figure 96] FIG. 10 is a diagram showing an outline of a lottery information storage area in the second embodiment. [Figure 97] FIG. 10 is a diagram showing an example of an AT mode transition lottery table. [Figure 98] 10 is a flowchart showing a random number acquisition process. [Figure 99] 10 is a flowchart showing a random number shift process. [Figure 100] This is a diagram to explain the outline of the AT mode transition lottery using the AT counter and the game lottery results. [Figure 101] This is a diagram to explain the outline of the AT mode transition lottery using the AT counter and the game lottery results. [Figure 102] 10 is a flowchart showing a random number shifting process in Modification 1. [Figure 103] This is a diagram to explain the outline of the AT mode transition lottery using the AT counter and the game lottery results. [Figure 104] In the second modification, (a) is an explanatory diagram showing the transition relationship between states, and (b) is a diagram for explaining the conditions for ending each bonus. [Figure 105] FIG. 10 is a diagram showing an example of an AT mode transition lottery table. [Figure 106] This is a diagram to explain the outline of the AT mode transition lottery using the AT counter and the game lottery results. [Figure 107] 13 is a flowchart showing an initial random number acquisition process in the third embodiment. [Figure 108] 10 is a flowchart showing an initial random number acquisition process in Modification 1. [Figure 109] 10 is a flowchart showing an initial random number acquisition process in Modification 2. [Figure 110] FIG. 10 is a diagram illustrating an example of a conversion table. [Figure 111] 13 is a flowchart showing an initial random number acquisition process in Modification 3. [Figure 112] FIG. 13 is a diagram showing an example of a lottery table for the first RT state in the fourth embodiment. [Figure 113] 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 114] FIG. 10 is a diagram showing an example of a lottery table for the fourth RT state. [Figure 115] 10A is an explanatory diagram showing the relationship between the winning mode and the given benefit, and FIG. 10B is a diagram for explaining the difference in the probability of winning a specific combination for each game state. [Figure 116] FIG. 10 is a diagram showing an example of an AT mode transition lottery table. [Figure 117] 10 is a flowchart showing a random number acquisition process. [Figure 118] 10 is a flowchart showing a random number shift process. [Figure 119] 10 is a flowchart showing a special notification process. [Figure 120] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 121] 10 is a flowchart showing a fourth RT transition process. [Figure 122] (a) is a diagram to explain the relationship between the AT counter stored in each memory area and the cherry counter and watermelon counter, and (b) and (c) are diagrams to explain the relationship between each 4th RT performance and the expected probability of winning the AT. [Figure 123] 10 is a flowchart showing a special notification process in Modification 1. [Figure 124] 10 is a flowchart showing a fourth RT transition process. [Figure 125] 10 is a flowchart showing a random number acquisition process in Modification 2. [Figure 126] 10 is a flowchart showing an integrated value information process. [Figure 127] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 128] A figure showing an example of an AT mode transition lottery table in variant example 3. [Figure 129] FIG. 10 is a diagram illustrating the difference in the probability of winning a specific role for each game state. [Figure 130] A figure for explaining a specific area in which an AT mode transition win is likely to occur in the fifth embodiment. [Figure 131] 10 is a flowchart showing a random number acquisition process. [Figure 132] 10 is a flowchart showing a CZ mode process. [Figure 133] This is a diagram to explain the relationship between the AT counters stored in each memory area and the CZ mode presentation. 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, 504 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, 21 symbols are drawn at equal intervals. Therefore, to switch from one symbol to the next symbol at a predetermined position, 24 excitation pulses (= 504 pulses ÷ 21 symbols) must be output. Furthermore, the main control device 101 can determine which symbols are visible through the display windows 26L, 26M, 26R and 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, 21 symbols are arranged in a row on each of the reels 32L, 32M, and 32R. Numbers ranging from 0 to 20 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 11 types of symbols: "Red Bell" symbol (for example, the 7th symbol on the left reel 32L), "White Bell" symbol (for example, the 20th symbol on the left reel 32L), "1st Replay" symbol (for example, the 19th symbol on the left reel 32L), "2nd Replay" symbol (for example, the 6th symbol on the left reel 32L), "Red 7" symbol (for example, the 10th symbol on the left reel 32L), "Watermelon" symbol (for example, the 8th symbol on the left reel 32L), "Cherry" symbol (for example, the 4th symbol on the left reel 32L), "Black BAR" symbol (for example, the 18th symbol on the left reel 32L), "White BAR" symbol (for example, the 17th symbol on the left reel 32L), "LUCKY" symbol (for example, the 5th symbol on the left reel 32L), and "Youth" symbol (for example, the 0th symbol on the left reel 32L). As shown in FIG. 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 21 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 top symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the middle 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 discuss them here.

[0023] Of these lines L1 to L6, some are activated and some are not, depending on the number of medals bet, 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, there are three cases where only the downward-sloping right line L4 is a valid line, as shown in FIG. 8(a); where two combinations of the bottom line L3 and the downward-sloping right line L4 are valid lines, as shown in FIG. 8(b); and where only the curved line L6 is a valid line, as shown in FIG. 8(c). More specifically, when a game is started with three medals bet, only the downward-sloping right line L4 is a valid line. When a game is started with two medals bet, the bottom line L3 and the downward-sloping right line L4 are valid lines. When a game is started with one medal bet, only the curved line L6 is a valid line. The three combinations of the top line L1, the middle line L2, and the upward-sloping right line L5 are not valid lines. Hereinafter, a game started with three medals bet will be referred to as a three-bet game, a game started with two medals bet, and a one-bet game.

[0025] 9 to 11 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 41st small winning combination.

[0027] When the "Red Bell" or "White Bell" symbol on the left reel 32L, the "Red Bell" symbol on the middle reel 32M, and the "Red Bell" or "White Bell" symbol on the right reel 32R stop on an active line, the first small win is achieved. When the first small win is achieved, 9 medals are paid out in a 3-bet game, and 15 medals are paid out in a 2-bet game.

[0028] Although the winning combinations for the 2nd to 26th small prizes are different, in a 3-bet game, the winning pattern is that the ``red bell'' or ``white bell'' pattern on the left reel 32L, the ``white BAR'' pattern, ``red 7'' pattern, ``cherry'' pattern, ``white bell'' pattern or ``LUCKY'' pattern on the middle reel 32M, and the ``white BAR'' pattern, ``young man'' pattern, ``white bell'' pattern, ``red 7'' pattern or ``2nd replay'' pattern on the right reel 32R stop on the top line L1, that is, the ``bell'' patterns on each reel 32L, 32M, 32R stop on the top line L1. For example, if the "red bell" or "white bell" symbol on the left reel 32L stops on the top row, the "cherry" symbol on the middle reel 32M stops on the middle row, and the "white bar" symbol on the right reel 32R stops on the bottom row, the eighth small win will be achieved. As shown in FIG. 6, the "red bell" symbol is located on the middle reel 32M at a position (number 12) adjacent to the "cherry" symbol (number 11) on the upstream side, and the "red bell" symbol is located on the right reel 32R at a position (number 20) one symbol away from the "white bar" symbol (number 18) on the upstream side. Therefore, when the eighth small win is achieved on the downward-sloping right line L4, the "red bell" or "white bell" symbol on the left reel 32L, the "red bell" symbol on the middle reel 32M, and the "red bell" symbol on the right reel 32R will stop on the top line L1. When the 2nd small win to the 26th small win are achieved, 3 medals will be paid out in a 3-bet game, and 14 medals will be paid out in a 2-bet game.

[0029] The 27th minor winning combination is determined by the symbol on the left reel 32L, which is the designated reel among the reels 32L, 32M, and 32R. Specifically, the 27th minor winning combination is achieved when the "cherry" symbol on the left reel 32L stops in the upper or lower row. In this case, the symbols on the center reel 32M and the right reel 32R do not affect the winning determination. In other words, regardless of the symbols on the center reel 32M and the right reel 32R, the 27th minor winning combination is achieved when the "cherry" symbol on the left reel 32L stops in the upper row or stops, i.e., when the "cherry" symbol or the "second replay" symbol stops on an active line. When the 27th minor winning combination is achieved, three medals are paid out in a three-bet game, and 15 medals are paid out in a two-bet game.

[0030] The 28th minor win occurs when the "cherry" symbol on the left reel 32L stops on the upper or lower row, and when the "cherry" symbols stop aligned on the downward-sloping right line L4. More specifically, the 28th minor win occurs when the "cherry" symbol or the "second replay" symbol stops on the left reel 32L, the "red bell" symbol, the "white bell" symbol or the "cherry" symbol stops on the middle reel 32M, and the "cherry" symbol, the "first replay" symbol or the "second replay" symbol stops on the right reel 32R. When the 28th minor win occurs, three medals are paid out in a three-bet game, and 14 medals are paid out in a two-bet game.

[0031] To further explain the relationship between the 27th and 28th small wins, when the "cherry" or "2nd replay" symbol on the left reel 32L stops, the 27th small win is achieved regardless of the symbols stopped on the middle reel 32M and the right reel 32R, but depending on the symbols stopped on the middle reel 32M and the right reel 32R, the 28th small win may be achieved instead of the 27th small win. In other words, although the winning mode for the 27th small win includes the winning mode for the 28th small win, the 27th small win and the 28th small win are clearly distinguished when determining whether they are wins.

[0032] The 29th small win occurs when the "watermelon" symbols on the left reel 32L, the center reel 32M, and the right reel 32R all stop on an active line. In other words, if the sloping right line L4 is the active line, the 29th small win occurs when the "watermelon" symbols all stop sloping right. When the 29th small win occurs, 5 medals are paid out in a 3-bet game, and 14 medals are paid out in a 2-bet game.

[0033] The 30th small win occurs when the "watermelon" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "watermelon" symbol on the right reel 32R all stop on the top line L1. More specifically, the 30th small win occurs when the "watermelon" symbol on the left reel 32L, the "red bell" symbol on the middle reel 32M, and the "red bell" symbol on the right reel 32R all stop on the active line. When the 30th small win occurs, 5 medals are paid out in a 3-bet game, and 14 medals are paid out in a 2-bet game.

[0034] If the "Black BAR", "Young Man", "Watermelon" and "First Replay" symbols on the left reel 32L, the "Red Bell" symbol on the middle reel 32M, and the "Red Bell" or "White Bell" symbols on the right reel 32R stop on an active line, the 31st small win will be achieved. If the 31st small win is achieved, 9 medals will be paid out in a 3-bet game, and 15 medals will be paid out in a 2-bet game.

[0035] If the 32nd to 35th small wins are achieved in a 3-bet game, 3 medals will be paid out, and if they are achieved in a 2-bet game, 14 medals will be paid out.

[0036] The 36th small winning combination occurs when, for example, the player operates the stop switches 42-44 aiming for the "watermelon" symbols on each of the reels 32L, 32M, and 32R, and the "watermelon" symbols on the left reel 32L and center reel 32M, or the left reel 32L and right reel 32R, stop on an active line, while the "watermelon" symbols on the remaining reels do not stop on an active line, resulting in a so-called "watermelon tenpai miss" winning combination. When the 36th small winning combination is achieved, 3 medals are paid out in a 3-bet game, and 15 medals are paid out in a 2-bet game.

[0037] If the "Red Bell" or "White Bell" symbol on the left reel 32L, the "Black BAR", "Watermelon" or "Cherry" symbol on the middle reel 32M, and the "Red Bell", "White Bell" or "Youth" symbol on the right reel 32R stop on an active line, the 37th minor win will be achieved. As shown in Figure 6, on the left reel 32L, the "Red Bell" symbol (No. 7) and the "Second Replay" symbol are located in the adjacent position downstream (No. 6), and the "First Replay" symbols are located in the main "White Bell" symbols (No. 3, No. 12, No. 15, No. 20) and the adjacent positions downstream (No. 2, No. 11, No. 14, No. 19). On the right reel 32R, the "Red Bell" symbols (numbers 2, 5, 12, and 20) are primarily located in adjacent positions upstream (numbers 3, 6, 16, and 0), along with the "First Replay" or "Second Replay" symbols. The "White Bell" symbol (number 10) is located in the adjacent position upstream (number 11). Therefore, when the 37th minor winning combination occurs on the downward-sloping right line L4, the left reel 32L and the right reel 32R are primarily in a "Bell" and "Replay" formation, while the "Bell" and "Replay" symbols on the center reel 32M are not stopped, resulting in a "Double Tenpai" miss. When the 37th minor winning combination occurs, three medals are paid out in a three-bet game, and 15 medals are paid out in a two-bet game.

[0038] If the "White BAR", "Young Man", "Watermelon" and "First Replay" symbols on the left reel 32L, the "Red Bell" symbol on the middle reel 32M, and the "First Replay", "Watermelon" and "Black BAR" symbols on the right reel 32R stop on an active line, the 38th small win will be achieved. In a 3-bet game, if the player operates the left stop switch when the number 4 "Cherry" symbol on the left reel 32L reaches the top to bottom row, the 38th small win will be achieved when the "Red Bell" symbol on the left reel 32L, the "Red Bell" symbol on the middle reel 32M, and the "Red Bell" or "White Bell" symbol on the right reel 32R stop on the middle line L2. If the 38th small winning combination is achieved, 3 medals will be paid out in a 3-bet game, and 15 medals will be paid out in a 2-bet game.

[0039] If the "red bell" or "white bell" symbol on the left reel 32L, the "red bell" symbol on the middle reel 32M, and the "black BAR" symbol on the right reel 32R stop on an active line, the 39th small win will be awarded. The 39th small win is a winning mode that can only be achieved in a 3-bet game. When the 39th small win is achieved, 9 medals will be paid out.

[0040] If the "Red Bell" or "White Bell" symbol on the left reel 32L, the "Red Bell" symbol on the middle reel 32M, and the "Red 7" symbol on the right reel 32R stop on an active line, the 40th small win will be awarded. The 40th small win is a winning mode that can only be achieved in a 3-bet game. When the 40th small win is achieved, 9 medals will be paid out.

[0041] If the "watermelon" symbol on the left reel 32L, the "black BAR" or "cherry" symbol on the middle reel 32M, and the "watermelon" symbol on the right reel 32R stop on an active line, the 41st small win will be achieved. If the 41st small win is achieved, 3 medals will be paid out in a 3-bet game, and 14 medals will be paid out in a 2-bet game.

[0042] The winning combinations that grant a replay privilege, which allows a player to play the next game without inserting a medal, include the first replay win to the twelfth replay win. When the second replay win is achieved, the game state transitions to the first RT state. When the third replay win is achieved, the game state transitions to the second RT state. When the fourth or fifth replay win is achieved, the game state transitions to the third RT state. And when the eleventh or twelfth replay win is achieved, the game state transitions to the fourth RT state.

[0043] The state transition winning events that only result in a transition of the gaming state include the first BB winning event, the second BB winning event, and the CB winning event.

[0044] When the "Red 7" symbol on each reel 32L, 32M, and 32R stops on an active line, a 1st BB win is achieved, and the game state transitions to the 1st BB state. Also, when the "White BAR" symbol on each reel 32L, 32M, and 32R stops on an active line, a 2nd BB win is achieved, and the game state transitions to the 2nd BB state. When the "Red Bell" symbol or "White Bell" symbol on the left reel 32L, the "Red Bell" symbol on the center reel 32M, and the "Watermelon" symbol, "1st Replay" symbol, and "Black BAR" symbol on the right reel 32R stop on an active line, a CB win is achieved. When a CB win is achieved, the game state transitions to the CB state.

[0045] In addition, although not a winning combination, there are some winning combinations that will cause the game state to transition to the first reel time (RT) state. Specifically, when the "red bell" or "white bell" symbol on the left reel 32L, the "white bar" symbol, "lucky" symbol, "red 7" symbol, "white bell" symbol, and "cherry" symbol on the center reel 32M, and the "watermelon" symbol and "first replay" symbol on the right reel 32R stop on an active line, the game state will transition to the first reel time (RT) state. Also, when the "red bell" or "white bell" symbol on the left reel 32L, the "red bell" symbol on the center reel 32M, and the "white bar" symbol, "young man" symbol, "white bell" symbol, "red 7" symbol, and "second replay" symbol on the right reel 32R stop on an active line, the game state will transition to the first reel time (RT) state. Hereinafter, the combinations of the above symbols will be referred to as transition results.

[0046] 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.

[0047] 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.

[0048] Stop switches 42-44 are connected to stop detection sensors 42a-44a (FIG. 12), 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 a LOW signal are output from stop detection sensors 42a-44a, and when stop switches 42-44 are operated, the detection signals switch from a LOW signal to a HI signal. 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.

[0049] 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.

[0050] 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.

[0051] 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.

[0052] 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.

[0053] 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.

[0054] A first credit insertion switch 56 is provided on the left side below the display windows 26L, 26M, and 26R for inserting three credited virtual medals as gaming media at a time. A second credit insertion switch 57 is provided to the right of the first credit insertion switch 56, and a third credit insertion switch 58 is provided to the left of the first credit insertion switch 56. The second credit insertion switch 57 is for inserting one virtual medal, and the third credit insertion switch 58 is for inserting two virtual medals at a time. The credit insertion switches 56-58, together with the medal insertion slot 45, constitute input means for inputting gaming media. Furthermore, while the medal insertion slot 45 involves the player directly inserting medals, the credit insertion switches 56-58 merely involve the insertion of virtual medals based on stored memory. Considering this, the credit insertion switches 56-58 can also be said to constitute indirect input means for indirectly inputting gaming media.

[0055] An effect switch 66 that is operated when an effect occurs is provided between the first credit insertion switch 56 and the second credit insertion switch 57. That is, the first credit insertion switch 56 and the third credit insertion switch 58 are provided to the left of the effect switch 66, and the second credit insertion switch 57 is provided to the right of the effect switch 66.

[0056] A settlement switch 59 is provided to the left of the start lever 41. That is, the slot machine 10 has a credit function that stores and stores, as virtual medals, any surplus medals inserted up to a predetermined maximum value (equivalent to 50 medals) and medals paid out when a prize is won, and when the settlement switch 59 is operated while virtual medals are stored and stored, the virtual medals are paid out as real medals from the medal outlet 49. In this case, when attention is focused on the function of paying out credited virtual medals as real medals, the settlement switch 59 can also be said to constitute a settlement operation means for actually paying out the stored and stored game media.

[0057] 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.

[0058] 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 win rate of minor winnings can be changed and the game can proceed in an advantageous situation for the player. The instruction monitor 68 will be described in detail later.

[0059] 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.

[0060] 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.

[0061] Above the reel unit 31, a main control device 101 for controlling the overall game is attached to the cabinet 11.

[0062] 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.

[0063] Next, the electrical configuration of the slot machine 10 will be described with reference to the block diagrams of FIGS.

[0064] 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.

[0065] The input side of the main control device 101 is provided with the reel unit 31 (more specifically, a reel index sensor that individually detects that each of the reels 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 of the stop switches 42 to 44, an inserted medal detection sensor 45a that detects medals inserted from the medal insertion slot 45, a payout detection sensor 51a that detects medals paid out from the hopper device 51, and a first credit insertion detection sensor that individually detects the operation of the first credit insertion switch 56. 56a, a second credit insertion detection sensor 57a that individually detects the operation of the second credit insertion switch 57, a third credit insertion detection sensor 58a that individually detects the operation of the third credit insertion switch 58, 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 that a setting key has been inserted into the setting key insertion hole 73 and turned ON, and signals from these various sensors are output to the CPU 102 via the input / output port 104.

[0066] 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.

[0067] 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.

[0068] 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.

[0069] The output side of the main control device 101 is connected via input / output port 104 to the reel unit 31 (more specifically, the stepping motor for rotating each of the reels 32L, 32M, and 32R), the medal passage switching solenoid 46a provided on the selector 46, the hopper device 51, the credit display unit 60, the remaining number of coins to be paid out display unit 61, the number of coins to be paid out display unit 62, the instruction monitor 68, the role ratio monitor 77, the display control device 81, and an external centralized terminal board 121 that can transmit information to a hall management device (not shown), etc.

[0070] 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.

[0071] The RAM 106 is configured to be able to retain (back up) data by receiving a backup voltage from the power supply device 91 even after the power supply to the slot machine 10 is cut off. The RAM 106 is provided with a backup area in addition to memories for temporarily storing various data, a win flag storage area 106a for storing the lottery results of winning combinations, a stop information storage area 106b for storing stop information used when controlling the stop of each of the reels 32L, 32M, and 32R, and a status information storage area 106c for storing game statuses such as a BB status.

[0072] 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 14) 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.

[0073] 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.

[0074] 13, the display control device 81 is equipped with a microcomputer centered around a CPU 181, which is an arithmetic processing means. The CPU 181 incorporates a ROM 182 that stores various control programs and fixed value data executed by the CPU 181, and a RAM 183 that secures a work area for temporarily storing various data when the control programs stored in the ROM 182 are executed.

[0075] The display control device 81 is provided with an input / output port (not shown), with the main control device 101 connected to the input side and the upper lamp 63, speaker 64, and auxiliary display unit 65 connected to the output side. The display control device 81 drives and controls the upper lamp 63, speaker 64, and auxiliary display unit 65 based on various commands input from the main control device 101. In other words, the display control device 81 is a sub-board that performs auxiliary control in relation to the main control device 101, which is the main board that manages the overall game. In other words, by providing a sub-board for sounds, lamps, and displays indirectly related to the game, the burden on the main board is reduced.

[0076] The effect switch 66 (more specifically, an effect switch detection sensor that detects the operation of the effect switch 66) is connected to the input side of the display control device 81. The various display units 60 to 62, 68 may also be configured to be driven and controlled by the display control device 81.

[0077] 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.

[0078] FIG. 14 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.

[0079] 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.

[0080] Here, the power outage process will be outlined.

[0081] 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.

[0082] 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.

[0083] 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.

[0084] 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 spinning each of the reels 32L, 32M, and 32R. In step S107, a sensor monitoring process is performed to read the status of various sensors (see FIG. 12) 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 values ​​from each counter and timer. In step S109, a counter process is performed to count the number of medals bet and the number of medals paid out and output the counted results to the external centralized terminal board 121.

[0085] In step S110, a command output process is performed to send various commands, such as a lottery result command (described later), to the display control device 81. In step 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, and the payout number display unit 62. 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.

[0086] Next, the normal processing for carrying out main control relating to the game will be described with reference to the flowchart of FIG.

[0087] 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.

[0088] 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. Thereafter, in step S204, a start waiting process is performed.

[0089] In the start waiting process, it is determined whether any replay winnings were achieved in the previous game. If any replay winnings were achieved, an automatic insertion process is performed to automatically insert virtual medals in the same number as the previous bet number, and the start waiting process is terminated. Specifically, for example, if a replay winning is achieved in a 3-bet game, a process to automatically insert three virtual medals is performed, and if a replay winning is achieved in a 1-bet game, a process to automatically insert one virtual medal is performed.

[0090] In the automatic insertion process, virtual medals are inserted without reducing the number of virtual medals displayed on the credit display unit 60. In other words, if any replay wins were achieved in the previous game, the player can play the current game without reducing the number of medals owned or inserting any more medals. If no replay wins were achieved, a sensor abnormality confirmation process is performed to check whether any abnormalities have occurred in the sensor reading results obtained in the sensor monitoring process step S107 of the timer interrupt process. If an abnormality has occurred, an abnormality occurrence process is performed to place the slot machine 10 in an error state and notify the user of the occurrence of the error. This error state is maintained until the reset switch 72 is operated. If the sensor reading results are normal, a determination is made as to whether the settlement switch 59 has been operated. If the settlement switch 59 has been operated, a medal return process is performed to pay out the same number of medals as the credited virtual medals.

[0091] After the medal return process is completed or if the settlement switch 59 has not been operated, it is determined whether medals have been inserted or the credit insertion switches 56-58 have been operated between the previous start waiting process and the current start waiting process, and if either has been done, a medal insertion process is carried out to change the number of bets, etc., and the start waiting process is terminated. Also, if neither medals have been inserted nor the credit insertion switches 56-58 have been operated between the previous start waiting process and the current start waiting process, the start waiting process is terminated.

[0092] After the start waiting process is completed, in step S205, it is determined whether the number of medals bet has reached a specified number. In this slot machine 10, the specified number in the CB state is set to "2," and the specified numbers in gaming states other than the CB state (specifically, the normal gaming state, the first RT state, the second RT state, the third RT state, the fourth RT state, and the BB state) are set to "1" and "3." That is, in the CB state, a positive determination is made in step S205 on the condition that the number of medals bet is "2," and in states other than the CB state, a positive determination is made in step S205 on the condition that the number of medals bet is "1" or "3." In other words, in a gaming state other than the CB state, if no medals have been bet, or if the number of medals bet is "2," a negative determination is made in step S205. If the number of medals has not reached the specified number, the process returns to the start waiting process in step S204, and the processes from the sensor abnormality confirmation process onward are performed.

[0093] If the number of bets has reached the specified number, a mode transition notification process is executed in step S206, which will be described in detail later.

[0094] After the processing of step S206 is performed, a bet command including information on the processing result of step S206 and information on the number of bets that resulted in a positive determination in step S205 is set as an output target to the display control device 81, which serves as a sub-side control device. The command set here is output to the display control device 81 in step S110 of the timer interrupt processing. The processing of the display control device 81 that has received the bet command will be explained in detail later.

[0095] After the process of step S207 is executed, it is determined in step S208 whether or not the start lever 41 has been operated. If the start lever 41 has not been operated, the process returns to the start waiting process of step S204, and the processes from the sensor abnormality confirmation process onwards are executed.

[0096] On the other hand, if the start lever 41 is operated, this means that a start command has been issued to start the game, since the game can be started by operating the start lever 41 when a specified number of medals have been bet. In this case, in step S209, a valid line setting process is performed to set the combination of lines corresponding to the number of bets as the valid line. That is, in a 3-bet game, only the downward-sloping line L4 is set as the valid line, and in a 2-bet game, the downward-sloping line L3 and the downward-sloping line L4 are set as the valid lines. In addition, in a 1-bet game, the bent line L6 is set as the valid line. In step S210, the medal path switching solenoid 46a is switched to a non-excited state to prohibit bet acceptance. Thereafter, the lottery process in step S211, the reel control process in step S212, the medal payout process in step S213, the RT state process in step S214, and the bonus state process in step S215 are executed in this order, and then the process returns to step S203.

[0097] Next, the lottery process in step S211 will be described with reference to the flowchart in FIG.

[0098] 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.

[0099] After obtaining the random number, in step S302, a lottery table is selected to determine whether the winning combination has been achieved. The slot machine 10 has six game states, broadly categorized as a normal game state, a first RT state, a second RT state, a third RT state, a fourth RT state, a BB state, and a CB state, and a lottery table is set for each game state.

[0100] That is, in step S302, the current gaming state of the slot machine 10 is determined based on the number of bets and the setting flag set in the state information storage area 106c, and a lottery table corresponding to the number of bets and the gaming state is selected. For example, if the number of bets is "3" and the setting flag is not set in the state information storage area 106c, the current gaming state is determined to be the normal gaming state, and a lottery table for the normal gaming state is selected. In addition, the slot machine 10 has six levels of winning probability, from "Setting 1" to "Setting 6," and by inserting a setting key into the setting key insertion hole and turning it ON and performing a predetermined operation, it is possible to set which winning probability 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.

[0101] Here, a supplementary explanation will be given regarding the process for setting the winning probability.

[0102] The winning probability setting process is executed in the main process launched by the main control device 101 when the power is turned on. More specifically, the winning probability setting process is launched after the initialization process when the power is turned on while the setting key detection sensor 73a detects that the setting key is inserted into the setting key insertion hole and turned ON. In the winning probability setting process, the setting value is updated by one each time the start lever 41 is operated. For example, each time the start lever 41 is operated, the setting value is updated as follows: "Setting 1" → "Setting 2" → "Setting 3" → "Setting 4" → "Setting 5" → "Setting 6" → "Setting 1." Each setting value is displayed, for example, on the credit display unit 60, and the display is updated each time the setting value is updated. Then, operating the start lever 41 while the setting key detection sensor 73a is turned OFF is considered to be the setting value confirmation operation, and the setting value at that time is set as the current setting value, and the winning probability setting process is terminated. Upon completion of the winning probability setting process, the display on the credit display unit 60 also terminates. The setting values ​​set in the process of setting the winning probability are stored and held in RAM 106 until the next process of setting the winning probability is started. In step S302, a process of selecting a lottery table is performed based on the stored setting values.

[0103] The lottery table will be briefly explained. Fig. 17 shows the lottery table for the normal game mode selected in the normal game mode of "Setting 3." The lottery table has index values ​​IV set therein, and each index value IV is uniquely associated with a winning combination and also has a point value PV set therein.

[0104] 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.

[0105] 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 determination value DV exceeds 65535. If it exceeds 65535, it is determined in step S306 whether the first BB, second BB, or CB has been won. Specifically, it is determined whether a positive determination was made in step S305 for an index value IV (IV = 34 to 54) that includes any of the first BB, second BB, or CB. If a positive determination is made in step S306, a process is performed in which the corresponding bonus win flag (first BB win flag, second BB win flag, CB win flag) is set in the win flag storage area 106a in step S307. If a negative determination is made in step S306, or after the process of step S307 has been performed, a process is performed in step S308 in which the win flag of each minor combination corresponding to the index value IV determined to be positive in step S305 is set in the win flag storage area 106a. For example, if the judgment value DV exceeds 65535 when IV=34, the 1st BB winning flag is set in step S307, and the 28th small win flag, the 33rd small win flag, and the 35th small win flag are set in step S308. Also, if the judgment value DV exceeds 65535 when IV=17, winning flags indicating that the 30th small win and the 41st small win have been won are set in the winning flag storage area 106a in step S308.

[0106] 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.

[0107] In addition, in steps S306 to S308 when the 1st BB winning flag or the 2nd BB winning flag is carried over, if a winning combination other than the 1st BB, 2nd BB, or CB is won, the corresponding winning flag is set, and if a winning combination other than the 1st BB, 2nd BB, or CB is not won, the corresponding winning flag is not set.

[0108] That is, for example, in a state where the first BB winning flag is carried over, if the judgment value DV exceeds 65535 when the index value IV=34, the first BB winning flag is not set, and the 28th small role winning flag, the 33rd small role winning flag, and the 35th small role winning flag are set. Also, in a state where the first BB winning flag is carried over, if the judgment value DV exceeds 65535 when the index value IV=35, the second BB winning flag is not set, and the 28th small role winning flag, the 33rd small role winning flag, and the 35th small role winning flag are set.

[0109] 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 as not to win the first BB, second BB, or CB.

[0110] 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, in step S309, the index value IV is incremented by 1, and in the following step S310, it is determined 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 combination. Specifically, it is determined 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 combination, the process returns to step S304, and the judgment of whether or not the hand is a winning or losing combination 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 combination (i.e., the current judgment value DV) to obtain a new judgment value DV, and in step S305, the winning or losing combination is judged based on the judgment value DV. When using the lottery table shown in Figure 17 to determine whether a winning combination is a winning combination, the probability of winning a normal replay (when IV = 1) is approximately 1 in 7.3, the probability of winning a strong cherry (when IV = 15) is approximately 1 in 300, and the probability of winning a weak cherry (when IV = 16) is approximately 1 in 183. The probability of winning a strong watermelon (when IV = 17) is approximately 1 in 300, the probability of winning a weak watermelon (when IV = 18) is approximately 1 in 218, the probability of winning Chance A (when IV = 19) is approximately 1 in 252, and the probability of winning Chance B (when IV = 20) is approximately 1 in 252. The probability of winning a middle bell (when IV = 21) is approximately 1 in 32,800, and the probability of winning a no-question bell (when IV = 22) is approximately 1 in 65,500. The probability of winning the forward push bell 1, forward push bell 2, pinch push bell 1, and pinch push bell 2 (probability of winning when IV = 23 to 26) is approximately 1 in 43.7, and the probability of winning the middle push bell 1, middle push bell 2, right push bell 1, and right push bell 2 (probability of winning when IV = 27 to 30) is approximately 1 in 21.8.The probability of winning a Strong Cherry Duplicate 1 (probability of winning when IV=34) is approximately 1 in 21,800, the probability of winning a Strong Cherry Duplicate 2 (probability of winning when IV=35) is approximately 1 in 21,800, the probability of winning a Weak Cherry Duplicate 1 (probability of winning when IV=36) is approximately 1 in 32,800, and the probability of winning a Weak Cherry Duplicate 2 (probability of winning when IV=37) is approximately 1 in 32,800. The probability of winning a Strong Watermelon Duplicate 1 (probability of winning when IV=38) is approximately 1 in 32,800, and the probability of winning a Strong Watermelon Duplicate 2 (probability of winning when IV=39) is approximately 1 in 32,800. The probability of winning a Weak Watermelon Duplicate 1 (probability of winning when IV=40) is approximately 1 in 65,500, and the probability of winning a Weak Watermelon Duplicate 2 (probability of winning when IV=41) is approximately 1 in 65,500. The probability of winning Chance A Duplicate 1, Chance A Duplicate 2, Chance B Duplicate 1, and Chance B Duplicate 2 (probability of winning when IV = 42-45) is approximately 1 in 32,800. The probability of winning Middle Bell Duplicate 1 and Middle Bell Duplicate 2 (probability of winning when IV = 46, 47) is approximately 1 in 21,800. The probability of winning Special Reply A Duplicate 1 (probability of winning when IV = 48) is approximately 1 in 1,010, and the probability of winning Special Reply A Duplicate 2 (probability of winning when IV = 49) is approximately 1 in 1,310. The probability of winning Special Reply AB Duplicate 1 (probability of winning when IV = 50) is approximately 1 in 1,010, and the probability of winning Special Reply AB Duplicate 2 (probability of winning when IV = 51) is approximately 1 in 1,310. The probability of winning 1st BB and 2nd BB alone (probability of winning when IV = 52, 53) is approximately 1 in 32,800. The probability of winning CB (the probability of winning when IV=54) is approximately 1 in 19.9. Also, the probability of not winning any role is approximately 1 in 1.96.

[0111] In the lottery table for the normal gaming state, 0 is set for the point values ​​PV of IV=2 to 14, 31 to 33, and 55 to 58. Therefore, in the normal gaming state, these index values ​​IV do not result in a win.

[0112] After the winning flag is set in step S308, or if it is determined in step S310 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 S311, 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.

[0113] In the following step S312, 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 S311, a process of notifying the push order combination, etc. are performed. The lottery result response process will be described in detail later.

[0114] After executing the processing of step S312, a lottery result command is set in step S313. 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.

[0115] Then, in step S314, 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 possible winning combinations is set based on the win flags set in steps S306 to S308. For example, if a strong cherry is won (won when IV=15) and the strong cherry win flag is set, stop symbol information is set so that symbols corresponding to the 28th small combination, the 32nd small combination, and the 35th small combination can be stopped on each of the reels 32L, 32M, and 32R. Also, if a strong cherry overlap 1 is won (won when IV=34) and the strong cherry win flag and the first BB win flag are set, stop symbol information is set so that symbols corresponding to the 28th small combination, the 33rd small combination, the 35th small combination, and the first BB can be stopped on each of the reels 32L, 32M, and 32R.

[0116] In the following step S315, when multiple pieces of stoppable symbol information are set in step S314, 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.

[0117] For example, if Strong Cherry Duplicate 1 is won and stop symbol information corresponding to the 28th, 33rd, and 35th small wins and the first BB win is set, the priority is set so that the 28th, 33rd, and 35th small wins take priority over the first BB win. Also, if Special Replay A Duplicate 1 is won and stop symbol information corresponding to the 9th replay and the first BB win is set, the priority is set so that the 9th replay win takes priority over the first BB win. And, for example, if a first BB win is carried over and a normal replay is won and stop symbol information corresponding to the 1st BB win and the first replay win is set, the priority is set so that the first replay win takes priority over the first BB win.

[0118] 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.

[0119] Furthermore, when multiple small wins or multiple replays overlap to form a winning combination, the symbol corresponding to which small win or replay will stop on the pay line will depend on the timing of the stop operation. For example, if a strong watermelon is won and the stop symbol information corresponding to the 30th and 41st small wins is set, as described above, the target symbol on the left reel 32L for the 30th and 41st small wins is the same, a "watermelon." Therefore, the timing of the stop operation on the left reel 32L does not determine which small win will be formed. On the other hand, the target symbols on the center reel 32M and right reel 32R for the 30th small win are both "red bell" symbols, and for the 41st small win, the center reel 32M is a "cherry" symbol and a "black BAR" symbol, and the right reel 32R is a "watermelon" symbol. For example, in a 3-bet game, if the center stop switch 43 is operated to stop the 32M center reel when the 4th "watermelon" symbol through the 7th "red bell" symbol reach the middle row, both the 7th "red bell" symbol, which is the target symbol for the 30th minor win, and the "black bar" symbol, which is the target symbol for the 41st minor win, can be stopped in the middle row on the active line. In this case, in this embodiment, the stop symbol information is set so that symbols with fewer slips are stopped first. As a result, in the above case, the stop drive control is performed so that the "red bell" symbol stops in the middle row, preventing the 41st minor win and allowing the 30th minor win.

[0120] On the other hand, if the middle stop switch 43 is operated to stop when the 8th "black bar" symbol to the 12th "red bell" symbol on the middle reel 32M reach the middle row, it becomes possible to stop the 8th "black bar" symbol and the 11th "cherry" symbol, which are the target symbols for the 41st minor combination, and the 12th "red bell" symbol, which is the target symbol for the 30th minor combination, in the middle row. In this case, the stop symbol information is set so that symbols with fewer slips are given priority, so the 8th "black bar" symbol or the 11th "cherry" symbol stops in the middle row, the 30th minor combination does not win, and the 41st minor combination becomes winnable.

[0121] The same is true for the right reel 32R, and depending on the timing at which the right stop switch 44 is stopped, the stop symbol information is set so that the symbol with the least number of slips between the "red bell" symbol, which is the target symbol for the 30th minor combination, and the "watermelon" symbol, which is the target symbol for the 41st minor combination, stops on the lower row, which is the active line. Note that, on the right reel 32R, if the right stop switch 44 is stopped at the timing at which the 6th "first replay" symbol and the 7th "black BAR" symbol reach the active position, neither the "watermelon" symbol nor the "red bell" symbol can be stopped, and in this case, neither of the minor combinations will be won, resulting in a so-called missed win.

[0122] After executing the process of step S315, the first section display process is executed in step S316, and then the lottery process is terminated. The first section display process is a process related to the display control of the instruction monitor 68 and the role ratio monitor 77, and this process will be described in detail later.

[0123] Next, the reel control process in step S212 will be described with reference to the flowchart in FIG.

[0124] 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 S311, etc. In the following step S402, a spin start process is performed to start the rotation of each of the reels 32L, 32M, and 32R.

[0125] In the spin start process, the system checks whether a predetermined wait time (e.g., 4.1 seconds) has elapsed since the reels started spinning in the previous game. If not, the system waits until the wait time has elapsed. If the wait time has elapsed, the system resets the wait time for the next game and performs a motor control initialization process to set spin start information in a motor control storage area in RAM 106. This process initiates a stepping motor acceleration process in the stepping motor control process (step S106) of the timer interrupt process, causing each of the reels 32L, 32M, and 32R to start spinning. Therefore, even if a player bets a specified number of medals and operates the start lever 41, the reels 32L, 32M, and 32R may not immediately start spinning. The system then waits until each of the reels 32L, 32M, and 32R spins at a predetermined constant speed, and the spin start process ends. In addition, when the rotation speed of each reel 32L, 32M, 32R reaches a constant speed, the CPU 102 notifies the player, etc. that it is now possible to issue a stop command by lighting up the lamps (not shown) of each stop switch 42 to 44.

[0126] 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.

[0127] 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.

[0128] 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=23 to 30, that is, when a win occurs on the forward push bell 1, the forward push bell 2, the pinch push bell 1, the pinch push bell 2, the center push bell 1, the center push bell 2, the right push bell 1, and the right push bell 2 (hereinafter, these are also collectively referred to as "push order bells") (see FIG. 17), 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.

[0129] 19 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 left stop switch 42 is operated first, the stop information is set so that the second small win, the seventh small win, or the ninth small win is achieved, if the middle stop switch 43 is operated first, the stop information is set so that the first small win is achieved, and if the right stop switch 44 is operated first, the stop information is set so that the second small win, the seventh small win, or the ninth 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.

[0130] The symbol arrangement on each reel 32L, 32M, and 32R will be briefly described. In the slot machine 10, in a game mode other than the CB mode (3-bet game), the reels 32L, 32M, and 32R can slide up to four symbols from the timing of operating the stop switches 42 to 44 before stopping, and only the downward-sloping right line L4 is set as the active line. Therefore, when symbols of the same type are arranged on each reel 32L, 32M, and 32R with a spacing of four symbols or less, the winning symbol can be stopped on the active line regardless of the timing of operating 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 the active line.

[0131] An example will be described in which the center push bell 1 is won and the left stop switch 42, the center stop switch 43, and the right stop switch 44 are operated in this order. In such a case, the reels 32L, 32M, and 32R are stopped to achieve the second small win, the seventh small win, or the ninth small win.

[0132] The second small win symbols on the left reel 32L are the "red bell" symbol and the "white bell" symbol. The "red bell" and "white bell" symbols also function as the seventh and ninth small win symbols. The second small win symbols (the seventh and ninth small win symbols) on the left reel 32L are arranged so that the interval between each other is four symbols or less. Therefore, when the left stop switch 42 is operated first, the "red bell" symbol or the "white bell" symbol stops on the top row regardless of the timing of the operation. For example, if the left stop switch 42 is operated when the number 4 "cherry" symbol on the left reel 32L has reached the middle row, the number 7 "red bell" symbol stops on the top row, as shown in Figure 20(a). As a result, there is room for the second, seventh, or ninth small win to be achieved on the downward-sloping right line L4.

[0133] The second small win symbol on the middle reel 32M is a "white bar" symbol. On the middle reel 32M, the "white bar" symbol is located only at position 18. Also, the seventh small win symbol on the middle reel 32M is a "red 7" symbol. On the middle reel 32M, the "red 7" symbol is located only at position 14. And the ninth small win symbol on the middle reel 32M is a "cherry" symbol. On the middle reel 32M, the "cherry" symbol is located only at position 11. Therefore, depending on the operation timing of the middle stop switch 43, the second small win symbol, the seventh small win symbol, or the ninth small win symbol may stop on an active line, or none of the second small win symbol, the seventh small win symbol, or the ninth small win symbol may stop on an active line.

[0134] Specifically, if the middle stop switch 43 is operated when any of the "First Replay" symbols (numbered 13 through 17) reach the bottom row, the "White BAR" symbol, which is the second small win symbol, will stop in the middle row. As a result, there will be room for the second small win symbol to be established on the downward-sloping right line L4. If the middle stop switch 43 is operated when any of the "Second Replay" symbols (numbered 9 through 13) reach the bottom row, the "Red 7" symbol, which is the seventh small win symbol, will stop in the middle row, as shown in FIG. 20(b). As a result, there will be room for the seventh small win symbol to be established on the downward-sloping right line L4. If the middle stop switch 43 is operated when any of the "White Bell" symbols (numbered 6 through 10) reach the bottom row, the "Cherry" symbol, which is the ninth small win symbol, will stop in the middle row. If the middle stop switch 43 is operated at any other time, the second, seventh and ninth small win symbols cannot be stopped in the middle row even if the middle reel 32M is stopped after sliding four symbols. If the middle stop switch 43 is operated at such a time, the No. 2 "LUCKY" symbol or the No. 6 "white bell" symbol will stop in the middle row.

[0135] When the 7th small winning symbol of the center reel 32M stops in the middle row, the stop information second setting process changes the stop information so that the 7th small winning symbol can be achieved.

[0136] The seventh small win symbol on the right reel 32R is a "white bell" symbol. The "white bell" symbol is located only at the number 10 position on the right reel 32R. Therefore, depending on the timing of operation of the right stop switch 44, the seventh small win symbol may or may not stop on the active line. Specifically, if the right stop switch 44 is operated when any of the "first replay" symbols (number 6) through the "white bell" symbol (number 10) has reached the bottom row, the "white bell" symbol, which is the seventh small win symbol, stops on the bottom row, as shown in Figure 20(c). As a result, the seventh small win symbol is established on the downward-sloping right line L4. If the right stop switch 44 is operated at any other time, the "watermelon" symbol or the "first replay" symbol stops on the bottom row. For example, if the right stop switch 44 is operated at the timing when the No. 3 "Second Replay" symbol has reached the bottom row, the No. 4 "Watermelon" symbol will stop at the bottom row as shown in Figure 20(d). The combination of the "Red Bell" symbol, the "Red 7" symbol, and the "Watermelon" symbol from the left is a transition result as shown in Figure 11.

[0137] When the 9th small winning symbol of the center reel 32M stops in the middle row, the stop information second setting process changes the stop information so that the 9th small winning symbol can be achieved.

[0138] The 9th minor winning symbol on the right reel 32R is a "Youth" symbol. The "Youth" symbol is located at position 15 on the right reel 32R. Therefore, depending on the timing of operation of the right stop switch 44, the 9th minor winning symbol may or may not stop on the active line. Specifically, if the right stop switch 44 is operated when any of the "First Replay" symbols (number 11) through the "Youth" symbols (number 15) have reached the bottom row, the "Youth" symbol, which is the 9th minor winning symbol, stops at the bottom row. As a result, the 9th minor winning symbol is established on the downward-sloping right line L4. If the right stop switch 44 is operated at any other time, the "Watermelon" symbol or the "First Replay" symbol stops at the bottom row. The combination of the "White Bell" symbol ("Red Bell" symbol), the "Cherry" symbol, and the "Watermelon" symbol ("First Replay" symbol) from left to right results in a transitional win, as shown in FIG. 11.

[0139] When the second small winning symbol of the center reel 32M stops in the middle row, the stop information second setting process changes the stop information so that the second small winning symbol can be achieved.

[0140] The second small win symbol on the right reel 32R is a "white bar" symbol. The "white bar" symbol is located at the 18th position on the right reel 32R. Therefore, depending on the timing of operation of the right stop switch 44, the second small win symbol may or may not stop on the active line. Specifically, if the right stop switch 44 is operated when any of the 14th "watermelon" symbol to the 18th "white bar" symbol has reached the bottom row, the "white bar" symbol, which is the second small win symbol, stops on the bottom row. As a result, the second small win symbol is established on the downward-sloping right line L4. If the right stop switch 44 is operated at any other time, the "watermelon" symbol or the "first replay" symbol stops on the bottom row. The combination of the "white bell" symbol ("red bell" symbol), the "white BAR" symbol, and the "watermelon" symbol ("first replay" symbol) from the left is a transition result as shown in FIG.

[0141] If the second, seventh and ninth small win symbols on the middle reel 32M do not stop in the middle row, i.e., if the "LUCKY" symbol or the "white bell" symbol on the middle reel 32M stops in the middle row, the second stop information setting process changes the stop information so that the "watermelon" symbol or the "first replay" symbol stops in the bottom row.

[0142] On the right reel 32R, the "watermelon" symbols and the "first replay" symbols are arranged so that the interval between each other is four symbols or less. Therefore, when the right stop switch 44 is operated, the "watermelon" symbol or the "first replay" symbol stops on the bottom row regardless of the timing of the operation. The combination of the "white bell" symbol ("red bell" symbol), the "lucky" symbol ("white bell" symbol), and the "watermelon" symbol ("first replay" symbol) from the left is a transition result as shown in FIG. 11.

[0143] In this way, if the middle push bell 1 is won and the left stop switch 42 → middle stop switch 43 → right stop switch 44 are operated in that order, the second small win will be made, the seventh small win will be made, the ninth small win will be made, or the transition result will stop.

[0144] Next, we will explain an example in which the center push bell 1 is won and the center stop switch 43 → left stop switch 42 → right stop switch 44 are operated in this order. In this case, the reels 32L, 32M, and 32R are stopped to achieve the first small win.

[0145] On the center reel 32M, the "red bell" symbols, which are the first minor winning symbols, are arranged so that the interval between each "red bell" symbol is four symbols or less. Therefore, when the center stop switch 43 is operated first, the "red bell" symbols will stop in the middle row regardless of the operation timing.

[0146] On the left reel 32L, the first minor winning symbols, "red bell" and "white bell," are arranged so that the interval between each first minor winning symbol is four symbols or less. Therefore, when the left stop switch 42 is operated second, the "red bell" or "white bell" symbol will stop on the top row regardless of the timing of the operation.

[0147] On the right reel 32R, the first minor winning symbols, "red bell" and "white bell," are arranged so that the interval between each first minor winning symbol is four symbols or less. Therefore, when the right stop switch 44 is operated third, the "red bell" or "white bell" symbol will stop on the bottom row regardless of the timing of the operation.

[0148] As described above, if the middle push bell 1 is won and the middle stop switch 43 → left stop switch 42 → right stop switch 44 are operated in that order, the first small prize will be won regardless of the timing of the operation.

[0149] When the push order bell is won, if the stop switches 42 to 44 are operated in one or two predetermined operation sequences, the first small win will be achieved regardless of the operation timing, and when the stop switches 42 to 44 are operated in a different operation sequence, the small win will be achieved or the transition result will stop on the active line depending on the operation timing. Incidentally, when the middle bell is won, the 38th small win will be achieved regardless of the operation sequence and operation timing, and when the no-question bell is won, the first small win will be achieved regardless of the operation sequence and operation timing.

[0150] 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.

[0151] After the payout determination process, a winning result process is performed in step S414. The winning result process includes processes such as transitioning the gaming state based on the winning result. The winning result process will be described in detail later.

[0152] After the winning result corresponding process is performed, second section display process is executed in step S415. Second section display process is a process related to display control of the instruction monitor 68, and this process will be explained in detail later. Next, in step S416, random number acquisition process is executed to acquire a random number for use in the display mode transition lottery. The random number acquisition seed process will also be explained in detail later. Thereafter, in step S417, a winning result command is set to cause the display control device 81 to grasp the winning combination for the current game, and the reel control process is terminated.

[0153] Next, the medal payout process in step S213 will be outlined.

[0154] In the medal payout process, it is determined whether the payout number set in the payout information storage area is 0. If the payout number is 0, it means that it was determined in the previous payout determination process that no small winning combination was achieved. In such a case, it is determined whether any of the first to eighth replay winning combinations has been achieved, based on the winning combinations set in the payout determination process. If none of the replay winning combinations has been achieved, the medal payout process is terminated as is, and if any of the replay winning combinations has been achieved, a replay setting process is performed to change the game state to a replay state, and the medal payout process is terminated. Note that in the start waiting process (step S204) described earlier, if it is determined that the current game state is a replay state, an automatic insertion process is performed.

[0155] 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.

[0156] Next, the RT state processing in step S214 will be described with reference to the flowchart of FIG.

[0157] In step S501, it is determined whether the gaming state is the fourth RT state by checking whether the fourth RT setting flag is set in the state information storage area 106c of RAM 106. If the gaming state is the fourth RT state, the process proceeds to step S502, where a subtraction process for the fixed RT game number is performed. As will be described in detail later, the fourth RT state is an RT state in which the number of executable games is predetermined, and the process of step S502 is a process for subtracting the number of executable remaining games. In the following step S503, based on the result of the process of step S502, it is determined whether the number of executable remaining games in the fourth RT state has become 0. If it has become 0, the fourth RT setting flag is cleared in step S504, and then this RT state process is terminated. By performing the process of step S504, the gaming state transitions to the normal gaming state. If a negative determination is made in step S503, this RT state process is terminated. In this case, the fourth RT state continues.

[0158] If a negative determination is made in step S501, a determination is made in step S505 as to whether the transitional result has stopped on an active line. If the transitional result has stopped, the process proceeds to step S506, where a determination is made as to whether the current gaming state is a normal gaming state. If the current gaming state is a normal gaming state, a first RT setting flag is set in the state information storage area 106c of the RAM 106 in step S507. Thereafter, this process is terminated. If a determination is made in step S505 that the transitional result has not stopped on an active line, the process proceeds to step S508, where a determination is made as to whether a second replay win has been achieved based on the winning combination set in the previous payout determination process. If a second replay win has been achieved, the RT setting flag set in the state information storage area 106c is cleared in step S509, and the first RT setting flag is set in step S507. Thereafter, this process is terminated. In addition, if the transition result stops on an active line under a game state other than the fourth RT state or the normal game state, the RT setting flag set in the state information storage area 106c is cleared in step S509, and the first RT setting flag is set in step S507, and this process is terminated.

[0159] If the first RT setting flag is set in step S507, the game state transitions to the first RT state. Then, in step S302 of the lottery process, it is determined that the current game state is the first RT state based on the fact that the first RT setting flag is set in the state information storage area 106c, and a lottery table for the first RT state is selected.

[0160] Figure 22 is a lottery table for the first RT state selected in the first RT state of "setting 3." When compared with the lottery table for the normal gaming state (see Figure 17), the lottery table for the first RT state has different point values ​​PV for IV = 1 to 5, and the same point values ​​PV are set for the other index values ​​IV. Therefore, when determining whether a winning combination is achieved using this lottery table, the probability of winning when IV = 6 to 58 is equal to the respective winning probabilities in the normal gaming state, and the probability of winning when IV = 1 is approximately 1 in 67.0, and the probability of winning when IV = 2 to 5 is approximately 1 in 32.8. The probability of losing, i.e., not winning any combination, is approximately 1 in 1.94.

[0161] As shown in FIG. 22, if a win occurs when IV=1, it results in a normal replay win; if a win occurs when IV=2, it results in a first promotion replay 1 win; if a win occurs when IV=3, it results in a first promotion replay 2 win; if a win occurs when IV=4, it results in a first promotion replay 3 win; and if a win occurs when IV=5, it results in a first promotion replay 4 win. The probability of winning when IV=1 to 5 is approximately 1 in 7.30. The probability of winning a normal replay under normal gaming mode is also approximately 1 in 7.30. In other words, when the gaming mode transitions to the first RT mode, the winning probability for each of the small combination, replay, and bonus combinations is the same as in the normal gaming mode, but the winning pattern for awarding the replay bonus changes to one different from that under normal gaming mode. More specifically, in the normal game state, only the first replay win, which does not result in a transition to the game state, is achieved, and in the first RT state, in addition to the first replay win, a third replay win, which results in a transition to the second RT state, is achieved.

[0162] In the second stop information setting process (step S409), in addition to when the above-mentioned push order bell is won, when the first promotion replay 1 to first promotion replay 4 are won, stop information is set to change the winning pattern that is achieved depending on the operation order of the stop switches 42 to 44 that generated the stop command.

[0163] FIG. 23(a) is an explanatory diagram showing the correspondence between winning combinations, the operation sequence of the stop switches 42 to 44, and the winning patterns that are achieved. When the first promotion replay 1 to first promotion replay 4 are won, unlike when the push order bell is won, the first replay win or the third replay win is always achieved regardless of the operation timing of the stop switches 42 to 44. For the first promotion replay 1 to first promotion replay 4, one of six operation sequences is associated with the third replay, and the other operation sequences are associated with the first replay.

[0164] In the first promotion replays 2 to 4, in addition to the first replay and the third replay, the sixth replay, the seventh replay, and the eighth replay are also allocated as winning combinations. However, these sixth replay to eighth replay are not associated with any of the six operation sequences described above. Therefore, even if the sixth replay to eighth replay are winning combinations in the first promotion replays 2 to 4, they will not win regardless of the operation sequence of the stop switches 42 to 44.

[0165] More specifically, for the first promotion replays 1 to 4, the first promotion replay 1 is assigned the first replay and the third replay, the first promotion replay 2 is assigned the sixth replay in addition to the first replay and the third replay, the first promotion replay 3 is assigned the seventh replay in addition to the first replay and the third replay, and the first promotion replay 4 is assigned the eighth replay in addition to the first replay and the third replay, but for any of the first promotion replays 1 to 4, the winning replay is either the first replay or the third replay. This is to make it difficult to understand the operation sequence that results in the third replay winning. That is, for example, if there is one type of first promotion replay, the operation sequence corresponding to the third replay winning will also be one type, and when the first promotion replay is won, it may be possible to intentionally establish the third replay winning. Note that this relationship is not limited to the relationship between the first promotion replays 1 to 4, but the same can be said for other overlapping roles.

[0166] Returning to the explanation of the RT state processing, if it is determined in step S508 that the second re-game winning has not been achieved, the process proceeds to step S510, where it is determined whether or not the third re-game winning has been achieved, based on the winning combination set in the previous payout determination process. If the third re-game winning has been achieved, the RT setting flag set in the state information storage area 106c is cleared in step S511, and the second RT setting flag is set in step S512, and this process ends.

[0167] If the second RT setting flag is set in step S512, the game state transitions to the second RT state. Then, in step S302 of the lottery process, it is determined that the current game state is the second RT state based on the fact that the second RT setting flag is set in the state information storage area 106c, and a lottery table for the second RT state is selected.

[0168] FIG. 24 shows a lottery table for the second RT state selected in the second RT state of "Setting 3." Compared with the lottery table for the first RT state (see FIG. 22), the lottery table for the second RT state has different point values ​​PV for IV = 1 to 10, and the same point values ​​PV are set for the other index values ​​IV. Therefore, when determining whether a winning combination is a winning combination using this lottery table, the probability of winning when IV = 11 to 58 is equal to the respective winning probabilities in the first RT state. The probability of winning when IV = 1 is approximately 1 in 11.0, the probability of not winning when IV = 2 to 5, the probability of winning when IV = 6 to 8 are approximately 1 in 15.5, and the probability of winning when IV = 9 and 10 are approximately 1 in 8.90. The probability of losing, i.e., not winning any combination, is approximately 1 in 150. In other words, when transitioning to the second RT state, the probability of losing is lower compared to the normal gaming state and the first RT state, which is advantageous for the player. In addition, in the second RT state, in addition to the first re-play winning event that does not result in a transition to the game state, the second re-play winning event that results in a transition to the first RT state, and the fourth and fifth re-play winning events that result in a transition to the third RT state are achieved.

[0169] In the second stop information setting process (step S409), in addition to when the above-mentioned first promotion replay 1 to first promotion replay 4 are won, stop information is set so as to change the winning pattern that is achieved depending on the operation order of the stop switches 42 to 44 that generated the stop command, even when the fall replay 1 to fall replay 3, second promotion replay 1, or second promotion replay 2 is won.

[0170] FIG. 23(b) 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. When Fall Replay 1 to Fall Replay 3 are won, the first replay win or the second replay win is always achieved, regardless of the operation timing of the stop switches 42 to 44. When Second Promotion Replay 1 is won, either the first replay win, the fourth replay win, or the fifth replay win is always achieved, regardless of the operation timing of the stop switches 42 to 44. When Second Promotion Replay 2 is won, either the first replay win or the fourth replay win is always achieved, regardless of the operation timing of the stop switches 42 to 44.

[0171] The numbers assigned to the fourth replay in the diagram correspond to the symbol combinations that result in the fourth replay winning. "1" corresponds to the symbol combination that results in a scatter, and "2" corresponds to the symbol combination that results in a red 7, red 7, and black bar stopping in the middle row (see Figure 11). For example, if the left stop switch 42 is operated first when the second promotion replay 1 is won, the symbol combination that results in a scatter will stop, resulting in the fourth replay winning, or the symbol combination that results in a red 7, red 7, and black bar stopping in the middle row will stop, resulting in the fourth replay winning.

[0172] Returning to the explanation of the RT state processing, if it is determined in step S510 that the third re-game winning has not been achieved, the process proceeds to step S513, where it is determined whether the fourth re-game winning or the fifth re-game winning has been achieved based on the winning combination set in the previous payout determination process. If the fourth re-game winning or the fifth re-game winning has been achieved, the RT setting flag set in the state information storage area 106c is cleared in step S514, and the third RT setting flag is set in step S515, and this process ends.

[0173] If the third RT setting flag is set in step S515, the game state transitions to the third RT state. Then, in step S302 of the lottery process, it is determined that the current game state is the third RT state based on the fact that the third RT setting flag is set in the state information storage area 106c, and a lottery table for the third RT state is selected.

[0174] Figure 25 shows a lottery table for the third RT state selected in the third RT state of "Setting 3." Compared to the lottery table for the second RT state (see Figure 24), the lottery table for the third RT state has different point values ​​PV for IV = 9 to 12, while the same point values ​​PV are set for the other index values ​​IV. Therefore, when using this lottery table to determine whether a winning combination is achieved, the probability of winning when IV = 1 to 8 and 13 to 58 is equal to the respective winning probabilities in the second RT state, while winning when IV = 9 and 10 is not achieved, and the winning probabilities when IV = 11 and 12 are approximately 1 in 7.00. The probability of losing, i.e., not winning any combination, is approximately 1 in 150. In other words, when the gaming state transitions to the third RT state, the winning probability for each combination of small combination, replay, and bonus is the same as in the second RT state, but the winning mode for awarding the replay bonus changes to one different from that in the second RT state. More specifically, in the third RT state, in addition to the first replay winning event which does not result in a transition to the game state and the second replay winning event which results in a transition to the first RT state, the sixth replay winning event, the seventh replay winning event, and the eighth replay winning event which does not result in a transition to the game state, and the third replay winning event which results in a transition to the second RT state are also achieved.

[0175] In the second stop information setting process (step S409), even if BAR Replay 1 or BAR Replay 2 is won, stop information is set to change the winning pattern that is achieved depending on the operation order of the stop switches 42 to 44 that generated the stop command.

[0176] 23(c) is an explanatory diagram showing the correspondence relationship between winning combinations, the operation order of the stop switches 42 to 44, and the winning patterns that are achieved. When BAR Replay 1 is won, any one of the first replay winning, sixth replay winning, seventh replay winning, and third replay winning is always achieved, regardless of the operation timing of the stop switches 42 to 44. When BAR Replay 2 is won, any one of the first replay winning, sixth replay winning, eighth replay winning, and third replay winning is always achieved, regardless of the operation timing of the stop switches 42 to 44.

[0177] Returning to the explanation of the RT state processing, if it is determined in step S513 that the fourth re-play winning combination or the fifth re-play winning combination has not been achieved, the process proceeds to step S516, where it is determined whether the eleventh re-play winning combination or the twelfth re-play winning combination has been achieved based on the winning combination set in the previous payout determination process. If neither the eleventh re-play winning combination nor the twelfth re-play winning combination has been achieved, the RT state processing is terminated. If the eleventh re-play winning combination or the twelfth re-play winning combination has been achieved, the RT setting flag set in the state information storage area 106c is cleared in step S517, the fourth RT setting flag is set in step S518, and the fixed RT game number setting process is executed in step S519, after which the process is terminated. Step S519 is a process for setting the number of games that can be played in the fourth RT state. Specifically, in step S519, a predetermined value (e.g., 10) is input into the fixed RT counter provided in the various counter area 106e. In step S502, the fixed RT counter is decremented, and when the counter becomes 0, processing for ending the fourth RT state is executed in step S503.

[0178] Next, the bonus state processing in step S215 will be described with reference to the flowchart of FIG.

[0179] First, in step S601, it is determined whether the current gaming state is a bonus state, that is, whether the current gaming state is a BB state or a CB state. If it is not a bonus state, the bonus determination process shown in steps S602 to S613 is performed.

[0180] In the bonus determination process, in step S602, it is determined whether any of the first BB win flag, second BB win flag, and CB win flag is set. If any of the win flags is set, the process proceeds to step S603, where it is determined whether a CB win has been achieved based on the winning combination set in the previous payout determination process. If a CB win has been achieved, in step S604, a CB setting flag is set in the state information storage area 106c. In step S605, a remaining payout number counter, which is provided in the state information storage area 106c and is used to count the number of medals remaining that can be paid out during the bonus state, is set to 15. By performing the processes of steps S604 to S605, the gaming state transitions to the CB state.

[0181] Here, a brief explanation will be given of CB and the CB state.

[0182] A CB win occurs when the "red bell" or "white bell" symbol on the left reel 32L, the "red bell" symbol on the middle reel 32M, and the "watermelon", "first replay" or "black bar" symbol on the right reel 32R stop on an active line. The CB symbols are arranged on each reel 32L, 32M, and 32R so that the interval between each CB symbol is four symbols or less. Therefore, if a CB win occurs, the CB win occurs regardless of the operation order and timing of the stop switches 42 to 44.

[0183] When the CB setting flag is set in the state information storage area 106c, the main control device 101 determines that the gaming state is the CB state. Then, in step S205 of the normal processing, it determines whether the number of medals bet has reached "2" instead of "3", and in the activated line setting processing (step S209), it sets the lower line L3 and the right-downward line L4 as activated lines.

[0184] In step S302 of the lottery process, a lottery table for the CB state is selected. Although the illustration of the lottery table for the CB state is omitted, in the lottery table for the CB state, "0" is set as the point value PV for IV = 1 to 52, and "16384" is set as the point value for IV = 55 to 58 (see FIG. 17 etc. for the correspondence between IV and winning roles). Therefore, in the CB state, the probability of winning CB small / medium role 1 (the probability of winning when IV = 55) is approximately 1 in 4.00, the probability of winning CB small / medium role 2 (the probability of winning when IV = 56) is approximately 1 in 4.00, the probability of winning CB small / medium role 3 (the probability of winning when IV = 57) is approximately 1 in 4.00, and the probability of winning CB small / medium role 4 (the probability of winning when IV = 58) is approximately 1 in 4.00. No losing events occur.

[0185] FIG. 27(a) is an explanatory diagram showing the correspondence between winning combinations, the operation order of the stop switches 42-44, and the winning patterns that are achieved. Although detailed explanations are omitted, regardless of the order and timing of operation of the stop switches 42-44, regardless of which of the CB small / medium combinations 1 to 4 is won, some small combination will always be achieved. Since the CB state is a two-bet game, when the first small combination, the 27th small combination, the 31st small combination, the 36th small combination, and the 38th small combination are achieved, 15 medals are paid out. When the second small combination, the 26th small combination, the 28th small combination, the 30th small combination, and the 32nd small combination, the 35th small combination, and the 36th small combination are achieved, 14 medals are paid out. In other words, when the game transitions to the CB state, 14 or 15 medals are always paid out.

[0186] In addition, instead of or in addition to CB as a winning role and the CB state as a game state, a single bonus (SB) that allows one game (JAC game) to be played as a winning role, and an SB state to which transition is made based on winning the single bonus (winning), may be provided.

[0187] Returning to the explanation of the bonus state processing, if it is determined in step S603 that the CB win has not been achieved, it means that a bonus win flag other than the CB has been set. In such a case, the RT setting flag set in the state information storage area 106c is cleared in step S608, and it is determined in step S609 whether the first BB win or the second BB win has been achieved.

[0188] If any of the BB wins is achieved, the BB win flag set in the win flag storage area 106a of the RAM 106 is cleared in step S610, and a BB setting flag is set in the state information storage area 106c in step S611. After that, in step S612, the remaining payout number counter is set to 216, and processing is performed to display 216 in the remaining payout number display unit 61. The value set in step S612 is a value corresponding to the upper limit payout number in the BB state, and the BB state is ended on the condition that medals equal to or greater than this value have been paid out in the BB state.

[0189] By performing the processing of steps S610 to S612, the gaming state transitions to the BB state. Then, in step S302 of the lottery processing, it is determined that the current gaming state is the BB state based on the fact that the BB setting flag is set in the state information storage area 106c, and a corresponding lottery table for the BB state is selected.

[0190] 28 shows a lottery table for the first BB state selected in the first BB state to which a transition occurs due to a first BB win, and a lottery table for the second BB state selected in the second BB state to which a transition occurs due to a second BB win. In the lottery table for the first BB state and the second BB state, the point value PV for IV=1 to 14, 22 to 30, 34 to 58 is set to "0". Therefore, in either the first BB state or the second BB state, these IV=1 to 14, 22 to 30, 34 to 58 do not result in a win. In addition, in the lottery table for the first BB state and the lottery table for the second BB state, the point values ​​for IV=19-21, 31-33 are set to the same point values ​​in both lottery tables, and in both the first BB state and the second BB state, the probability of winning Chance A with IV=19 is approximately 1 in 65.5, the probability of winning Chance B with IV=20 is approximately 1 in 65.5, the probability of winning the middle bell with IV=21 is approximately 1 in 1310, the probability of winning the first role in BB with IV=31 is approximately 1 in 2.12, the probability of winning the second role in BB with IV=32 is approximately 1 in 13.1, and the probability of winning the third role in BB with IV=33 is approximately 1 in 13.1.

[0191] On the other hand, in the lottery table for the 1st BB state and the lottery table for the 2nd BB state, different point values ​​are set for IV=15 to 18, and the probability of winning a strong cherry with IV=15 is approximately 1 in 21.8 in the 1st BB state, while it is approximately 1 in 93.6 in the 2nd BB state, making it easier to win a strong cherry in the 1st BB state than in the 2nd BB state. Also, the probability of winning a weak cherry with IV=16 is approximately 1 in 6.56 in the 1st BB state, while it is approximately 1 in 26.2 in the 2nd BB state, making it easier to win a weak cherry in the 1st BB state than in the 2nd BB state.

[0192] The probability of winning a strong watermelon with IV=17 is approximately 1 in 93.6 in the 1st BB state, while it is approximately 1 in 21.8 in the 2nd BB state, making it easier to win a strong watermelon in the 2nd BB state than in the 1st BB state. Also, the probability of winning a weak cherry with IV=18 is approximately 1 in 26.2 in the 1st BB state, while it is approximately 1 in 6.56 in the 2nd BB state, making it easier to win a weak watermelon in the 2nd BB state than in the 1st BB state.

[0193] That is, in the 1st BB state and the 2nd BB state, the probability of winning the lottery result that is called a rare combination such as a strong cherry or a strong watermelon is higher than in the normal game state or other states such as the 1st RT state to the 3rd RT state. Also, when comparing the 1st BB state and the 2nd BB state, it is set so that it is easier to win a strong cherry or a weak cherry in the 1st BB state than in the 2nd BB state, and it is easier to win a strong watermelon or a weak watermelon in the 2nd BB state than in the 1st BB state.

[0194] In addition, strong cherries, weak cherries, strong watermelons, weak watermelons, etc. are won depending on the timing of operation of the stop switches 42 to 44, and if they are operated at a timing that does not correspond to a win, the win will not be won and the win will be missed.

[0195] 27(b) is an explanatory diagram showing the correspondence relationship between winning combinations, the operation sequence of the stop switches 42 to 44, and the winning modes that are achieved. As described above, the first small combination is a winning mode that can be achieved regardless of the operation timing of the stop switches 42 to 44. Therefore, when the first combination in BB is won, regardless of the operation sequence and operation timing of the stop switches 42 to 44, one of the first small combination, the 39th small combination, or the 40th small combination will always be achieved. In contrast, for the second combination in BB and the third combination in BB, the first small combination is associated with four of the six operation sequences, and the 40th and 41st small combinations are associated with two of the six operation sequences. In other words, for the second or third role in BB, if the operation order of stop switches 42-44 matches the first small role, the first small role win is achieved, and if the operation order matches the 40th or 41st small role, the 40th or 41st small role win is achieved instead of the first small role. In a 3-bet game in BB state, if the first or 40th small role win is achieved, 9 medals are paid out, and if the 41st small role win is achieved, 3 medals are paid out. In other words, if the first role in BB is won, the first small role win is achieved regardless of the operation order, and 9 medals are paid out, and if the second role in BB is won, the first or 40th small role win is achieved depending on the operation order, and 9 medals are paid out. When the third role in BB is won, the first or the 41st small role is won depending on the operation order, and when the first small role is won, nine medals are paid out, and when the 41st small role is won, three medals are paid out. In other words, for the third role in BB, the number of medals paid out varies depending on the operation order of the stop switches 42 to 44.

[0196] If the determination in step S609 is negative and any BB winning has been achieved, a carry-over command is set in step S613. The carry-over command is a command sent to the display control device 81 to inform the display control device 81 that the bonus winning has not been achieved in the bonus winning game and that a so-called carry-over state has occurred, and this carry-over command is output to the display control device 81 in the command output process (step S110) of the timer interrupt process.

[0197] As already explained, in a game played in the carryover state, winning of other bonuses is restricted. More specifically, in the lottery table for the normal gaming state (FIG. 17), if a combination of IV=34 to 51 with the bonus (first BB, second BB, CB) is won, the winning flags corresponding to these bonuses are not set. Therefore, for example, if a combination of IV=34 to 51 with each small combination or replay is won, the winning flags for these small combinations and replay are set, but the winning flags corresponding to the bonuses are not set, and only the winning of the small combination is valid. In other words, the carryover state can be said to be a state in which the bonus lottery is restricted.

[0198] If the gaming state has shifted to the CB state or the BB state, an affirmative determination is made in step S601, and an end determination process is performed in step S614. In the end determination process, it is determined whether the value of the remaining payout counter has reached 0, and if it has reached 0, a process is performed to clear the CB setting flag or the BB setting flag. Furthermore, in the end determination process, if the BB setting flag is cleared, an end flag is set to indicate that the BB state has ended in this game. The end determination process will be described in detail later.

[0199] As shown in steps S602 to S614, when a CB win occurs and a CB win is established, the CB setting flag is set without clearing the RT setting flag. Therefore, when the CB setting flag is cleared, i.e., when the CB state ends, the game returns to the gaming state when the CB win was established. For example, when a CB win is established during the normal gaming state, the game returns to the normal gaming state after the CB state ends. When a CB win is established during the third RT state, the game returns to the third RT state after the CB state ends. On the other hand, when the first BB or second BB win occurs, the RT setting flag is cleared in step S608 regardless of whether the corresponding BB win is established. Therefore, when the BB setting flag is cleared, i.e., when the BB state ends, the game returns to the normal gaming state even if a first BB win is established during the second RT state. When the game transitions to the CB state, the player can expect to gain 13 (= 15 - 2) or 25 (= 14 - 2 + 15 - 2) medals before the CB state ends. When the game shifts to the BB state, the player can expect to receive a maximum of 144 (=9×24−3×24) medals until the BB state ends.

[0200] As described above, when a strong cherry or strong watermelon is won in the BB state, the winning combination may not be achieved depending on the timing of operation of the stop switches 42-44. If the winning combination is not achieved, no medals will be paid out in that game. Also, when the third combination is won in the BB state, either nine or three medals will be paid out depending on the operation sequence of the stop switches 42-44. In other words, when the upper limit payout number is set in the BB state (step S216) and nine medals are paid out per game, an increase of up to 144 medals can be expected as described above, and the BB state ends after 24 games. However, depending on the lottery results of each game in the BB state and the timing and operation sequence of the stop switches 42-44 for that game, the increase in medals when the upper limit payout number is reached may be less than the maximum number, or the number of games until the upper limit payout number is reached may be greater.

[0201] If none of the first BB winning flag, second BB winning flag, and CB winning flag is set (if step S602 is NO), if none of the first BB winning, second BB winning, and CB winning is achieved and a carryover command is set (if the processing of step S613 is executed), if a predetermined value is set in the remaining payout counter in steps S605 and S612, or if an end determination process is performed in step S614, the process proceeds to step S606 and a status command is set. Here, the status command is a command sent to the display control device 81 to allow the player to grasp the game status at the end of the game (i.e., the game status of the next game). In step S606, a status command corresponding to the setting flag set in the status information storage area 106c is set. After setting the status command, in step S607, an external signal setting process is performed to set an external signal to be output from the external centralized terminal board 121 to the outside of the slot machine 10. Then, this process ends.

[0202] <Overview of game state transitions and display modes> Here, the transition of the gaming state will be explained using Figure 29. Note that the CB state is not shown in the figure.

[0203] When the game state is the BB state, if the number of medals paid out in the BB state reaches 216, the BB state ends and the game state transitions to the normal game state.

[0204] When the gaming state is the normal gaming state, the gaming state transitions to the first RT state when the transition result stops on an active line, and the gaming state transitions to the BB state when a BB win is achieved. The transition result stops on an active line when a miss occurs in a game in which the push order bell is won. In the lottery process using the lottery table for the normal gaming state, the first promotion replays 1 to 4, which trigger a transition to the second RT state, the second promotion replays 1 and 2, which trigger a transition to the third RT state, and the transition replays 1 and 2, which trigger a transition to the fourth RT state, are not won, so the normal gaming state does not transition to the second RT state to the fourth RT state (see Figure 17).

[0205] When the gaming state is in the first RT state, the gaming state transitions to the second RT state when the third replay win is achieved. The third replay win is achieved when one of the first promotion replays 1 to 4 is won and the stop switches 42 to 44 are operated in a predetermined operating sequence (see FIG. 23(a)). Also, when the gaming state is in the first RT state, the gaming state transitions to the fourth RT state when the eleventh replay win or the twelfth replay win is achieved. As already explained, the fourth RT state is a fixed RT state with a fixed number of games. Therefore, even if the transition result stops in the fourth RT state, the gaming state does not transition to the first RT state. In the lottery process using the lottery table for the first RT state, the second promotion replays 1 and 2, which trigger a transition to the third RT state, are not won, so the first RT state does not transition to the third RT state.

[0206] However, in this embodiment, in the first RT state, it is set so that transition replays 1 and 2, which are the trigger for transition to the fourth RT state, are not won. Therefore, there is no transition from the first RT state to the fourth RT state. In this embodiment, it is set so that transition to the fourth RT state does not occur not only from the first RT state but also from other game states. The fourth RT state will be explained in detail when explaining an embodiment in which it is set so that the transition is possible.

[0207] When the corresponding BB win is not achieved in the game in which each BB win flag is set, that is, when the BB win flag is carried over, the game state shifts to the normal game state, and when the corresponding BB win is achieved in the game in which each BB win flag is set, the game state shifts to the BB state.

[0208] When the gaming state is in the second RT state, the gaming state transitions to the third RT state when the fourth replay win or the fifth replay win is achieved. Furthermore, when the second replay win is achieved or when the transition result stops on an active line, the gaming state transitions to the first RT state. The fourth replay win and the fifth replay win are achieved when the second promotion replay 1 or the second promotion replay 2 is won and the stop switches 42 to 44 are operated in a predetermined order (see Figure 23(b)). The second replay win is achieved when one of the fall replays 1 to 3 is won and the stop switches 42 to 44 are operated in a predetermined order (see Figure 23(b)). The transition result stops on an active line when a miss occurs in the game that wins the push order bell. In addition, if the corresponding BB winning is not achieved in the game in which each BB winning flag is set, that is, if the BB winning flag is carried over, the game state shifts to the normal game state, and if the corresponding BB winning is achieved in the game in which each BB winning flag is set, the game state shifts to the BB state.

[0209] When the gaming state is in the third RT state, the gaming state transitions to the second RT state when the third replay win is achieved. Also, when the second replay win is achieved or when the transition result stops on an active line, the gaming state transitions to the first RT state. The third replay win is achieved when BAR Replay 1 or BAR Replay 2 is won and the stop switches 42 to 44 are operated in a predetermined order of operation (see Figure 23(c)). The second replay win is achieved when any of Fall Replay 1 to Fall Replay 3 is won and the stop switches 42 to 44 are operated in a predetermined order of operation (see Figure 23(b)). The transition result stops on an active line when a miss occurs in the game that wins the push order bell. In addition, if the corresponding BB win is not achieved in the game in which each win flag is set, that is, if the BB win flag is carried over, the game state shifts to the normal game state, and if the corresponding BB win is achieved in the game in which each BB win flag is set, the game state shifts to the BB state.

[0210] In this slot machine 10, the main control unit 101 manages six types of game states: normal game state, first RT state, second RT state, third RT state, fourth RT state, BB state, and CB state, and also manages five types of display modes, broadly classified as normal mode, AT mode (assist time mode), VB mode (virtual bonus mode, pseudo bonus mode), and BB mode.

[0211] FIG. 30 is a diagram showing transitions between display modes.

[0212] The BB mode is a display mode that is entered when the first BB win or the second BB win is achieved, and ends when the BB state ends. In other words, the BB mode is a display mode that corresponds to the BB state. Therefore, when the mode is entered, the player can expect an increase of up to 144 medals.

[0213] When transitioning from normal mode to BB mode, a lottery to transition to AT mode may be held in that BB mode. If you win the lottery to transition to AT mode, you will transition to AT mode after BB mode ends. If you do not win the lottery to transition to AT mode, you will transition to normal mode after BB mode ends. When transitioning from AT mode to BB mode, you will return to AT mode after BB mode ends. When transitioning from VB mode to BB mode, you will return to VB mode after BB mode ends.

[0214] Normal mode is a display mode in which the operation order of stop switches 42 to 44 is not announced when the push order bell is won, or when 1st promotion replay 1 to 1st promotion replay 4, fall replay 1 to fall replay 3, 2nd promotion replay 1, 2nd promotion replay 2, BAR replay 1, BAR replay 2, transition replay 1, transition replay 2 (hereinafter collectively referred to as "push order replays") are won. In normal mode, a lottery for transition to AT mode is held. If the lottery for transition to AT mode is won, the mode will transition from normal mode to AT mode. There is no transition from normal mode to VB mode.

[0215] The normal mode corresponds to each of the game states: normal game state, first RT state, second RT state, third RT state, fourth RT state, and CB state. However, in normal mode, the operation order of the stop switches 42 to 44 is not notified when the push order bell is won or when the push order replay is won, so transition to the second RT state to the fourth RT state is rare, and the game state almost always corresponds to the normal game state or the first RT state. In normal mode, if the game state at that time is the normal game state, the first RT state, or the fourth RT state, it can be expected that approximately 1.59 medals will be lost per game, and if the game state at that time is the second RT state or the third RT state, it can be expected that approximately 0.06 medals will be lost per game.

[0216] The AT mode is a display mode in which the operation order of the stop switches 42 to 44 is displayed when the push order bell is won or when the push order replay is won. The AT mode is made up of four AT modes, LV.1 mode to LV.4 mode, which have different probabilities of transitioning to VB mode, and the probability of transitioning to VB mode is higher in all AT modes than in normal mode. If the lottery for transitioning to VB mode is won, the game will transition from AT mode to VB mode. If a predetermined number of games (for example, 50 games) have been played without winning the lottery for transitioning to VB mode, the game will transition from AT mode to normal mode.

[0217] The LV.1 mode to LV.4 mode are set so that the probability of winning the lottery to transition to VB mode differs. More specifically, the probability of winning the lottery to transition to VB mode is set so that the LV.4 mode has the highest probability of winning, and the LV.1 mode has the lowest probability of winning. The probability of winning the lottery to transition to VB mode increases in the order of LV.1 mode, LV.2 mode, LV.3 mode, and LV.4 mode.

[0218] The AT mode corresponds to each of the following game states: normal game state, first RT state, second RT state, third RT state, fourth RT state, and CB state. However, in AT mode, the operation sequence of the stop switches 42-44 is notified both when the push order bell is won and when the push order replay is won. Therefore, if the player operates the stop switches 42-44 in the notified operation sequence, it corresponds to the second RT state and the third RT state. In AT mode, if the game state at that time is normal game state, first RT state, or fourth RT state, the player can expect to gain approximately 0.61 medals per game. If the game state at that time is second RT state or third RT state, the player can expect to gain approximately 1.90 medals per game. Since the AT mode continues for at least 50 games after the game state transitions to the second RT state, the player can expect to gain approximately 100 medals when transitioning to AT mode.

[0219] VB mode is a display mode in which the operation sequence of the stop switches 42 to 44 is announced when the push order bell is won and when the push order replay is won, just like the AT mode. The difference between VB mode and AT mode is that when the second promotion replay 1 or second promotion replay 2 is won, the operation sequence for realizing the first replay win is announced in AT mode, while the operation sequence for realizing the fourth replay win or the fifth replay win is announced in VB mode (see Figure 23(b)).

[0220] VB mode corresponds to each of the following game states: normal game state, first time (RT) state, second time (RT) state, third time (RT) state, fourth time (RT) state, and CB state. However, in VB mode, the operation sequence of the stop switches 42-44 is notified both when the push order bell is won and when the push order replay is won. Therefore, VB mode corresponds to the third time (RT) state when the player operates the stop switches 42-44 in the notified operation sequence. In VB mode, if the game state at that time is normal game state, first time (RT) state, or fourth time (RT) state, the player can expect to gain approximately 0.61 medals per game. If the game state at that time is the second time (RT) state or third time (RT) state, the player can expect to gain approximately 1.90 medals per game. Since VB mode continues for at least 25 games after the game state transitions to the third time (RT) state, the player can expect to gain approximately 50 medals when transitioning to VB mode.

[0221] Regarding the transition of display modes when a player's owned medals increase, the general flow is to transition from normal mode to AT mode, and then from AT mode back to normal mode. In AT mode, a lottery is held to transition to VB mode, so if a loop occurs in which the player transitions from AT mode to VB mode and then back to AT mode, the player can expect to increase the number of owned medals.

[0222] In addition, AT mode is set to LV.1 mode to LV.4 mode, and the probability of winning the lottery to transition to VB mode differs for each AT mode. When transitioning from normal mode to AT mode, the game generally transitions to LV.1 mode. In LV.1 mode, a lottery to transition to VB mode is held, and a lottery to transition to LV.2 mode is also held. If the lottery to transition to LV.2 mode is won, the game transitions to LV.2 mode, and the probability of winning the lottery to transition to VB mode increases. In LV.2 mode, a lottery to transition to VB mode is held, and a lottery to transition to LV.3 mode is also held. If the lottery to transition to LV.3 mode is won, the game transitions to LV.3 mode, and the probability of winning the lottery to transition to VB mode increases. In LV.3 mode, a lottery to transition to VB mode is held, and a lottery to transition to LV.4 mode is also held. If the lottery to transition to ATLV.4 mode is won, the game transitions to LV.4 mode, and the probability of winning the lottery to transition to VB mode increases.

[0223] Therefore, when transitioning to AT mode, the AT mode will be promoted from LV.1 mode → LV.2 mode → LV.3 mode → LV.4 mode, which increases the probability of transitioning to VB mode, making it more likely that a loop between AT mode and VB mode will occur.

[0224] As described above, the slot machine 10 is configured so that the player can increase the number of medals they own in each display mode, including the AT mode, VB mode, and BB mode. In conjunction with each display mode, multiple RT states, BB state, and CB state are switched back and forth depending on the winning of each replay or the stopping of transition results. As described above, when the push order replay win or the push order bell win is won, the corresponding replay win is achieved or the transition results are stopped depending on the operation order of the stop switches 42-43. Furthermore, in the AT mode or VB mode, when the push order bell wins, the operation order that can achieve the first minor win is announced, allowing players to expect an increase in medals they own.

[0225] Here, when the display mode is AT mode or VB mode, the operation sequence of the stop switches 42-44 is announced when the push order bell or push order replay is won, as described above. In normal mode, the operation sequence when the push order bell or push order replay is won is not announced. Therefore, AT mode and VB mode are more advantageous to the player than normal mode in terms of whether or not the operation sequence is announced when the push order bell or push order replay is won. In other words, AT mode and VB mode are included in advantageous zones, which are zones in which the operation sequence is announced, changing the winning rate of small winning combinations and the like, allowing the player to play in an advantageous situation. In this slot machine 10, a transition to the advantageous zone is performed to draw a transition to the AT mode, and a transition to the AT mode or VB mode can occur. In other words, a transition to the AT mode or VB mode does not occur in the normal zone, which is not an advantageous zone.

[0226] In addition, since a lottery for transitioning to AT mode is held in the advantageous zone, while a lottery for transitioning to AT mode is not held in the normal zone, the state in the advantageous zone before transitioning to AT mode or before winning the AT mode can also be called chance zone mode (CZ mode), as it is a state in which transitioning to AT mode is more likely to occur.

[0227] The configuration relating to the display mode will be described below.

[0228] The configurations related to the display modes are roughly divided into (1) processing related to the lottery for switching between display modes, (2) processing for switching the game state based on the result of the lottery for switching between display modes, (3) processing for switching the display mode based on the winning result, and (4) processing related to the notification effects on the sub-side. These will be explained in order below.

[0229] <Display mode transition lottery processing> <Lottery result processing> The process related to the display mode transition lottery in (1) is performed in the lottery result response process (step S312) of the lottery process (FIG. 16) by the main control device 101. Hereinafter, the lottery result response process will be described with reference to the flowchart in FIG.

[0230] In step S701, random number shift processing is executed. This processing is for random numbers used in the AT mode lottery, and will be described in detail later.

[0231] In the next step S702, it is determined whether the current game is in an advantageous zone by determining whether an advantageous zone flag is set in the various flag storage area 106d of the RAM 106. The advantageous zone flag is set based on winning the lottery for transition to an advantageous zone, including the above-mentioned AT mode and VB mode, and is cleared when the advantageous zone ends. If the advantageous zone flag is not set, the process proceeds to step S703, where an advantageous zone transition lottery process is executed, and then this lottery result response process is terminated.

[0232] In the advantageous zone transition lottery process, as shown in the flowchart of FIG. 32, first, in step S801, the lottery result of the current game is grasped. Then, in step S802, a advantageous zone transition lottery table is obtained from the various table storage area 105a of the ROM 105. As shown in FIG. 39, the advantageous zone transition lottery table is set so that the transition rate (the winning probability of the advantageous zone transition lottery) varies depending on the lottery result of each game. As shown in FIG. 38, the trigger roles for the transition lottery to the advantageous zone are strong cherry, weak cherry, strong watermelon, weak watermelon, Chance A, Chance B, and middle bell (hereinafter, these are collectively referred to as "transition trigger roles"). Regardless of the setting value, these transition trigger roles have the same set point value PV, and there is no setting difference in the winning probability. Furthermore, there is no setting difference in the winning probability of the advantageous zone transition lottery. In other words, a configuration is adopted in which an advantageous zone transition lottery is performed with no setting difference in the winning probability for transition trigger roles with a common appearance rate, and the transition rate to the advantageous zone is common. By doing this, regardless of the setting values ​​of the gaming machines, of which multiple machines may be installed in an amusement hall, the chances of moving to the advantageous zone are equal, thereby eliminating inequality between players.

[0233] After obtaining the lottery table in step S802, a process for obtaining a random number for the advantageous zone transition lottery is executed in step S803. The random number for the advantageous zone transition lottery is generated using a dedicated counter in the various counter area 106e. This dedicated counter is updated at a predetermined interval, and the most recent updated value of the counter is obtained in step S803. Then, in step S804, an advantageous zone transition lottery is executed, and in step S805, it is determined whether or not the transition lottery has been won. If not, the lottery process is terminated. If the transition lottery has been won, in step S806, a process for setting the advantageous zone flag is executed. This process enables a positive determination to be made in step S702 of the lottery result response process (FIG. 31) for the next game or later. In the following step S807, a process for setting an advantageous zone winning game flag is executed in the various flag storage area 106d. The advantageous zone winning game flag is a flag that allows the CPU 102 to determine whether the advantageous zone transition lottery has been won in the current game. After executing the processing of step S807, this advantageous zone transition lottery processing is terminated.

[0234] In the lottery result response processing, if it is determined in step S702 that the advantageous zone flag is set, i.e., if the lottery for transitioning to the advantageous zone has been won in the previous game or before, the process proceeds to step S704. In step S704, it is determined whether or not either the AT mode win flag or the AT mode flag is set in the various flag storage area 106d of the RAM 106. The AT mode win flag is a flag that the CPU 102 uses to identify that the lottery for transitioning to the AT mode has been won. It is set when the lottery for transitioning to the AT mode is won and is cleared when transitioning to the AT mode. The AT mode flag is a flag that the CPU 102 uses to identify that the display mode is the AT mode. It is set when transitioning to the AT mode and is cleared when the AT mode finally ends (excluding transitions from the AT mode to the VB mode, specialized zone, or BB mode). If a negative determination is made in step S704, a first specific combination process is executed in step S705.

[0235] <First specific role processing> The first specific winning process will be explained with reference to the flowchart of FIG.

[0236] In the first specific combination process, a transition lottery is performed to determine whether or not to transition the display mode to the AT mode. That is, in step S901, the lottery result of this game is grasped. Then, in step S902, an AT mode transition lottery table is obtained from the various table storage area 105a of the ROM 105. In the AT mode transition lottery table, the transition probability to the AT mode is set according to the type of lottery result (winning combination).

[0237] Specifically, the mode lottery table in the advantageous zone stored in the various table memory area 105a is set so that the probability of winning each mode transition lottery differs depending on the current display mode and the type of game result that triggers the lottery.

[0238] Here, as shown in Figure 39, in addition to the transition trigger role, normal replay, push order replay, and push order bell are set as game results that trigger the mode transition lottery during the advantageous zone. In other words, the transition lottery to the advantageous zone is set so that there is no difference in the transition rate depending on the setting value, and the transition lottery is conducted based on the game results of so-called rare roles, which have a particularly low probability of winning. On the other hand, for the transition lottery to the AT mode, etc. included in the advantageous zone, chances of winning are given in addition to these rare roles, thereby increasing the sense of anticipation for each game. In the following explanation, these normal replay, push order replay, push order bell, and transition trigger role are collectively referred to as "specific roles" as roles that trigger the lottery for the instruction function during the advantageous zone.

[0239] In the AT mode transition lottery table, the winning probability of the transition lottery is set according to the type of specific combination. As shown in Figure 39, for example, if the specific combination is a strong cherry, there is about a 51% probability of winning the AT mode transition lottery, while if the specific combination is a weak cherry, there is about a 15% probability of winning the AT mode transition lottery. The lower the winning probability (appearance rate) in each game, the easier it is to win the AT mode transition lottery.

[0240] After acquiring the AT mode transition lottery table in step S902, a process of acquiring a random number for the AT mode transition lottery is executed in step S903. In step S903, the random number for the AT mode transition lottery is acquired from the lottery information storage area 106f in the RAM 106. The configuration of the lottery information storage area 106f and the process for storing the random number for the AT mode transition lottery in the area 106f will be explained in detail later, but the process of acquiring the random number for the AT mode transition lottery in step S903 differs from the configuration of acquiring the latest counter value at the time of the lottery, as in other lotteries (for example, the advantageous zone transition lottery).

[0241] Then, in step S904, an AT mode transition lottery is executed, and in step S905, it is determined whether or not the AT mode transition lottery has been won. If the AT mode transition lottery has been won, in step S906, a process is executed to set an AT mode win flag in the various flag storage area 106d. By setting the AT mode win flag, a positive determination is made in step S704 of the lottery result response process (FIG. 31). In the following step S907, it is determined whether or not the currently won AT mode is the SAT mode. The SAT mode is an AT mode that starts after passing through the bonus-specialized zone. For example, if the initial number of games in the normal AT mode is 50, the AT mode starts with the initial number of games of 50 plus the number of games added in the bonus-specialized zone. Therefore, the normal AT mode and the SAT mode have different advantages for the player, and the SAT mode is more advantageous to the player than the AT mode.

[0242] The lottery for transition to SAT mode is held when the lottery for transition to AT mode is won (when the lottery processing in step S904 is won), and this lottery for transition is held based on the transition lottery table for SAT mode, which is set according to the transition trigger role and the type of display mode. As shown in Figure 39, the transition lottery table for SAT mode has a probability of winning the lottery for transition to AT mode triggered by a strong watermelon of about 51%, and when the lottery for transition is won, there is about a 5% chance of winning to SAT mode.

[0243] If it is determined in step S907 that the SAT mode has been won, a process of setting a specialized zone win flag is executed in step S908. If a negative determination is made in step S907, or after the process of step S908 has been executed, the process proceeds to step S906. The processes of steps S909 to S912 are processes for setting the premonition mode.

[0244] The premonition mode is a mode in which a winning indication effect that indicates a win in the AT mode or the like occurs more easily, and after each game in the premonition mode, a winning notification of the AT mode or the like is made. The premonition mode continues for 0 to 32 games, and the number of games that the premonition mode continues is set to vary depending on the type of AT mode or the like that has been won and whether or not a bonus has also been won. Note that if the AT mode or the like has been won simultaneously with a bonus, a bonus winning notification is made after the premonition mode has been played, and after the bonus state has ended, a notification of the AT mode or the like has been won. Furthermore, if the number of premonition games is set to 0, a winning notification is made without going through the premonition mode.

[0245] Specifically, in step S909, a process is first performed to obtain a premonition game number table from the various table storage area 105a of the ROM 105. As shown in Fig. 40, the premonition game number table is set so that the number of premonition games selected varies depending on the display mode that is selected. Specifically, for example, when the AT mode is selected, 0 games are selected 30% of the time, 1 to 5 games are selected 60% of the time, and 6 to 10 games are selected 10% of the time, while when the SAT mode is selected, 0 games are selected 10% of the time, 1 to 5 games are selected 70% of the time, 6 to 10 games are selected 10% of the time, and 11 to 20 games are selected 10% of the time, so that the number of premonition games is more likely to be higher when the SAT mode, which is advantageous for the player, is selected.

[0246] In this embodiment, simultaneous wins of the bonus and the AT mode, etc. are not specified, but in a configuration in which simultaneous wins are possible, the number of premonition games may be varied depending on whether or not simultaneous wins occur. Also, the number of premonition games may be varied depending on the game result that triggered the win.

[0247] In step S910, a process is performed to draw the number of games to be played in the current premonition mode based on the premonition game number table obtained in step S909 and the counter for drawing the lottery obtained from the various counter area 106e of RAM 106. The counter for drawing the premonition game number is also updated at a predetermined interval, similar to the random number (counter) for the advantageous zone transition lottery, and the most recent updated value of the counter is obtained and used in the lottery in step S910. In the following explanation, unless otherwise specified, the random number (counter) for drawing the lottery used in other lotteries (e.g., VB mode transition lottery, AT mode additional lottery, additional game number lottery, specialized zone transition lottery, etc.) will also have the same configuration as the random number (counter) for the advantageous zone transition lottery, and the most recent updated value will be obtained in the lottery.

[0248] Then, in step S911, a process is performed to input the number of premonition games to the premonition counter provided in the various counter area 106e of the RAM 106. The premonition counter is a counter that is decremented by 1 for each game, and when the premonition counter reaches 0, the premonition mode ends and a winning notification is issued that the player has won the lottery to transition to the AT mode or the like.

[0249] In step S912, a process is executed to set the premonition command as an output target to the display control device 81, which is the sub-side control device. The premonition command contains information on the lottery result that triggered the premonition mode and the number of premonition games. The processing on the display control device 81 side based on receiving the premonition command will be explained in detail later. After the processing of step S912 is executed, the first specific role processing is terminated.

[0250] If it is determined in step S905 that the lottery for transition to AT mode has not been won, the first specific role processing is terminated.

[0251] Returning to the explanation of the lottery result response processing (FIG. 31), if an affirmative determination is made in step S704, the process proceeds to step S706. In step S706, it is determined whether or not either a VB mode win flag or a VB mode flag is set in the various flag storage area 106d of the RAM 106. The VB mode win flag is a flag that is set when the VB mode transition lottery is won and is cleared when transitioning to VB mode. The VB mode flag is a flag that allows the CPU 102 to identify that the display mode is VB mode, and is a flag that is set when transitioning to VB mode and is cleared when VB mode ends. If a negative determination is made in step S706, a second specific winning combination process is executed in step S707. Also, if an affirmative determination is made in step S706, a third specific winning combination process is executed in step S708.

[0252] <Second specific role processing> The second specific winning process will be explained with reference to the flowchart of FIG.

[0253] In the second specific role processing, a lottery for adding to the AT mode is conducted, and a lottery for transitioning the display mode to VB mode or an add-on specialized zone is conducted. Adding refers to adding (increasing) the number of continuing games (remaining number) in the AT mode, etc., and the number of added games corresponds to the value added (increased value) to the number of continuing games. The add-on specialized zone indicates a state in which the number of continuing games in the AT mode is added with a high probability over multiple games. In addition, in the second specific role processing, a lottery for upgrading the level of the AT mode is conducted, and processing for adding to the number of continuing games in the AT mode is conducted.

[0254] That is, in step S1001, a process is performed to determine the AT mode level. As already explained, in this embodiment, four AT mode levels, from LV.1 mode to LV.4 mode, are provided, and the probability of transitioning to VB mode differs for each level. Therefore, in step S1001, it is determined whether the current AT mode level is LV.1 mode to LV.4 mode.

[0255] In step S1002, a VB mode lottery table corresponding to the level of the AT mode determined in step S1001 is obtained from the various table storage area 105a of the ROM 105. In the VB mode lottery table, the probability of transition to the VB mode is set according to the type of game result that triggers the lottery. As shown in FIG. 39, for example, between a strong cherry and a weak cherry, the probability of transition to the VB mode is set higher for a strong cherry than for a weak cherry. In addition, in the VB mode lottery table for each level, the probability of transition to the VB mode is generally different, and is set so that the probability of transition to the VB mode is higher for LV.2 mode than for LV.1 mode, the probability of transition to the VB mode is higher for LV.3 mode than for LV.2 mode, and the probability of transition to the VB mode is higher for LV.4 mode than for LV.3 mode.

[0256] In step S1003, a lottery for transition to VB mode is performed using the table acquired in step S1002 and the random number (counter) for lottery acquired from the various counter area 106e of RAM 106. Then, in step S1004, it is determined whether the result of the lottery in step S1003 corresponds to a VB mode win. If the determination in step S1004 is affirmative, a process is performed in step S1005 to set a VB mode win flag in the various flag storage area 106d of RAM 106. Thereafter, in steps S1006 to S1009, a process for setting the number of premonition games is performed. That is, in step S1006, a premonition game number table is acquired, in step S1007, the number of premonition games is drawn, in step S1008, the number of premonition games is set, and in step S1009, the premonition command is set, and then the second specific combination process is terminated.

[0257] In step S1004, if it is determined that the result of the VB mode lottery process is not a VB mode win, the process proceeds to step S1010. Steps S1010 to S1013 are processes for upgrading the AT mode level.

[0258] In step S1010, an AT mode promotion lottery process is performed. In this process, a promotion lottery table is obtained from the various table storage area 105a of the ROM 105, and a random number (counter) for the lottery is obtained from the various counter area 106e of the RAM 106. A plurality of promotion lottery tables are provided according to the level of the AT mode. Specifically, there are three tables for the LV.1 mode, the LV.2 mode, and the LV.3 mode (promotion lottery is not performed when the player is in the LV.4 mode). Each table has a different winning probability for the promotion lottery depending on the type of game result that triggers the lottery. For example, the winning probability of the promotion lottery is set higher for a strong cherry than for a weak cherry. In addition, the tables for each AT mode are set so that the promotion probability is lower in the table for LV.2 mode than in the table for LV.1 mode, and the promotion probability is lower in the table for LV.3 mode than in the table for LV.2 mode, so that as the AT mode level increases, it becomes more difficult to advance to the next level.

[0259] In step S1011, it is determined whether the result of the lottery in step S1010 is a promotion win. If a promotion win is found, in step S1012, an AT mode promotion process is performed. In this process, the level flag stored in the various flag storage area 106d of RAM 106 is rewritten from the level flag corresponding to the current AT mode level to the next higher level flag. Then, in step S1013, a promotion command is set as an output target to the display control device 81. The promotion command includes information about the AT mode to be promoted. Upon receiving the promotion command, the display control device 81 controls the auxiliary display unit 65, etc., to perform an AT mode effect for the promoted level. For example, a different background color effect is set depending on the AT mode level as the AT mode effect in the auxiliary display unit 65. When the display control device 81 receives the promotion command, it notifies the user that the AT mode level has been promoted and controls the display control device 81 to perform an AT mode effect with a background color corresponding to the promoted level.

[0260] If it is determined in step S1011 that the promotion lottery has not been won, or after the processing of step S1013 has been executed, processing for adding to the number of games to be continued in the AT mode is performed in steps S1014 to S1021.

[0261] That is, in step S1014, a lottery process for adding the number of games in the AT mode is performed. In this lottery process, a table for the AT mode additional lottery is obtained from the various table storage area 105a of the ROM 105, and a random number (counter) for the lottery is obtained from the various counter area 106e of the RAM 106. As shown in Fig. 41, the table for the AT mode additional lottery is set so that the probability of winning the additional lottery differs depending on the type of lottery result.

[0262] In this embodiment, the lottery for adding the number of games in the AT mode is set so that the specific roles, including the push order bell, push order replay, and normal replay, are the triggers for the transition trigger role. As shown in FIG. 41, among the specific roles, the push order bell, push order replay (hereinafter collectively referred to as "push order roles"), and normal replay are set to have a lower probability of winning the lottery for adding the number of games in the AT mode compared to the transition trigger role. Therefore, the appearance of the transition trigger role is more likely to result in an addition of the number of games in the AT mode than the appearance of the push order role or normal replay as the lottery result for each game. As a result, it is considered that the player will proceed with the game based on this premise, hoping to win the transition trigger role. On the other hand, the push order role and normal replay have a higher probability of winning in each game compared to the transition trigger role, and can be said to be a game result that is relatively easy to appear. By configuring roles in this way, the presence of the push order role and normal replay as the trigger role for adding the number of games can be reduced, thereby increasing the surprise when an addition occurs. Moreover, the chances of these push order roles and extra bonuses based on normal replays are realistically possible during AT mode (more specifically, the rate of occurrence is such that it will occur once if you play 50 games, which is the initial number of games, 2-3 times). Therefore, it is possible to favorably generate unexpected bonuses such as bonuses triggered by push order roles and normal replays as described above.

[0263] In the next step S1015, it is determined whether or not the bonus lottery has been won. If it is determined that the bonus lottery has been won, in step S1016, it is determined whether or not the bonus win flag is set. If the bonus win flag is not set, the process proceeds to step S1017, where a lottery process for the number of bonus games in the AT mode is performed. In this lottery process for the number of bonus games, a table for lottery for the number of AT mode bonus games is obtained from the various table storage area 105a of the ROM 105, and a random number (counter) for the lottery is obtained from the various counter area 106e of the RAM 106. The table for lottery for the number of AT mode bonus games is set so that the number of bonus games varies depending on the type of specific combination, as shown in FIG. 41. For example, a strong cherry adds 20 to 200 games to the AT mode, with the average number of bonus games being 30. In addition, weak cherries add between 5 and 300 games, with the average number of added games being 20. Although there are cases where a larger number of games is selected for weak cherries than for strong cherries, the average number of games is set to be larger for strong cherries.

[0264] In step S1018, a process for adding the number of games to be played in the AT mode is performed. In this process, a value corresponding to the number of games to be added to the counter that manages the number of games to be played in the AT mode (more specifically, an AT mode continuation counter provided in the various counter area 106e of the RAM 106) is added. In the following step S1019, a process for notifying the player that the addition lottery has been won and the number of games to be played is performed.

[0265] <Additional notification processing> Here, in this slot machine 10, a plurality of modes of notification of addition when the number of continuing games in the AT mode is added are set. More specifically, as the mode of addition notification, there are a plurality of modes in which the game in which the addition notification is performed differs, and there are set a case in which the addition notification is performed in the game in which the addition occurred or in a series of games triggered by the game in which the addition occurred (also referred to as "immediate addition notification" in the following explanation), and a case in which the addition notification is performed in a game after the game in which the addition occurred, in which the notification game is determined ex post (also referred to as "later addition notification" in the following explanation).

[0266] In the instant bonus notification, a series of games triggered by a game in which bonuses have been added refers to, for example, a case in which a premonition mode or a continuous effect occurs as a result of the game in which bonuses have been added, and a series of games is defined as a series of games that can continue from the game in which bonuses have been added over multiple games. The series of games also includes cases in which continuous effects do not occur, for example, in the game in which bonuses have been added, no corresponding effect occurs, and a bonus notification occurs in the next game or multiple games later, and the game in which bonuses have been added and the games up until the bonus notification occurs are considered to be a series of games, and such bonus notification modes are also included in the instant bonus notification.

[0267] On the other hand, in the case of the later-addition notification, the notification game that is determined ex post and is a game that comes after the game in which the addition occurred is different from the series of games in the immediate-addition notification in that the notification timing is determined ex post as the AT mode progresses, for example, in a game just before the end of the AT mode, rather than being determined in the game in which the addition occurred. In other words, the notification game can be said to be a game that is set without being triggered by the game in which the addition occurred.

[0268] The following describes an overview of the display contents of the auxiliary display unit 65 for the immediate loading notification and the later loading notification with reference to FIG.

[0269] As described above, the immediate add-on notification notifies a portion of the number of games remaining in AT mode, etc. (number of games remaining in the advantageous zone, ZG), while the later add-on notification notifies the number of games remaining in AT mode, etc. later. If the number of games notified first is the display remaining number counter HG and the number of games notified later is the later add-on counter BG, the number of games remaining in AT mode, etc. (number of games remaining in the advantageous zone, ZG) will be equal to the sum of the display remaining number counter HG and the later add-on counter BG. The display remaining number counter HG is decremented by one each time a game is played, and the later add-on counter BG is not decremented even if a game is played unless a later add-on notification occurs.

[0270] As shown in FIG. 42, in this embodiment, when the number of remaining games (remaining game number display ZGP) displayed on the auxiliary display unit 65 reaches a predetermined number (1) during the AT mode, that is, when the display remaining number counter HG reaches a predetermined number (1), a later-add notification is generated. The later-add notification notifies that the number of games corresponding to the later-add counter BG (150 in the figure) has been added. In this case, the later-add counter BG is decremented by the notification amount (becoming 0 in the figure), and the display remaining number counter HG is updated by adding the amount notified by the later-add notification, and the remaining game number display ZGP in the auxiliary display unit 65 also becomes a value corresponding to the display remaining number counter HG (150 in the figure after one game has been played).

[0271] In this way, when an additional win is won, if the later-addition notification is selected, a difference may occur between the display remaining number counter HG and the actual number of remaining games in the AT mode, etc. (number of remaining games in the advantageous zone ZG). On the other hand, if the immediate-addition notification is selected, no difference occurs between the display remaining number counter HG and the actual number of remaining games in the AT mode, etc. (number of remaining games in the advantageous zone ZG). In this slot machine 10, the later-addition counter BG is referenced when an additional win is won, and whether the later-addition notification or the immediate-addition notification is selected depends on the current value of the later-addition counter BG.

[0272] In the process for adding bonuses in step S1019, the game for which the bonus is to be notified is set, and if the bonus is to be notified in that game, the timing for executing the bonus is set. That is, as shown in FIG. 35, first, in step S1101, a process for determining the value of the subsequent bonus counter BG in the various counter area 106e is performed. In the following step S1102, a notification game lottery process is executed. The notification game lottery process is a lottery process for determining whether the current bonus is to be a subsequent bonus notification or an immediate bonus notification. In the notification game lottery process, a subsequent bonus lottery table is obtained from the various table storage area 105a, and a lottery is performed to determine whether to perform a subsequent bonus notification depending on the value of the subsequent bonus counter BG determined in step S1101.

[0273] As shown in Fig. 43, the later-addition lottery table is set so that the probability of selecting the later-addition notification varies depending on the value of the later-addition counter BG and the type of specific role that triggered the additional win. For example, when a strong cherry is added as a trigger, if the later-addition counter BG is less than 30, the later-addition notification is selected at 20% (the immediate addition notification is selected at 80%), while if the later-addition counter BG is 30 or more and less than 100, the later-addition notification is selected at 10%, and if the later-addition counter BG is 100 or more, the later-addition notification is selected at 5%. In this way, the larger the value of the later-addition counter BG, the lower the selection rate of the later-addition notification.

[0274] In addition, the types of specific roles that trigger additional wins are so-called normal roles (high probability trigger results, high probability results) that have a relatively high probability of winning, such as various push order replays and various push order bells, rather than so-called rare roles (low probability trigger results, low probability results) that have a relatively low probability of winning, such as strong cherries, weak cherries, strong watermelons, and weak watermelons, so that the selection rate for additional wins when the value of the additional win counter BG is small is set to be higher. More specifically, in the notification game lottery process triggered by various push order replays and various push order bells, when the additional win counter BG is less than 30, the additional win notification is selected with a 100% probability.

[0275] As described above, the subsequent addition counter BG is decremented by the amount of the subsequent addition notification after the display remaining number counter HG reaches a predetermined number. Therefore, basically, as the game in the AT mode progresses, the value of the subsequent addition counter BG often increases, and conversely, in the early stages of the game in the AT mode, the value of the subsequent addition counter BG is likely to be 0 or a small value.

[0276] In other words, if an additional win occurs in the early stages of the AT mode, the probability that the later addition notification will be selected is high, and especially if an additional win occurs as a result of a normal role that is not a rare role such as a push order replay or a push order bell, the later addition notification will always be selected in the early stages of the AT mode. As a result, after the AT mode starts, the later addition counter BG tends to accumulate relatively quickly.

[0277] After executing the notification game lottery process in step S1102, it is determined in step S1103 whether or not a later addition has been won. If a later addition has not been won and immediate addition notification has been selected, in step S1104, a process is performed to add the current additional winning game to the display remaining number counter HG provided in the various counter area 106e. Then, in step S1105, a notification timing setting process is executed to set the timing at which the additional notification will be executed in the current game. The notification timing setting process is a process for setting the timing at which the additional notification will be executed in the current game.

[0278] In one game, the timing of the additional bonus notification is set to differ depending on the number of additional bonus games. Specifically, as shown in the execution timing table of Fig. 44, the execution timing of the additional bonus notification in the current game is set to be the time of the stop operation of the first reel, the time of the stop operation of the second reel, and the time of the stop operation of the third reel, assuming that the stop operation order of the reels 32L, 32M, and 32R is the first reel, the second reel, and the third reel. Furthermore, the timing of the stop ON operation, which is defined as the operation of pressing the stop switches 42 to 44 among the stop operations of each reel, and the timing of the stop OFF operation, which is defined as the end of the pressing operation, are set.

[0279] Here, a supplementary explanation will be given regarding the operation of the stop switches 42-44. The stop switches 42-44 can be moved from an initial position, where they are located at the frontmost side, to an operating position, where they are located at the rearmost side. When they are located at the initial position, the detection signals from the stop detection sensors 42a-44a are in a LOW state. When they are operated from the initial position to the operating position, the detection signals from the stop detection sensors 42a-44a switch from a LOW signal to a HI signal. Then, based on the detection signal switching from a LOW signal to a HI signal, the main control device 101 recognizes that a stop ON operation has been performed, which means that a stop switch 42-44 has been pressed.

[0280] Furthermore, the stop switches 42 to 44 are biased toward their initial positions by springs or the like. Therefore, when the operator releases the stop switches 42 to 44 and no longer applies the operating force (pressing force) that pushed them toward the operating positions, the stop switches 42 to 44 return to their initial positions due to the biasing force of the springs or the like. In this case, the detection signals from the stop detection sensors 42 a to 44 a switch from HI to LOW. Then, based on the detection signal switching from HI to LOW, the main control device 101 determines that a stop OFF operation has been performed, which means that the pressing of the stop switches 42 to 44 has ended.

[0281] The bonus notification is set to occur when either the stop ON operation or the stop OFF operation is performed as the stop operation of each of the stop switches 42 to 44. In other words, in a game in which the bonus notification occurs, the bonus effect can occur not only when the stop switch 42 to 44 is pressed, but also when the pressing operation is ended.

[0282] In the execution timing table for the addition notification, when the number of added games is relatively small, for example, 5 to 10 games, the timing when the stop ON operation of the first reel is performed is selected 5%, the timing when the stop OFF operation of the first reel is performed 10%, the stop ON operation of the second reel 15%, the stop OFF operation of the second reel 20%, the stop ON operation of the third reel 20%, and the stop OFF operation of the third reel (when all reels are stopped) 30%. In this case, the stop OFF operation of each reel is more likely to be selected than the stop ON operation, and the operation on the back is more likely to be selected.

[0283] On the other hand, when the number of added games is relatively large, for example, when 100 or more games are added, the timing when the stop ON operation of the first reel is performed is selected 5% of the time, the timing when the stop OFF operation of the first reel is performed 10%, the stop ON operation of the second reel 5%, the stop OFF operation of the second reel 30%, the stop ON operation of the third reel 5%, and the stop OFF operation of the third reel (when all reels are stopped) 45% of the time. In this case, too, the stop OFF operation of each reel is more likely to be selected than the stop ON operation, and the operation on the back side is relatively more likely to be selected.

[0284] In other words, in this embodiment, the setting is made so that the additional notification occurs more easily when the reels are turned off than when they are turned on. Also, when comparing the first to third reels, the setting is made so that the stop operation (ON operation, OFF operation) of the third reel is most likely to be selected, the stop operation of the second reel is next most likely to be selected, and the stop operation of the first reel is least likely to be selected.

[0285] In relation to the number of added games, the greater the number of added games, the easier it becomes to select the timing for the third reel stop OFF operation. In other words, if a player knows in advance that an added game notification will occur, and if the added game notification does not occur by the time the third reel stop ON operation is performed, the player will likely perform the third reel stop OFF operation, with high hopes that a large number of games will be added.

[0286] In step S1105, the execution timing of the additional bonus notification in the current game is set based on the execution timing table for the additional bonus notification. After that, this additional bonus notification process is terminated. In this case, information that the current additional bonus will be notified in the current game as an immediate additional bonus notification, and information regarding the execution timing of the additional bonus notification in the current game, are set in the additional bonus command in the additional bonus command set process (step S1020) executed following this additional bonus notification process. The display control device 81, which receives the additional bonus command including this information, sets the additional bonus notification performance based on this information. This process will be explained later.

[0287] If it is determined in step S1103 that the player has won the subsequent bonus lottery, the process proceeds to step S1106. In step S1106, the number of additional bonus games is added to the subsequent bonus counter BG provided in the various counter area 106e. Then, in step S1107, the subsequent bonus flag is set in the various flag storage area 106d, and the additional bonus notification process is terminated.

[0288] The later addition flag is a flag that allows the CPU 102 of the main control device 101 to understand that a later addition notification should be made when the value of the later addition counter BG is greater than 0 and the display remaining number counter HG reaches a predetermined value. In this case, in the setting process of the add-on command that is executed following this add-on notification process, information that no add-on notification will be made in the current game is set in the add-on command. The display control device 81 that receives the add-on command containing this information controls so that no add-on notification will be made in the current game.

[0289] Returning to the explanation of the second specific role process (Fig. 34), after executing the process for notifying the addition in step S1019, the process for setting the addition command including the processing result of the process for notifying the addition as the output target to the display control device 81 in step S1020 is performed, and then the second specific role process is terminated. The addition command includes information that an addition has occurred, the number of games to be added, and the target for the addition.

[0290] If the bonus win flag is set in step S1016, the process proceeds to step S1021. In step S1021, an AT mode addition flag is set in the various flag storage area 106d of the RAM 106, and then the second specific combination process is terminated. The AT mode addition flag is a flag that the CPU 102 uses to determine whether the condition for adding the number of games in the AT mode has been met. As will be described in detail later, if the bonus ends while the AT mode addition flag is set, the AT mode is added at the end of the bonus. In other words, the game in which the addition notification is made is set to differ depending on whether or not a bonus is simultaneously won.

[0291] If it is determined in step S1015 that the additional lottery has not been won, the process proceeds to step S1022. In step S1022, a lottery for transition to the specialized zone is executed. That is, if a specific combination is won during the AT mode but the lottery for transition to the VB mode or the lottery for adding the number of games in the AT mode is not won, a lottery for transition to the specialized zone is executed. In the specialized zone lottery process, a table for the specialized zone transition lottery is obtained from the various table storage area 105a of the ROM 105, and a lottery is performed to determine whether or not to transition the display mode to the specialized zone using a random number (counter) for lottery. As shown in FIG. 39, the table for the specialized zone transition lottery is set so that the winning probability of the transition lottery differs depending on the type of specific combination. For example, the winning probability of the specialized zone transition lottery based on a strong cherry is approximately 5%, while the winning probability of the specialized zone transition lottery based on a weak cherry is approximately 0.8%. On the other hand, the probability of winning the specialized zone transition lottery based on strong watermelons is approximately 2%, and the probability of winning the specialized zone transition lottery based on weak watermelons is approximately 0.8%.

[0292] In step S1023, it is determined whether or not the lottery for moving to the specialized zone has been won based on the processing result of step S1022. If the lottery has been won, in step S1024, a process is performed to set a specialized zone win flag in the various flag storage area 106d. Then, in step S1025, a process is performed to obtain a premonition game number table, in step S1026, a process is performed to draw the number of premonition games, in step S1027, a process is performed to set the number of premonition games, in step S1028, a process is performed to set a premonition command, and then the second specific combination process is terminated. The processes of steps S1025 to S1028 are similar to the processes of steps S1006 to S1009, for example, and are processes for setting the premonition mode.

[0293] If the result of step S1023 is negative and the player has not won any of the lottery for shifting to VB mode, the lottery for adding the number of games in AT mode, and the lottery for shifting to the specialized zone, the pseudo-addition notification process is performed in step S1029, and then the second specific role process is terminated. The pseudo-addition notification process is a process for maintaining the sense of expectation by generating an effect similar to that of a win, even if the player has not won any of these lotteries.

[0294] <Third specific role processing> Next, the third specific winning process executed in step S708 will be described with reference to the flowchart of FIG.

[0295] In the third specific combination process, a process for adding the number of games to be continued in the AT mode and a lottery for transition to a specialized zone are performed. That is, in step S1201, a lottery process for adding the number of games to the AT mode is performed. This process is the same as the process in step S1014. Note that the winning probability of the lottery for the addition may be different between the lottery process in step S1014 and the lottery process in step S1201.

[0296] In step S1202, it is determined whether the result of the lottery in step S1201 was a win for the bonus. If it is determined that the bonus lottery has been won, in step S1203, it is determined whether the bonus win flag is set. If the bonus win flag is not set, the process proceeds to step S1204, where a lottery process for the number of bonus games in the AT mode is performed. Then, in step S1205, a process for adding the number of games in the AT mode is performed, in step S1206, a process for notifying the bonus is performed, and in step S1207, a process for setting the bonus command as an output target to the display control device 81 is performed, and then the third specific combination process is terminated. The processes in steps S1203 to S1207 are the same as the processes in steps S1016 to S1020. The number of bonus games may be different in the lottery process in step S1016 and the lottery process in step S1204.

[0297] If the determination in step S1202 is negative, the process proceeds to step S1209. In step S1209, a lottery for transition to the specialized zone is executed. That is, even if a specific combination is won during VB mode but the lottery for adding the number of games in AT mode is not won, a lottery for transition to the specialized zone is executed. The lottery process for the specialized zone is the same as the process in step S1022 above, and is executed based on a table for the lottery for transition to the specialized zone (FIG. 39). The processes in steps S1210 to S1216 are the same as the processes in steps S1023 to S1029 above. Furthermore, if it is determined in step S1203 that the bonus win flag is set, the AT mode addition flag is set in step S1207, and then the third specific combination process is terminated. The AT mode addition flag is as described above.

[0298] Returning to the explanation of the lottery result response processing (Figure 31), after executing any of the processing in steps S705, S707, and S708, in step S709, it is determined whether the result of this lottery processing was a win in the push order role of push order replay or push order bell. If a win in the push order role is found, in step S710, push order role processing is executed. Such push order role processing will be explained in detail later.

[0299] If a negative determination is made in step S709, or after the processing of step S710 has been executed, the process proceeds to step S711. In step S711, it is determined whether or not a specialized zone flag corresponding to the added specialized zone has been set in the various flag storage area 106d of the RAM 106. As described above, the specialized zone flag is a flag that is set when a transition to the specialized zone occurs (when the seventh re-play win is achieved) after the specialized zone win flag has been set based on winning the transition lottery to the SAT mode or the transition lottery to the specialized zone. If the specialized zone flag is set in step S711, specialized zone processing is executed in step S712. If a negative determination is made in step S711, or after the processing of step S712 has been executed, this lottery result response processing is terminated.

[0300] <Specialized zone treatment> The specialized zone process will be described with reference to the flowchart of FIG.

[0301] In the specialized zone processing, first, in step S1301, the result of this lottery processing is grasped. In the following step S1302, a lottery processing for the number of additional games in the AT mode is performed. In the following step S1303, a process for adding the number of games in the AT mode is performed. Then, in step S1304, a process for notifying the addition is executed, and in step S1305, an addition command is set, and then the specialized zone processing is terminated. The processing of steps S1302 to S1305 is the same as the processing of steps S1017 to S1020. However, the number of games selected in the lottery processing for the number of additional games in step S1302 is greater than the number of games selected in the lottery processing for the number of additional games in step S1017 (FIG. 41). Furthermore, in the specialized zone, the number of games in the AT mode is always added regardless of the game result (FIG. 41).

[0302] As described above, in the lottery result response process, if the player is not in an advantageous zone, a lottery for transitioning to an advantageous zone is conducted; if the player is in an advantageous zone, a lottery for transitioning to an AT mode or VB mode and processing for increasing the number of continued games in the AT mode are conducted. In other words, even if a specific role is won, if the player is in a normal zone rather than an advantageous zone, the lottery for transitioning to an AT mode or VB mode and processing for increasing the number of continued games in the AT mode are generally not conducted, and their implementation is restricted. In other words, compared to an advantageous zone, the normal zone can be considered a zone in which the execution of processing related to instruction functions such as the AT mode is restricted. If the player wins the lottery for transitioning to the AT mode or VB mode, a premonition game is played, followed by a notification that the lottery for transitioning to the AT mode has been won. Therefore, the following describes the processing for transitioning the game state based on the results of the lottery for transitioning to the display mode.

[0303] <Process for transitioning the gaming state based on the result of the lottery for transitioning the display mode> (2) In the process for transitioning the gaming state based on the result of the lottery for transitioning the display mode, a process for notifying the player that the lottery for transitioning the display mode has been won and a process for notifying the player that the gaming state has been transitioned are performed. Therefore, first, the process for notifying the player that the lottery for transitioning the display mode has been won will be described.

[0304] <Mode transition notification processing> The notification of winning the transition lottery is performed in the mode transition notification process (step S206) in the normal process (FIG. 15). The mode transition notification process is performed when a predetermined bet operation is performed (when it is determined that the number of bets in step S205 is the specified number). The mode transition notification process will be described below with reference to the flowchart in FIG.

[0305] In step S1401, it is determined whether the number of premonition games is 0. The number of premonition games is counted in the winning result corresponding process described below, and the number of premonition games is subtracted by 1 each time a game is played. If the number of premonition games is not 0, the mode transition notification process is terminated.

[0306] If the number of premonition games is 0, it is determined in step S1402 whether or not the bonus win flag is set. That is, it is determined whether or not the current premonition mode was a premonition mode triggered by a bonus win. If the bonus win flag is set, in step S1403, a bonus win notification command is set as an output target to the display control device 81, and then the mode transition notification process is terminated. Upon receiving the bonus win notification command, the display control device 81 notifies the user that a bonus has been won, for example, by displaying "BONUS CONFIRMED!!" on the auxiliary display unit 65. Note that the type of bonus that has been won (either the first BB or the second BB) may also be notified.

[0307] Incidentally, in this embodiment, when a bonus and an AT mode, etc. are simultaneously won, a winning notification of the AT mode, etc. is made at the end of the bonus notified in step S1403. The process related to such a winning notification will be explained in detail later, but when a winning notification of the AT mode, etc. is made in conjunction with a winning notification of the bonus, it is preferable to configure the winning notification command of the AT mode, etc. to be set in accordance with the bonus winning notification command set in step S1403.

[0308] If a negative determination is made in step S1402, the process proceeds to step S1404. In step S1404, it is determined whether the AT mode win flag is set. That is, it is determined whether the current premonition mode was a premonition mode triggered by an AT mode win. If the AT mode win flag is set, the AT mode win flag is cleared in step S1405. Then, in step S1406, an AT notification flag is set in the various flag storage area 106d of RAM 106. The AT notification flag is a flag for transitioning the gaming state to the second RT state in response to a win in the AT mode transition lottery. Subsequently, in step S1407, an AT mode win notification command is set as an output target to the display control device 81. Upon receiving the AT mode win notification command, the display control device 81 notifies the player of the win in the AT mode transition lottery via the auxiliary display unit 65, etc. This notification will be described in detail later. After executing the process in step S1407, the mode transition notification process ends.

[0309] Incidentally, in this embodiment, the winning notification mode in the SAT mode is different from the winning notification mode in the AT mode. Therefore, in step S1407, it is preferable to set the AT mode winning notification command so as to include information on whether or not the mode is the SAT mode. The winning notification mode in the AT mode and the winning notification mode in the SAT mode need only be different enough to be distinguishable by a player, and more preferably, the winning notification mode in the SAT mode, which has a higher advantage, should be more flashy than the winning notification mode in the AT mode.

[0310] The winning notification mode for the AT mode and the SAT mode may be configured to be the same. By doing so, it becomes possible to make it appear as if the winning content has been promoted from the AT mode to the SAT mode between the AT mode winning notification game and the start notification game, and it is possible to eliminate the delay caused by the difference between the AT mode winning notification game and the start notification game.

[0311] If it is determined in step S1404 that the AT mode win flag is not set, it is determined in step S1408 whether the VB mode win flag is set. That is, it is determined whether the current premonition mode was a premonition mode triggered by a VB mode win. If the VB mode win flag is set, the VB mode win flag is cleared in step S1409. Then, in step S1410, a VB notification flag is set in the various flag storage area 106d of RAM 106. The VB notification flag is a flag for transitioning the gaming state to the third RT state in response to a win in the VB mode transition lottery. Then, in step S1411, a VB mode win notification command is set to be output to the display control device 81. Upon receiving the VB mode win notification command, the display control device 81 notifies the player of the win in the VB mode transition lottery via the auxiliary display unit 65, etc. This notification will be described in detail later. After the process of step S1411 is executed, the mode transition notification process ends.

[0312] If it is determined in step S1408 that the VB mode win flag is not set, the process proceeds to step S1412. In step S1412, it is determined whether the specialized zone win flag is set. If it is not set, the mode transition notification process is terminated. If it is set, the specialized zone win flag is cleared in step S1413. Then, in step S1414, a specialized zone notification flag is set in the various flag storage area 106d. The specialized zone notification flag is a flag for executing a push order notification corresponding to the seventh re-play win. After executing the process of step S1414, in step S1415, a specialized zone win notification command is set as an output target to the display control device 81, and then the mode transition notification process is terminated. Upon receiving the specialized zone win notification command, the display control device 81 controls the auxiliary display unit 65 and speaker 64 to notify the player that the specialized zone has been won.

[0313] That is, for the AT mode, VB mode, and specialized zone, which transition via the premonition mode, only the notification of winning the AT mode transition lottery or VB mode transition lottery is made based on the bet operation when the number of premonition games in the premonition mode reaches 0, and the AT mode, VB mode, and specialized zone do not start even if the number of premonition games reaches 0. This is because the AT mode and VB mode as display modes involve a transition of the game state; specifically, the AT mode starts with a transition to the second RT state, and the VB mode starts with a transition to the third RT state. Note that the specialized zone may not involve a transition of the game state (third RT state → third RT state), but in this embodiment, the seventh replay winning game in the third RT state is set as the starting game, so the above processing configuration is used.

[0314] As already explained, the second RT state is entered when the first promotion replays 1 to 4 are won and the third re-game win is achieved, and the third RT state is entered when the second promotion replays 1 and 2 are won and the fourth and fifth re-game wins are achieved. The first promotion replays 1 to 4 are won and the third re-game win is achieved, or the second promotion replays 1 and 2 are won and the fourth and fifth re-game wins are achieved when the operation sequence of the stop switches 42 to 44 at the time of winning these promotion replays corresponds to the third re-game win, etc. Therefore, when the lottery for transitioning to the AT mode or VB mode is won, the operation sequence of the stop switches 42 to 44 is notified in the game in which the winning combination that will cause the transition to these game states is subsequently won, enabling the transition to the game state. In addition, from the time when the notification that the player has won the lottery to transition to AT mode or VB mode is made until the AT mode or VB mode starts (until the game state transitions), a notification of the preparation state (for example, a notification that "preparing") will be made.

[0315] <Explanation about transitioning display modes> The notification process for changing the game state is performed in the push order combination process (step S710) in the lottery result corresponding process (Fig. 31). Prior to the explanation of the push order combination process, an overview of the case where the operation order of the stop switches 42 to 44 is notified will be explained with reference to Fig. 46.

[0316] <Outline of the push order notification effect> Notification of the operation order when a push order role is won (push order notification, push order notification effect, sequence notification, mode notification) is mainly performed by the auxiliary display unit 65 and the instruction monitor 68. Here, the push order notification effect on the auxiliary display unit 65 will be explained using the example of a case where a push order role is won when the operation order to be notified this time is center → right → left. The push order notification on the instruction monitor 68 will be explained in detail later.

[0317] As shown in FIG. 46(a), in the auxiliary display unit 65, of the three button displays arranged in parallel corresponding to the stop switches 42 to 44, the button display corresponding to the stop switch that should be operated first (in the figure, the middle button display corresponding to the middle stop switch 43) is marked with the number 1 and displayed larger than the other button displays. In addition, each button display is displayed in a color corresponding to the winning combination (yellow for bell, blue for replay, etc.). This allows the player to recognize the winning combination in the current game and that the stop switch that should be operated first is the middle stop switch 43. In addition, in the auxiliary display unit 65, the right button display is displayed with the number 2 and the left button display is displayed with the number 3, indicating that the stop switch that should be operated next is the right stop switch 44 and the stop switch that should be operated last is the left stop switch 42.

[0318] When the player operates the middle stop switch 43, as shown in Figure 46(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.

[0319] When the player operates the right stop switch 44, as shown in Figure 46(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.

[0320] 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.

[0321] <Push order processing> Next, the push order combination process executed in step S710 in the lottery result corresponding process (FIG. 31) will be explained with reference to the flowchart of FIG.

[0322] In step S1501, it is determined whether the result of this lottery is one of the first promotion replays 1 to 4. A positive determination is made in step S1501 when the first replay or the third replay wins based on the operation sequence of this game. In this case, the process proceeds to step S1502, where it is determined whether an AT notification flag is set in the various flag storage area 106d of RAM 106. As already explained, the AT notification flag is a flag that is set when the number of premonition games in the premonition mode becomes 0 after winning the lottery to transition to the AT mode in the mode transition notification process (Figure 45).

[0323] If the AT notification flag is set, in step S1503, processing for notifying the push order for the third replay is executed. Specifically, of the first replay and the third replay, the operation sequence corresponding to the third replay winning is notified (see Figure 23(a)). Then, in step S1504, processing is performed to set the push order notification command as an output target to the display control device 81, which is the sub-side control device, and then this push order role processing is terminated. The push order notification command includes information on the current display mode and information on the lottery result. The processing on the display control device 81 side based on receiving the push order notification command will be explained in detail later.

[0324] In step S1503, the notification of the operation sequence corresponding to the third re-play win basically occurs after the lottery for transition to the AT mode is won, and the AT mode win notification is made after the premonition mode, but before the transition to the AT mode. That is, the lottery table in the second RT state and the third RT state does not allow the first promotion replays 1 to 4 to be won, and the first promotion replays 1 to 4 are won only in the first RT state. However, even in the AT mode, there are cases where the game state falls from the second RT state to the first RT state due to an incorrect operation, etc., and even in such a case, it is possible to quickly return to the second RT state by winning the first promotion replays 1 to 4.

[0325] If a negative judgment is made in step S1501, it is determined in step S1505 whether the current lottery result is one of Fall Replays 1 to 3. A positive judgment in step S1505 means that the first replay or the second replay will win based on the operation sequence of the current game. In this case, it is determined in step S1506 whether the AT notification flag is set. If the AT notification flag is set, processing for notifying the push order for the first replay is executed in step S1507. Specifically, the operation sequence corresponding to the first replay winning, of the first replay and the second replay, is notified (see Figure 23(b)). Thereafter, in step S1508, a process for setting a push order notification command is performed, and then this push order winning process is terminated.

[0326] In this way, if the first promotion replays 1 to 4 are won in the lottery for transitioning to the AT mode, the operation sequence corresponding to the third replay win is notified, making it possible to transition the gaming state to the second RT state. On the other hand, if a negative judgment is made in step S1502, the push order notification process is not performed and the push order combination process is terminated. Therefore, for example, even if the first promotion replays 1 to 4 are won without winning the AT mode in the first RT state, there are cases where the first replay win is achieved and cases where the third replay win is achieved.

[0327] In addition, when the AT notification flag is set and Fall Replays 1 to 3 are won, the operation sequence corresponding to the first replay win is notified, making it possible to prevent the game state from transitioning to the first RT state. On the other hand, if a negative judgment is made in step S1506, the push order notification process is not performed and the push order role process is terminated as is. Therefore, for example, when the AT mode ends and the AT notification flag is cleared and the display mode transitions to the normal mode, the second replay win may be established by winning Fall Replays 1 to 3, and the RT state will transition from the second RT state or the third RT state to the first RT state.

[0328] Also, for example, in the first RT state, if the first promotion replays 1 to 4 are won without winning the AT mode, and the operation sequence happens to correspond to the third re-game winning and the third re-game winning is established (even if the state transitions to the second RT state), the second re-game winning may be established by winning the fall replays 1 to 3. Therefore, as described above, even if the state transitions to the second RT state by chance without winning the AT mode, the state will immediately transition to the first RT state afterwards.

[0329] If a negative judgment is made in step S1505, then in step S1509 it is determined whether the result of this lottery is either the second promotion replay 1 or 2. A positive judgment is made in step S1509 when the first replay, the fourth replay, or the fifth replay wins, depending on the operation order of this game. In this case, in step S1510 it is determined whether the AT notification flag is set. If the AT notification flag is set, then in step S1511 it is determined whether the VB notification flag or the specialized zone notification flag is set in the various flag storage area 106d of RAM 106. As already explained, the VB notification flag is a flag that is set in the mode transition notification process (Figure 45) when the number of premonition games in the premonition mode becomes 0 after winning the lottery for transition to VB mode. The specialized zone notification flag is set when the number of premonition games in the premonition mode becomes 0 after the lottery for transition to the specialized zone is won in the mode transition notification process (FIG. 45).

[0330] If the VB notification flag or the specialized zone notification flag is set, in step S1512, the process for notifying the push order for the 4th replay or the 5th replay is executed. Specifically, among the 1st replay, the 4th replay, and the 5th replay, the operation sequence corresponding to the 4th replay winning or the 5th replay winning is notified (see Figure 23 (b)). After that, in step S1513, the process for setting the push order notification command is performed, and then this push order role processing is terminated.

[0331] If a negative judgment is made in step S1510, the push order role processing is terminated without performing the processing for the push order notification. On the other hand, if a negative judgment is made in step S1511, the push order role processing for the first replay is executed in step S1507, and the push order notification command is set in step S1508, after which the push order role processing is terminated. Therefore, if the second promotion replay 1, 2 is won without winning the VB mode or the specialized zone, if the AT mode is active, the push order notification effect corresponding to the first replay winning is performed, but if the AT mode is not active, the push order notification effect is not performed.

[0332] If a negative determination is made in step S1509, then in step S1514 it is determined whether or not the result of this lottery is a BAR replay. A positive determination is made in step S1514 when, depending on the operation sequence of this game, any one of the first replay, the third replay, and the sixth to eighth replays will win. In this case, in step S1515 it is determined whether or not the AT notification flag is set. If the AT notification flag is set, then in step S1516 it is determined whether or not the specialized zone notification flag is set. If the AT notification flag is set and the specialized zone notification flag is set, then in step S1517 processing for notifying the push order for the seventh replay is executed. Specifically, out of the first replay, the third replay, and the sixth to eighth replays, the operation sequence corresponding to the seventh replay winning is notified (see FIG. 23(c)). Then, in step S1518, the push order notification command is set, and then the push order processing is terminated.

[0333] If a negative judgment is made in step S1515, the push order role processing is terminated without performing the processing for the push order notification. On the other hand, if a negative judgment is made in step S1516, the push order role processing for the third re-play is executed in step S1503, and the push order notification command is set in step S1504, and then this push order role processing is terminated. Therefore, if a BAR replay is won without winning the VB mode or specialized zone, if the AT mode is active, a push order notification effect corresponding to the third re-play winning is performed and a transition to the second RT state occurs, and if the AT mode is not active, the push order notification effect is not performed.

[0334] If a negative judgment is made in step S1514, then in step S1519 it is determined whether the result of this lottery is a win for the push order bell. If a win for the push order bell is made, then in step S1520 it is determined whether the AT notification flag is set. If it is set, then in step S1521 a process for notification of the push order is executed to notify the operation sequence corresponding to the first small win (see Figure 19). Then, in step S1522 a process for setting the push order notification command is executed, and then the main push order role processing is terminated. If a negative judgment is made in step S1520, the main push order role processing is terminated without executing the process for notification of the push order.

[0335] In addition, if the push order bell is won when the AT notification flag is set (if the positive judgment is made in step S1520), if the current game state is a normal game state, it is better not to make a push order notification corresponding to the first small win. By doing so, the transition result will stop, and the game state will be transitioned to the first RT state, that is, after that, the first promotion replay 1 to 4 will be won, and it will be possible to transition to the high RT state.

[0336] If a negative judgment is made in step S1519, it is determined in step S1523 whether the current lottery result is a transition replay. If a transition replay is won, a special notification process is executed in step S1524, and then the push order role process is terminated. Also, if a negative judgment is made in step S1523, the push order role process is terminated. The special notification process in step S1524 is a process for transitioning to the fourth RT state when a transition replay is won. As already explained, in this embodiment, it is set so that a transition replay will not be won in any game state. Therefore, a transition to the fourth RT state does not occur. The process of step S1524 will be explained in detail when explaining an embodiment in which it is set so that a transition replay can be won.

[0337] <Processing for transitioning display modes based on winning results> <Winning result processing> Next, the process when a winning combination corresponding to the transition of the gaming state is won as a result of the notification for transitioning the gaming state as described above will be explained (3). This process is performed in the winning result corresponding process (step S414) in the reel control process (FIG. 18). The winning result corresponding process will be explained below with reference to the flowchart in FIG.

[0338] In step S1601, a game count management process is executed. Details will be described later, but this game count management process counts the number of premonition games in the premonition mode, as well as the number of continued games in the AT mode, VB mode, and specialized zone. In the following step S1602, a post-addition notification process is executed. The post-addition notification process is a process for performing the post-addition notification described in FIG. 42 above, and executes a post-addition notification (post-addition notification) corresponding to the post-addition counter BG on the condition that the post-addition flag is set based on the display remaining number counter HG reaching a predetermined value (1). Then, a value corresponding to the executed post-addition notification is added to the display remaining number counter HG and subtracted from the post-addition counter BG, and the post-addition flag is cleared on the condition that the post-addition counter BG is 0.

[0339] In the following step S1603, it is determined whether the current stop result indicates the establishment of the third re-game winning. As described above, if the third re-game winning has occurred, the RT state processing (FIG. 21) performs processing to transition the game state to the second RT state. In this case, in step S1604, it is determined whether the AT notification flag is set. If the AT notification flag is not set, this means that the third re-game winning has occurred without the conditions for transitioning to the AT mode being met. In this case, the winning result processing is terminated without performing processing for starting the AT mode. If the AT notification flag is set, it is determined in step S1605 whether the current display mode is in the AT mode. Specifically, it is determined whether the AT mode flag is set in the various flag storage area 106d. As described above, the AT mode flag is a flag that the CPU 102 uses to identify that the display mode is the AT mode. In addition to the AT mode flag, flags for identifying the display mode include a VB mode flag, a specialized zone flag, and a BB mode flag. In this embodiment, when the display mode is a mode (VB mode, added specialized zone) corresponding to a higher RT state than the AT mode, the AT mode flag coexists with the corresponding flag of that mode (VB mode flag, specialized zone flag). Therefore, for example, in step S1605, cases in which it is determined that the AT mode flag is set include cases in the AT mode, VB mode, and specialized zone.

[0340] If the AT mode flag is set in step S1605, the display mode is already in AT mode, so this winning result processing ends. On the other hand, if the AT mode flag is not set, processing for starting the AT mode is performed in steps S1606 to S1609.

[0341] That is, in step S1606, an AT mode flag is set. In the following step S1607, an AT mode start command is set as an output target to the display control device 81. Upon receiving the AT mode start command, the display control device 81 notifies the user, via the auxiliary display unit 65 or the like, that the AT mode will start from the next game. This notification will be described in detail later. Thereafter, in step S1608, counting the number of AT mode continuations is started. Specifically, an initial value (for example, 50) for the number of continuation games in the AT mode is set in an AT mode continuation counter provided in the various counter area 106e of the RAM 106.

[0342] After the processing of step S1608, it is determined in step S1609 whether or not the specialized zone flag is set. If the determination in step S1609 is affirmative, it means that the AT mode in which the current win occurred is the SAT mode, and in this case, the specialized zone win flag is cleared in step S1610, and then the process for starting the added specialized zone (steps S1619 to S1621) proceeds. The process for starting the added specialized zone will be explained later. If the determination in step S1609 is negative, the winning result corresponding process is terminated.

[0343] If it is determined in step S1603 that the third replay win has not been achieved, the process proceeds to step S1611. In step S1611, it is determined whether the fourth and fifth replay wins have been achieved as the current stop result. As described above, if the fourth and fifth replay wins have been achieved, the RT state process (FIG. 21) performs processing to transition the game state to the third RT state. In this case, in step S1612, it is determined whether the VB notification flag is set. If the VB notification flag is not set, this means that the fourth and fifth replay wins have been achieved without winning the VB mode transition lottery. In this case, the winning result response process is terminated without performing the VB mode start process. If the VB notification flag is set, it is determined in step S1613 whether the VB mode flag is set. If the VB mode flag is set, the display mode is already VB mode, so the winning result response process is terminated. On the other hand, if the VB mode flag is not set, processing for starting the VB mode is performed in steps S1614 to S1616.

[0344] That is, in step S1614, a process is performed to set the VB mode flag. In this case, the AT mode flag and the VB mode flag coexist in the various flag storage area 106d. This is because VB mode is a mode to which a transition occurs via AT mode, and after VB mode ends, a transition to AT mode is always made.

[0345] Then, in step S1615, a VB mode start command is set as an output target to the display control device 81. Upon receiving the VB mode start command, the display control device 81 notifies the user, via the auxiliary display unit 65 or the like, that VB mode will start from the next game. This notification will be described in detail later. Then, in step S1616, counting the number of VB mode continuations is started. Specifically, an initial value (e.g., 25) for the number of VB mode continuation games is set in a VB mode continuation counter provided in the various counter area 106e of RAM 106. After the processing of step S1616 has been performed, this winning result response processing is terminated.

[0346] If it is determined in step S1611 that neither the fourth nor the fifth replay win has been achieved, the process proceeds to step S1617. In step S1617, it is determined whether the seventh replay win has been achieved as a result of the current stop. In this embodiment, if the seventh replay win has been achieved, that is, if the "black BAR" symbol stops in the middle row of the left reel 32L, the "black BAR" symbol stops in the middle row of the middle reel 32M, and the "black BAR" symbol stops in the middle row of the right reel 32R, and the "black BAR" symbol stops on the middle row combination line, the process transitions to the bonus-specialized zone. Note that the seventh replay win is achieved when BAR Replay 1 is won and the stop switches 42 to 44 are operated in the operation sequence corresponding to the seventh replay win (FIG. 23(c)).

[0347] If the seventh re-game winning has been achieved, it is determined in step S1618 whether or not the notification flag for the specialized zone is set. If the notification flag for the specialized zone is set, processing for starting the specialized zone is performed in steps S1619 to S1621. As already explained, at the start of the SAT mode, even if a positive determination is made in step S1609 and the processing of step S1610 is performed, the processing of steps S1619 to S1621 is performed.

[0348] Specifically, in step S1619, a process is performed to set a specialized zone flag in the various flag storage area 106d of the RAM 106. The specialized zone flag is a flag that allows the CPU 102 to determine that the above-mentioned bonus specialized zone is in effect, and when the specialized zone flag is set, counting the number of continued games in the AT mode or VB mode is stopped. In this case, the various flag storage area 106d may contain an AT mode flag, a VB mode flag, and a specialized zone flag.

[0349] Thereafter, in step S1620, the specialized zone start command is set as an output target to the display control device 81. The display control device 81, which has received the specialized zone start command, notifies the user, via the auxiliary display unit 65 or the like, that the specialized zone will start from the next game. This notification will be described in detail later. Then, in step S1621, counting the number of continuations of the specialized zone is started. Specifically, an initial value (e.g., 5) for the number of continuation games of the specialized zone is set in the specialized zone continuation counter provided in the various counter area 106e of the RAM 106. After the processing of step S1621 is performed, this winning result response processing is terminated.

[0350] If it is determined in step S1617 that the seventh replay win has not been achieved, or if a negative determination is made in step S1618, the process proceeds to step S1622. In step S1622, it is determined whether or not the eleventh and twelfth replay wins have been achieved as a result of this stop. As described above, in this embodiment, the eleventh and twelfth replay wins are not achieved, so a negative determination is made in step S1622 in this embodiment, and in this case, the winning result response processing is terminated. In an embodiment in which the eleventh and twelfth replay wins can be achieved, a positive determination is made in step S1622. In this case, a fourth RT transition processing corresponding to transitioning the gaming state to the fourth RT state is executed in step S1623, and then the winning result response processing is terminated. The fourth RT transition processing will be described in detail when describing an embodiment in which the eleventh and twelfth replay wins can be achieved.

[0351] As described above, a process for transitioning the display mode is performed separately from the RT state process (Fig. 21) based on the winning combination that corresponds to transitioning the gaming state to the second RT state to the fourth RT state. This is to avoid the AT mode, etc., being started based on the winning combination that corresponds to transitioning the gaming state by chance, even though the lottery for transitioning the display mode has not been won.

[0352] Furthermore, when transitioning between display modes involves a transition of the game state, transitions to higher modes, i.e., transitions from normal mode to AT mode, transitions from AT mode to VB mode, or transitions from AT mode or VB mode to a specialized zone, are configured to be transitions based on the winning result of the corresponding role. Therefore, the transition of the display mode and the transition of the game state are performed in the same game. On the other hand, when transitioning to a lower mode, for example, when the game state is transitioned due to a second replay win as a fall replay or the stopping of a transition result, the display mode is not transitioned. When transitioning to such a lower mode, the game state is managed by the winning result (RT state processing), while the display mode is managed by the number of games. Therefore, when transitioning to these lower modes, the transition of the game state and the transition of the display mode may occur in separate games.

[0353] <Game Count Management Processing> The number-of-games management process executed in step S1601 of the winning result response process will be described with reference to the flowchart in Figure 49. In the number-of-games management process, the number of premonition games in the premonition mode is counted, and the number of continued games in the AT mode, VB mode, and specialized zone is counted, and when the number of continued games in these display modes reaches 0, processing is performed to end the corresponding display mode.

[0354] In the number of games managed process, first, in step S1701, it is determined whether the number of bets is a specific number. As already explained, in this embodiment, each game can be played with a bet number of 1 to 3, and in step S1701, it is determined whether the specific number is 3 bets. If it is not 3 bets, the number of games managed process ends. In other words, in games with 1 bet or 2 bets, the number of games in the premonition mode is not counted. Note that the counting may be performed regardless of the number of bets.

[0355] If the current game is a 3-bet game, the process proceeds to step S1702. In step S1702, it is determined whether the bonus win flag is set or whether the game is in a bonus state. If the determination is affirmative in step S1702, the process clears flags for various display modes, such as the AT mode flag, VB mode flag, and specialized zone flag, in step S1703, and then the number of games played is terminated. In other words, if the bonus win flag is set or during a bonus, the number of games played in the AT mode, etc. is not counted. Note that if any flag is not set in step S1703, the state is maintained.

[0356] Incidentally, in step S1703, the AT mode flag, VB mode flag, etc. are cleared, but the AT notification flag and VB notification flag are not cleared. Therefore, after the bonus ends, after going through the preparation state of the AT mode, etc., these flags will notify the push order to transition the gaming state, making it possible to return to the gaming state before the bonus. On the other hand, if a bonus is won during a specialized zone, the specialized zone will end when the bonus is won. Also, in step S1703, the AT mode win flag, etc. are not cleared. Therefore, if the AT mode, etc. and the bonus are won simultaneously, a win notification based on these win flags will be made after the bonus ends.

[0357] If a negative judgment is made in step S1702, in step S1704 it is judged whether the number of premonition games is 0. If it is not 0, in step S1705 the number of premonition games is subtracted by 1. If the number of premonition games is 0 in step S1704 (if not in premonition mode), or after the processing of step S1705 has been executed, in steps S1706 to S1723 the number of continued games in each mode is counted.

[0358] That is, in step S1706, it is determined whether the current display mode is AT mode. If it is AT mode, the process proceeds to step S1707, where it is determined whether it is a specialized zone in AT mode. That is, if there is a transition to a specialized zone at the start of AT mode, like SAT mode, an affirmative determination is made in step S1707. If it is in the specialized zone, game count management processing for the specialized zone is performed in steps S1720 to S1723. These processes will be described later.

[0359] If it is determined in step S1707 that the zone is not a specialized zone, the AT mode continuation counter is decremented by 1 in step S1708, thereby decrementing the number of games to be played in the AT mode. Then, in step S1709, it is determined whether the AT mode continuation counter is 0. If it is not 0, the number-of-games management process is terminated. If it is 0, the AT mode flag is cleared in step S1710, and the AT notification flag is cleared in step S1711. Thereafter, in step S1712, an AT mode end command is set as an output target to the display control device 81. After the process of step S1712 is performed, the number-of-games management process is terminated.

[0360] If it is determined in step S1706 that the AT mode is not being used, the process proceeds to step S1713. In step S1713, it is determined whether the current display mode is VB mode. If it is VB mode, the process proceeds to step S1714, where it is determined whether the current display mode is an add-on specialized zone. If it is not an add-on specialized zone, the VB mode continuation counter is decremented by 1 in step S1715, thereby decrementing the number of games to be played in VB mode. Then, in step S1716, it is determined whether the VB mode continuation counter is 0. If it is not 0, the number-of-games management process ends. If it is 0, the VB mode flag is cleared in step S1717, and the VB notification flag is cleared in step S1718. Thereafter, in step S1719, a VB mode end command is set as an output target to the display control device 81. Upon receiving the VB mode end command, the display control device 81 notifies the auxiliary display unit 65 or the like that VB mode will end in the current game. This notification will be described in detail later. After the processing of step S1719 is performed, the number-of-games management processing ends.

[0361] If it is determined in step S1714 that the zone is an added specialized zone, the process proceeds to step S1720. As already explained, if it is determined in step S1707 that the zone is a specialized zone in AT mode, the process also proceeds to step S1720. In step S1720, the specialized zone continuation counter is decremented by 1, thereby subtracting the number of games to be played in the specialized zone. Then, in step S1721, it is determined whether the specialized zone continuation counter is 0. If it is 0, the specialized zone flag is cleared in step S1722, and a specialized zone end command is set as an output target to the display control device 81 in step S1723. Upon receiving the specialized zone end command, the display control device 81 notifies the auxiliary display unit 65 or the like that the specialized zone will end with this game. As such notification, for example, the total number of games in which addition was successfully performed in this specialized zone is notified. After the processing of step S1723 is performed, the number of games management process is terminated. If a negative judgment is made in step S1713 or step S1721, the game count management process is terminated.

[0362] <End determination process> Next, the end determination process as the process at the end of the bonus will be explained with reference to the flowchart in Fig. 50. As already explained, the end determination process is the process carried out in step S614 in the bonus state process (Fig. 27). In the end determination process, it is determined whether the bonus end condition is met, and when the bonus is to be ended, processing for notifying the winning of the AT mode, etc. that was won after the bonus was won but before the bonus was won, or the AT mode, etc. that was won during the bonus, is carried out, and processing for adding the number of games in the AT mode, etc. is carried out.

[0363] That is, in step S1801, it is determined whether a small win has been achieved. During the first BB or second BB bonus, the first win in BB has a high probability of being achieved, and in some cases, so-called rare wins such as the second win in BB, the third win in BB, strong cherry, and strong watermelon are achieved (FIG. 28). When the first win in BB is achieved, the first small win is usually achieved and nine medals are paid out; otherwise, three to nine medals are paid out, or no medals are paid out due to a missed win. Also, during CB, any of CB small / medium wins 1 to 4 is won, and regardless of which one is won, the first small win is usually achieved and a predetermined number (15) of medals are paid out. Step S1801 is a process for determining whether a small win resulting in a medal payout has been achieved among the wins during these bonuses or CBs.

[0364] If it is determined in step S1801 that a small winning combination has been achieved, then in step S1802, a process is performed in which the payout amount for this game is subtracted from the remaining payout amount. If a negative determination is made in step S1801, or after the process of step S1802 has been executed, then in step S1803, it is determined whether the remaining payout amount has become 0. If it is not 0, the end determination process is terminated. If it is 0, then in step S1804, a bonus end command is set as an output target to the display control device 81, and then in steps S1805 to S1814, processing for notifying of a win in AT mode, etc., and processing for adding to the number of games to be continued in AT mode, etc., are performed.

[0365] In step S1805, it is determined whether the AT mode hit flag is set. If the AT mode hit flag is set, a lottery process for the number of premonition games is performed in step S1806, the number of premonition games is set in step S1807, and a premonition command is set in step S1808. Incidentally, in this embodiment, in the lottery process for the number of premonition games in step S1806, a lottery is performed in which the number of premonition games is 0 with a 100% probability. In other words, in step S1807, the number of premonition games is always set to 0, and a win notification for the AT mode, etc. is made in the game next to the bonus end game. After executing the process in step S1808, the end determination process is terminated.

[0366] If the AT mode hit flag is not set in step S1805, it is determined in step S1809 whether the VB mode hit flag is set. If the VB mode hit flag is set, the process for the premonition mode in steps S1806 to S1808 is performed, and then the end determination process is terminated.

[0367] The bonus ends when the AT mode winning flag is set if the AT mode and bonus are won simultaneously, if the AT mode is won after the bonus is won but before the bonus is won, if the AT mode is won during a bonus, or if the bonus is won during the premonition mode of the AT mode winning announcement. On the other hand, the bonus ends when the VB mode winning flag is set if the VB mode and bonus are won simultaneously during the AT mode, if the VB mode is won after the bonus is won but before the bonus is won, if the VB mode is won during a bonus, or if the bonus is won during the premonition mode of the VB mode winning announcement.

[0368] If the VB mode win flag is not set in step S1809, the process proceeds to step S1810. In step S1810, it is determined whether or not the AT mode addition flag is set. If the AT mode addition flag is not set, the termination determination process is terminated. If the AT mode addition flag is set, a lottery process for the number of AT mode addition games is performed in step S1811, an addition game count process for the AT mode is performed in step S1812, an addition notification process is performed in step S1813, and an addition command is set in step S1814. The processes of steps S1811 to S1814 are the same as the processes of steps S1017 to S1020. After the process of step S1814 is executed, the termination determination process is terminated.

[0369] As described above, the main control unit 101 performs the following processes: (1) processing related to the display mode transition lottery, (2) processing for transitioning the game state based on the result of the display mode transition lottery, and (3) processing for transitioning the display mode based on the winning result.As a result, a push order notification effect is generated by the auxiliary display unit 65, and the game state also transitions to follow the transition of the display mode.Furthermore, the push order notification effect by the auxiliary display unit 65 makes it possible to generate a push order bell win, allowing for the possibility of winning a large number of medals.

[0370] Here, when a push order replay or push order bell is won, if a push order notification effect is performed by the auxiliary display unit 65 (a push order notification effect by the display control device 81), in addition to the push order notification effect, a push order notification is also performed by the instruction monitor 68 connected to the main control device 101. The configuration of this instruction monitor 68 will be explained with reference to Figure 51. Figure 51(a) is a front view of the instruction monitor 68, and Figure 51(b) is a diagram for explaining the relationship between the display mode of the instruction monitor 68 and the display content.

[0371] As shown in FIG. 51(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.

[0372] 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 "."

[0373] 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.

[0374] 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. 51(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.

[0375] The eighth display segment N8 is lit in a game in which a predetermined start condition is met, including a notification condition that makes it possible for a push order notification to occur, such as when a game moves to a favorable zone, an AT mode win notification is made, and an AT notification flag is set. It is also turned off when the AT mode or SAT mode ends and the game moves from the favorable zone to the normal zone.

[0376] In other words, an advantageous zone (specific game state, specific mode) is a zone that includes a navigation state (AT mode, SAT mode, high frequency mode) in which the operation sequence of the push order bell and push order replay is more easily notified, making it easier for the player to win in an advantageous manner, a chance state (CZ mode, 1st BB, high probability mode) in which it is easier to win the lottery to transition to the navigation state, or a winning state (winning mode) in which the player has won the lottery to transition to the navigation state or chance state but has not transitioned to the navigation state or chance state.The eighth display segment N8 is a zone indicator (specific notification means) that lights up during specific zones in the advantageous zone in which the player can benefit from the push order notification, and turns off during normal zones that are not advantageous zones, and during non-specific zones that are advantageous zones but are not specific zones.

[0377] 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.

[0378] 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.

[0379] Hereinafter, the first section display process and the second section display process will be described as processes relating to the lighting / extinguishing of the eighth display segment N8.

[0380] <First section display process> First, the first interval display process will be described with reference to Fig. 52. The first interval display process is a process carried out in step S316 in the lottery process (Fig. 16), 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.

[0381] In step S1901, 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 described above, 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 S1901 and it is determined that the eighth display segment N8 is being turned off, the process proceeds to step S1902.

[0382] In step S1902, it is determined whether or not an advantageous zone flag has been set in the various flag storage area 106d. As already explained, the advantageous zone flag is a flag that is set when the advantageous zone transition lottery is won in the advantageous zone transition lottery process (Figure 32). If the advantageous zone flag is set, it is determined in step S1903 whether or not the advantageous zone winning game flag has been set. The advantageous zone winning game flag is a flag that is set when the advantageous zone transition lottery is won in the advantageous zone transition lottery process, and is a flag that allows the CPU 102 to identify that it is the winning game. If the advantageous zone winning game flag is set, in step S1904, a process is executed to clear the advantageous zone winning game flag. If the advantageous zone winning game flag is not set in step S1903, the process proceeds to step S1905.

[0383] In step S1905, it is determined whether or not counting the number of games in the advantageous zone, more specifically, whether or not measurement of the advantageous zone game number AG in the various counter areas 106e has begun. If measurement of the advantageous zone game number AG has not begun, processing is performed in step S1906 to begin measuring the advantageous zone game number AG. The advantageous zone game number AG corresponds to a grasping means for grasping the number of games played in the advantageous zone, and processing is performed to add one to the number of games played in the advantageous zone.

[0384] If it is determined in step S1905 that measurement has already started, or after executing the processing of step S1906, the process proceeds to step S1907. In step S1907, it is determined whether the AT notification flag is set. As already explained, when an AT mode winning notification is made and the AT notification flag is set, a state in which a push order notification can occur when a push order role is won is established, and the above notification condition is met. If it is determined in step S1907 that the AT notification flag is set, in step S1908, the display of the section indicator is started by lighting the eighth display segment N8. In addition, when the main control unit 101 starts displaying the eighth display segment N8 as the section indicator with the lighting state, it outputs a sound output command to the display control device 81 so that a predetermined sound effect (for example, a mechanical sound like "Gagot!") is output from the speaker 64. Based on the sound output command, the display control device 81 controls the speaker 64 to emit the predetermined sound effect. In addition, when the display of the 8th display segment N8 begins, it is also possible to configure the auxiliary display unit 65 or another display unit to generate a performance.In this case, it is preferable to output a corresponding command to the display control device 81 and control the auxiliary display unit 65 etc. so that the corresponding performance is performed by the display control device 81.

[0385] If it is determined in step S1901 that the eighth display segment N8 is being displayed as a section indicator, then in step S1909, processing is executed to continue the display during the advantageous section. Specifically, in step S1909, 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.

[0386] If it is determined in step S1902 that the advantageous zone flag is not set, if it is a winning game even when the advantageous zone flag is set (after the processing of step S1904 is executed), or if it is not a winning game but the situation is not such that a push order notification can occur (if it is determined in step S1907 that the AT notification flag is not set), the process proceeds to step S1910. In step S1910, 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 a push order notification does not occur, that is, the number of games in the normal zone and the non-specific zone.

[0387] Furthermore, after the display start process of the section indicator is executed in step S1908, and after the display continuation process of step S1909 is executed, the process proceeds to step S1911. In step S1911, 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 that can generate a push order notification, that is, the number of games in a specific section.

[0388] After the processing of step S1910 or step S1911 is executed, a role ratio calculation process is executed in step S1912. 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 S1913, a process is executed to display the calculation result of step S1912 on the role ratio monitor 77.

[0389] 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.

[0390] In step S1913, the result of the calculation process in step S1912 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 S1913 is executed, the first section display process is terminated.

[0391] 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 S1912. 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.

[0392] <Second section display process> Next, the second section display process will be described with reference to the flowchart in Fig. 53. As already explained, the second section display process is a process that is performed in step S415 of the reel control process, and is performed after medal payout (payout determination process) and transition of the game state based on the winning result (winning result response process) have been performed at the end of one game.

[0393] In step S2001, it is determined whether 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 S2002, a process is executed to count the number of games played in the advantageous zone. Specifically, a process is executed to increment the advantageous zone game count AG by 1. After executing the process in step S2002, in step S2003, a process is executed to update the advantageous zone increase / decrease coin count ZM provided in the various counter area 106e. The advantageous zone increase / decrease coin count ZM is a counter that the CPU 102 uses to determine the increase / decrease in the number of medals played in the advantageous zone (the difference between the number of medals bet and the number of medals paid out in each game in the advantageous zone). In step S2003, the increase / decrease in the number of medals played in the current game (the number of medals paid out in the current game - the number of medals bet in the current game) is determined based on the winning result of the current game (the winning result processing and payout determination processing immediately before), and the increase / decrease in the number of medals is added to the advantageous zone increase / decrease coin count ZM. For example, if the current game is a 3-bet game and 9 medals are paid out, the medal increase / decrease number is +6, and in step S2003, processing is performed to add +6 to the advantageous zone increase / decrease number ZM. Also, if the current game is a 3-bet game and no medals are paid out, the medal increase / decrease number is -3, and in step S2003, processing is performed to add -3 to the advantageous zone increase / decrease number ZM.

[0394] After executing the processing of step S2003, in step S2004, remaining game number management processing is executed, and in the following step S2005, remaining coin number management processing is executed. The remaining game number management processing is processing for managing whether or not the advantageous zone is in a situation where it will reach the upper limit number of games with the current remaining number of games, based on the number of games remaining in AT mode, etc. The remaining coin number management processing is processing for managing whether or not the advantageous zone is in a situation where it will reach the upper limit increase number with the current remaining number of games, based on the number of games remaining in AT mode, etc.

[0395] Specifically, in the remaining game count management process, as shown in the flowchart of FIG. 54, first, in step S2101, the premonition game count G1 is determined. For example, when the current situation is a premonition mode in an advantageous zone, the premonition game count G1 represents the number of remaining premonition mode games, and is decremented by one for each game in the game count management process (FIG. 49). In step S2102, the AT mode continuation count G2 is determined. For example, when the current situation is an AT mode in an advantageous zone, the AT mode continuation count G2 represents the number of remaining AT mode games, and is decremented by one for each game in the game count management process (FIG. 49). In step S2103, the VB mode continuation count G3 is determined. For example, when the current situation is a VB mode in an advantageous zone, the VB mode continuation count G3 represents the number of remaining VB mode games, and is decremented by one for each game in the game count management process (FIG. 49). In step S2104, the specialized zone continuation count G4 is determined. The number of consecutive specialized zone games G4 represents the number of remaining games in the specialized zone, for example, when the current situation is a specialized zone in an advantageous zone, and is decremented by one for each game in the game count management process (Fig. 49). In step S2105, the number of remaining BB games G5 is determined. For example, when the current situation is a BB mode (bonus state) in an advantageous zone, the number of remaining BB games G5 represents the number of remaining games in BB mode, and is decremented by one each time the game count management process (Fig. 49) is started, provided that the game is in BB mode, by a decrement process (not shown).

[0396] Here, these continuation numbers G1 to G5 may be input with a value of 0 or more even if the current situation is not the corresponding mode or zone. Specifically, for example, in the VB mode, specialized zone, or BB mode, the count of the remaining number of games in the AT mode is stopped, but if a transition to these VB mode, specialized zone, or BB mode occurs during the AT mode, a value of 0 or more is input to the AT mode continuation number G2 and the continuation number of each of these modes.

[0397] In step S2106, the remaining number of games ZG in the advantageous zone is calculated by accumulating G1 to G5 determined in each of the processes in steps S2101 to S2105 above. By performing this process, it is possible to determine how many more games the advantageous zone will continue. In the following step S2107, the total number of advantageous zone games SG is calculated by adding the number of advantageous zone games that have been played so far (number of advantageous zone games AG) and the remaining number of games ZG. Then, in step S2108, the total number of advantageous zone games SG is subtracted from 1500G, which is the upper limit number of games that the advantageous zone can continue, to calculate the number of available games FG (number of available games that can be added, number of remaining games).

[0398] After processing step S2108, in step S2109, it is determined whether the number of available games FG is greater than 0, i.e., whether there is an available number of games and it is possible to add more. If the number of available games FG is greater than 0, the remaining game number management process is terminated. On the other hand, if the number of available games FG is 0 or less, in step S2110, a process is executed to set a first excess flag in the various flag storage area 106d, and then the remaining game number management process is terminated. The first excess flag is a flag that allows the CPU 102 to understand that a situation has been identified in which the first forced termination condition of the advantageous zone is met.

[0399] As shown in the flowchart of FIG. 55, the remaining coin number management process first determines the advantageous zone increase / decrease coin number ZM updated in step S2003 in step S2201. In the following step S2202, the process calculates the expected remaining increase / decrease coin number NM that can be obtained in the remaining number of games in the advantageous zone from the number of remaining games in the advantageous zone ZG (step S2106) calculated in the remaining game management process in step S2004 and the net increase coin number expected in each game in the advantageous zone (expected increase / decrease coin number KM) stored in ROM 105. In this embodiment, the expected increase / decrease coin number KM is calculated when the advantageous zone is consumed in a high RT state when the above-mentioned push order notification occurs, and is configured to use the net increase coin number (approximately +2.46 coins) taking into account the bonus state. That is, for example, if the remaining number of games in the advantageous zone ZG is 500 games, the expected remaining increase / decrease coin number NM is 500 games × 2.46 coins = 1230 coins.

[0400] In step S2203, the number of coins expected to be won during the current advantageous zone (total expected increase / decrease SM) is calculated from the advantageous zone increase / decrease coin number ZM determined in step S2201 and the remaining expected increase / decrease coin number NM calculated in step S2202, taking into account the current number of games remaining in the advantageous zone. Then, in step S2204, the number of available coins FM that can be increased is calculated. The processing in step S2204 corresponds to the processing in step S2108 in the remaining game number management processing that calculates the number of available games FG that can be added. The processing in step S2109 is processing to predict in advance that the advantageous zone will be forcibly terminated in the subsequent game due to the first forced termination condition, and the processing in step S2204 is processing to predict in advance that the advantageous zone will be forcibly terminated in the subsequent game due to the second forced termination condition. That is, in step S2204, the total expected increase / decrease coin number SM calculated in step S2203 is processed from 2400 coins, which is the upper limit increase number for the advantageous zone.

[0401] In step S2205, based on the processing result of step S2204, it is determined whether the increaseable free number FM is 0 or less, and whether forced termination will occur in the future due to the second forced termination condition. If the free number FM is 1 or more, it is determined that the upper limit increase number has not been reached, and the remaining number management processing is terminated. If the free number FM is 0 or less, the processing proceeds to step S2206, where a second excess flag is set in the various flag storage area 106d, and the remaining number management processing is terminated. The second excess flag is a flag that allows the CPU 102 to determine whether the second forced termination condition may be met in the future.

[0402] In this embodiment, by setting the first excess flag or the second excess flag, even if a specific role is won during the advantageous zone, the implementation of a lottery for adding the number of games during the AT mode is restricted. More specifically, for example, if the first excess flag or the second excess flag is set in the lottery process for adding the number of games in the AT mode, such as step S1014 or step S1201, the implementation of such a lottery process is restricted, and an additional win is not possible (or even if a win is made, an additional 0 games occurs). This makes it possible to prevent an additional win from being made beyond the limit of the number of games, which could lead to a misunderstanding that the advantageous zone will continue beyond the upper limit number of games.

[0403] In addition, once the first excess flag or the second excess flag is set, the remaining game number management process may not be performed in the current advantageous zone.

[0404] Returning to the explanation of the second interval display process (FIG. 53), after executing the process of step S2005, in step S2006, it is determined whether the number of games in the advantageous interval AG has reached the upper limit of 1500, or whether the number of coins increased or decreased in the advantageous interval ZM has reached the upper limit of 2400. If either of these forced termination conditions is met, in step S2007, the number of games in the advantageous interval AG and the number of coins increased or decreased in the advantageous interval ZM are cleared to 0. In the following step S2008, a process is performed to terminate the display of the eighth display segment N8 as an interval indicator. Then, in step S2009, a process is performed to initialize parameters and information such as various flags and counters in the advantageous interval, and then the second interval display process is terminated.

[0405] More specifically, the data initialization process in step S2009 resets flags and counters set upon transition to the current advantageous zone and during the current advantageous zone to their initial values. For example, if an AT mode win flag or the like is set upon transition to the advantageous zone, or if a VB mode win flag is set during AT mode, and these flags remain set until this initialization process, these win flags are cleared. Furthermore, in the initialization process, if an AT notification flag, AT mode flag, VB mode flag, specialized zone flag, or the like is set, these flags are also cleared. Furthermore, if a premonition counter, counter for the number of games continued in attack mode, or the like is 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 use push order notifications, and clears RAM for such variables and parameters.

[0406] If it is determined in step S2006 that the number of games in the advantageous zone AG has not reached the upper limit, or that the number of coins increased or decreased in the advantageous zone ZM has not reached the upper limit increase, the process proceeds to step S2010, where it is determined whether the normal termination condition for the advantageous zone has been met. More specifically, it is determined whether neither the AT mode hit flag nor the AT mode flag has been set, and whether the number of remaining games to be continued, including modes higher than the AT mode, has reached 0. If neither the AT mode hit flag nor the AT mode flag has been set, the process proceeds to step S2007, and the processing for the termination of the advantageous zone in steps S2007 to S2009 is performed, and the second zone display processing is terminated. If a negative determination is made in step S2010, the second zone display processing is terminated. In this case, the zone indicator (eighth display segment N8) continues to light up.

[0407] <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 56.

[0408] In this slot machine 10, as shown in FIG. 56, in the normal zone, which is not an advantageous zone, the eighth display segment N8 as a zone indicator is turned off (not lit). In this normal zone, push order notification is not performed. In other words, while the advantageous zone has the performance related to the instruction function such as push order notification, the normal zone can be said to be a zone that does not have such instruction function. The situation in which the display mode is in the normal mode mainly corresponds to the normal zone.

[0409] In the normal zone, for example, if a player wins the lottery to move to the advantageous zone by winning a weak watermelon role, the number of games played in the advantageous zone (counting the number of advantageous zone games AG) will begin to be counted from the game following the game in which the game result that triggered the winning is realized. Then, if a player wins the lottery to move to the AT mode in the advantageous zone, and a winning notification and an AT notification flag are set, etc., and a push order notification can be generated, the condition for starting the display of the zone indicator is met, and the eighth display segment N8 will light up.

[0410] After that, while the eighth display segment N8 is lit, a push order notification is generated using the first display segment N1 to the seventh display segment N7. In this case, the push order information ("1" to "6") is displayed by the first display segment N1 to the seventh display segment N7 as described above, and the player can understand the push order based on this push order information. In the push order notification, the push order information begins to be displayed when the start lever 41 is operated in the game, and ends when the third reel is stopped and turned on in the game. If the game is not the final game of the advantageous zone, when the third reel is stopped ...

Claims

[Claim 1] A plurality of rotating bodies on which a plurality of types of patterns are attached in the circumferential direction; A display unit that allows some of the patterns on each of the rotating bodies to be visible; a start operation means for starting rotation of each of the rotating bodies when operated; a stop operation means for stopping the rotation of each of the rotating bodies when operated; a drive control means for starting rotation of each of the rotating bodies when the start operation means is operated and for stopping rotation of each of the rotating bodies when the stop operation means is operated; a lottery means for holding a lottery to determine whether or not to award a special benefit to a player based on the operation of the start operation means; a bonus awarding means for awarding a bonus corresponding to a result of the lottery drawn by the lottery drawing means; A gaming machine comprising: a specific information acquisition means for acquiring specific information when a predetermined acquisition condition is met; a specific information storage means capable of storing the specific information acquired by the specific information acquisition means; a specific determination means for executing a specific determination of causing a specific event to occur by using at least the specific information stored in the specific information storage means and the lottery result by the lottery means; a means for executing specific notification of the specific information stored in the specific information storage means by a predetermined notification means before the specific information becomes a target of the specific determination; Equipped with The specific information acquisition means a first means for acquiring the specific information when a first condition is met based on an operation by a player as the acquisition condition; a second means for acquiring the specific information when a second condition different from the first condition is established based on an operation by a player as the acquisition condition; Equipped with the specific determination means is capable of making the specific determination based on a lottery result by the lottery means and the specific information acquired in a game prior to the lottery being performed by the lottery means; The game state has a specific state that is advantageous to the player, a configuration capable of executing the specific determination in the specific state, A gaming machine characterized in that it is configured to be able to acquire the specific information when transitioning to the specific state.

Citation Information

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